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GPU: Intercept writes to the VERTEX_END_GL register.
This is the register that gets written after a game calls DrawArrays(). We should collect all GPU state and draw using our graphics API here.
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@ -32,7 +32,12 @@ public:
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union {
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struct {
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INSERT_PADDING_WORDS(0x6C0);
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INSERT_PADDING_WORDS(0x585);
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struct {
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u32 vertex_end_gl;
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u32 vertex_begin_gl;
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} draw;
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INSERT_PADDING_WORDS(0x139);
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struct {
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u32 query_address_high;
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u32 query_address_low;
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@ -61,6 +66,9 @@ private:
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/// Handles a write to the QUERY_GET register.
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void ProcessQueryGet();
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/// Handles a write to the VERTEX_END_GL register, triggering a draw.
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void DrawArrays();
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MemoryManager& memory_manager;
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};
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