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GSDX: Fix output texture height calculation
Previously, the height of the frame offset was also considered for the total height of the texture which was obviously wrong as the portion before the offset value isn't part of the frame memory.
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@ -169,7 +169,7 @@ GSTexture* GSRendererCL::GetOutput(int i, int& y_offset)
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const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
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int w = DISPFB.FBW * 64;
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int h = GetFrameRect(i).bottom;
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int h = GetFrameRect(i).height();
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// TODO: round up bottom
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@ -345,7 +345,7 @@ GSTexture* GSRendererCS::GetOutput(int i, int& y_offset)
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const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
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int w = DISPFB.FBW * 64;
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int h = GetFrameRect(i).bottom;
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int h = GetFrameRect(i).height();
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// TODO: round up bottom
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@ -219,7 +219,7 @@ GSTexture* GSRendererHW::GetOutput(int i, int& y_offset)
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GSTexture* t = NULL;
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if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GetFrameRect(i).bottom))
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if(GSTextureCache::Target* rt = m_tc->LookupTarget(TEX0, m_width, m_height, GetFrameRect(i).height()))
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{
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t = rt->m_texture;
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@ -165,7 +165,7 @@ GSTexture* GSRendererSW::GetOutput(int i, int& y_offset)
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const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
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int w = DISPFB.FBW * 64;
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int h = GetFrameRect(i).bottom;
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int h = GetFrameRect(i).height();
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// TODO: round up bottom
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