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D3D9: Correct depth readback.
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@ -2662,8 +2662,7 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
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if (vfb && vfb->fbo) {
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// We'll pseudo-blit framebuffers here to get a resized version of vfb.
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if (gameUsesSequentialCopies_) {
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// Ignore the x/y/etc., read the entire thing.
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// TODO: What game did we need this for?
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// Ignore the x/y/etc., read the entire thing. See below.
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x = 0;
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y = 0;
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w = vfb->width;
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@ -2677,7 +2676,7 @@ void FramebufferManagerCommon::ReadFramebufferToMemory(VirtualFramebuffer *vfb,
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vfb->usageFlags |= FB_USAGE_DOWNLOAD;
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} else {
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// Let's try to set the flag eventually, if the game copies a lot.
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// Some games copy subranges very frequently.
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// Some games (like Grand Knights History) copy subranges very frequently.
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const static int FREQUENT_SEQUENTIAL_COPIES = 3;
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static int frameLastCopy = 0;
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static u32 bufferLastCopy = 0;
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@ -134,7 +134,10 @@
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}
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void FramebufferManagerDX9::PackFramebufferSync(VirtualFramebuffer *vfb, int x, int y, int w, int h, RasterChannel channel) {
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if (channel != RASTER_COLOR) {
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if (channel == RASTER_DEPTH) {
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PackDepthbuffer(vfb, x, y, w, h);
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return;
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} else if (channel != RASTER_COLOR) {
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// Unsupported
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WARN_LOG_ONCE(d3ddepthreadback, G3D, "Not yet supporting depth readbacks on DX9");
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return;
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