Starting to properly attribute virtual vs. physical memory accesses.
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@@ -193,8 +193,8 @@ class CommandProcessor {
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bool ExecutePacketType3_INVALIDATE_STATE(RingbufferReader* reader,
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uint32_t packet, uint32_t count);
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bool LoadShader(ShaderType shader_type, const uint32_t* address,
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uint32_t dword_count);
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bool LoadShader(ShaderType shader_type, uint32_t guest_address,
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const uint32_t* host_address, uint32_t dword_count);
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bool IssueDraw();
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UpdateStatus UpdateShaders(PrimitiveType prim_type);
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@@ -214,7 +214,6 @@ class CommandProcessor {
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GLuint depth_target);
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Memory* memory_;
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uint8_t* membase_;
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GL4GraphicsSystem* graphics_system_;
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RegisterFile* register_file_;
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