GPU/HW: Track dirty area of VRAM shadow texture via drawing area
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@ -110,11 +110,9 @@ bool GPU::HandleSetDrawingAreaTopLeftCommand(const u32*& command_ptr, u32 comman
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Log_DebugPrintf("Set drawing area top-left: (%u, %u)", left, top);
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if (m_drawing_area.left != left || m_drawing_area.top != top)
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{
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FlushRender();
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m_drawing_area.left = left;
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m_drawing_area.top = top;
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UpdateDrawingArea();
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m_drawing_area_changed = true;
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}
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return true;
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@ -129,11 +127,9 @@ bool GPU::HandleSetDrawingAreaBottomRightCommand(const u32*& command_ptr, u32 co
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Log_DebugPrintf("Set drawing area bottom-right: (%u, %u)", m_drawing_area.right, m_drawing_area.bottom);
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if (m_drawing_area.right != right || m_drawing_area.bottom != bottom)
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{
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FlushRender();
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m_drawing_area.right = right;
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m_drawing_area.bottom = bottom;
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UpdateDrawingArea();
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m_drawing_area_changed = true;
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}
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return true;
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@ -147,11 +143,9 @@ bool GPU::HandleSetDrawingOffsetCommand(const u32*& command_ptr, u32 command_siz
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Log_DebugPrintf("Set drawing offset (%d, %d)", m_drawing_offset.x, m_drawing_offset.y);
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if (m_drawing_offset.x != x || m_drawing_offset.y != y)
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{
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FlushRender();
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m_drawing_offset.x = x;
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m_drawing_offset.y = y;
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UpdateDrawingOffset();
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m_drawing_offset_changed = true;
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}
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return true;
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}
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