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GPU/HW: Write through VRAM transfers
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Reduces the chances of rendering nothing after device loss.
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@ -3296,12 +3296,7 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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DebugAssert(bounds.right <= static_cast<s32>(VRAM_WIDTH) && bounds.bottom <= static_cast<s32>(VRAM_HEIGHT));
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AddWrittenRectangle(bounds);
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// We want to dump *before* the write goes through, otherwise we dump bad data.
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if (m_use_texture_cache)
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{
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GPUTextureCache::WriteVRAM(x, y, width, height, data, set_mask, check_mask, bounds);
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}
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else if (m_sw_renderer)
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if (m_sw_renderer)
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{
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const u32 num_words = width * height;
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GPUBackendUpdateVRAMCommand* cmd = m_sw_renderer->NewUpdateVRAMCommand(num_words);
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@ -3315,6 +3310,10 @@ void GPU_HW::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data, b
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std::memcpy(cmd->data, data, sizeof(u16) * num_words);
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m_sw_renderer->PushCommand(cmd);
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}
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else
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{
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GPUTextureCache::WriteVRAM(x, y, width, height, data, set_mask, check_mask, bounds);
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}
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if (check_mask)
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{
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