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	GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
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				| @ -173,6 +173,9 @@ void Maxwell3D::ProcessQueryGet() { | ||||
| 
 | ||||
| void Maxwell3D::DrawArrays() { | ||||
|     LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring"); | ||||
|     if (Tegra::g_debug_context) { | ||||
|         Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr); | ||||
|     } | ||||
| 
 | ||||
|     auto& fragment_shader = state.shader_stages[static_cast<size_t>(Regs::ShaderStage::Fragment)]; | ||||
|     auto& tex_info_buffer = fragment_shader.const_buffers[regs.tex_cb_index]; | ||||
| @ -215,6 +218,10 @@ void Maxwell3D::DrawArrays() { | ||||
|                          tex_info.tic_id.Value(), tex_info.tsc_id.Value(), tic_entry.Address()); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     if (Tegra::g_debug_context) { | ||||
|         Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr); | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void Maxwell3D::BindTextureInfoBuffer(const std::vector<u32>& parameters) { | ||||
|  | ||||
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