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GPU/HW: Slightly rearrange data fields
Make space for software renderer flag.
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@@ -3836,7 +3836,7 @@ void GPU_HW::PrepareDraw(const GPUBackendDrawCommand* cmd)
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{
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m_texture_window_bits = cmd->window;
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m_texture_window_active = (cmd->window != GPUTextureWindow{{0xFF, 0xFF, 0x00, 0x00}});
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GSVector4i::store<false>(&m_batch_ubo_data.u_texture_window[0], GSVector4i::load32(&cmd->window).u8to32());
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GSVector4i::store<true>(&m_batch_ubo_data.u_texture_window[0], GSVector4i::load32(&cmd->window).u8to32());
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m_batch_ubo_dirty = true;
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}
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@@ -311,7 +311,6 @@ private:
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bool m_prefer_shader_blend : 1 = false;
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bool m_use_rov_for_shader_blend : 1 = false;
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bool m_write_mask_as_depth : 1 = false;
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bool m_depth_was_copied : 1 = false;
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bool m_texture_window_active : 1 = false;
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bool m_rov_active : 1 = false;
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@@ -322,11 +321,14 @@ private:
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bool m_batch_ubo_dirty = true;
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bool m_drawing_area_changed = true;
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bool m_depth_was_copied = false;
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BatchConfig m_batch = {};
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GPUTextureCache::SourceKey m_texture_cache_key = {};
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// Changed state
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BatchUBOData m_batch_ubo_data = {};
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alignas(VECTOR_ALIGNMENT) BatchUBOData m_batch_ubo_data = {};
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// Texture cache state
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GPUTextureCache::SourceKey m_texture_cache_key = {};
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// Bounding box of VRAM area that the GPU has drawn into.
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GSVector4i m_vram_dirty_draw_rect = INVALID_RECT;
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