GPU: Implement interlaced rendering in hardware backends
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@ -574,8 +574,11 @@ void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 tex
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if ((bg_color.bits & mask_and) != 0)
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return;
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if (m_GPUSTAT.SkipDrawingToActiveField() && BoolToUInt32(m_GPUSTAT.drawing_even_line) != (static_cast<u32>(y) & 1u))
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if (m_GPUSTAT.SkipDrawingToActiveField() &&
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BoolToUInt32(m_GPUSTAT.displaying_odd_line) == (static_cast<u32>(y) & 1u))
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{
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return;
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}
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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}
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