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@ -135,7 +135,7 @@ void RasterizerOpenGL::Reset() {
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SetShader();
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res_cache.FullFlush();
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res_cache.InvalidateAll();
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}
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void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
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@ -176,8 +176,8 @@ void RasterizerOpenGL::DrawTriangles() {
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size, true);
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res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size, true);
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res_cache.InvalidateInRange(cur_fb_color_addr, cur_fb_color_size, true);
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res_cache.InvalidateInRange(cur_fb_depth_addr, cur_fb_depth_size, true);
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}
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void RasterizerOpenGL::CommitFramebuffer() {
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@ -328,7 +328,7 @@ void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) {
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ReloadDepthBuffer();
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// Notify cache of flush in case the region touches a cached resource
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res_cache.NotifyFlush(addr, size);
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res_cache.InvalidateInRange(addr, size);
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}
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void RasterizerOpenGL::SamplerInfo::Create() {
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