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d3d: Use drawPixelsTex as a non-dynamic texture.
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@ -127,6 +127,7 @@ namespace DX9 {
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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ClearBuffer();
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// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
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pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL);
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useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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}
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@ -156,7 +157,7 @@ namespace DX9 {
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u8 * convBuf = NULL;
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D3DLOCKED_RECT rect;
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drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
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drawPixelsTex_->LockRect(0, &rect, NULL, 0);
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convBuf = (u8*)rect.pBits;
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