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Small fix for a bad block transfer in Soul Calibur
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@ -2000,6 +2000,10 @@ void FramebufferManagerCommon::PackFramebufferSync_(VirtualFramebuffer *vfb, int
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}
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void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) {
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// Clamp to width. Sometimes block transfers can cause this to hit.
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if (x + w >= vfb->width) {
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w = vfb->width - x;
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}
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if (vfb) {
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// We'll pseudo-blit framebuffers here to get a resized version of vfb.
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OptimizeDownloadRange(vfb, x, y, w, h);
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