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Renderer still needs to track swaps for savestates
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@ -91,8 +91,8 @@ public:
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virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
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virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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// Finish up the current frame, print some stats
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void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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// Track swaps for save-states
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void TrackSwaps(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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bool IsGameWidescreen() const { return m_is_game_widescreen; }
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