GPU/HW: Reduce multiple setting source of truth
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@ -210,9 +210,7 @@ private:
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void SetBatchDepthBuffer(bool enabled);
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void CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices);
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/// Returns the number of mipmap levels used for adaptive smoothing.
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u32 GetAdaptiveDownsamplingMipLevels() const;
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void UpdateDownsamplingLevels();
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void DownsampleFramebuffer(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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void DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height);
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@ -243,24 +241,19 @@ private:
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u8 m_resolution_scale = 1;
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u8 m_multisamples = 1;
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bool m_supports_dual_source_blend : 1 = false;
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bool m_supports_framebuffer_fetch : 1 = false;
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bool m_per_sample_shading : 1 = false;
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bool m_scaled_dithering : 1 = false;
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bool m_disable_color_perspective : 1 = false;
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bool m_force_round_texcoords = false;
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GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
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GPULineDetectMode m_line_detect_mode = GPULineDetectMode::Disabled;
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GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled;
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GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled;
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bool m_supports_dual_source_blend : 1 = false;
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bool m_supports_framebuffer_fetch : 1 = false;
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bool m_true_color : 1 = true;
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bool m_debanding : 1 = false;
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bool m_pgxp_depth_buffer : 1 = false;
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bool m_clamp_uvs : 1 = false;
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bool m_compute_uv_range : 1 = false;
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bool m_pgxp_depth_buffer : 1 = false;
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bool m_allow_shader_blend : 1 = false;
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bool m_prefer_shader_blend : 1 = false;
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u8 m_texpage_dirty = 0;
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BatchConfig m_batch;
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