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Fix D3D::SetDebugObjectName to bind to the EFB color_read_texture rather than the depth_read_texture (probably a copy paste error)
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@ -163,10 +163,10 @@ FramebufferManager::FramebufferManager()
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CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
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CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
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m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(),
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_read_texture->GetTex(),
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"EFB color read texture (used in Renderer::AccessEFB)");
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"EFB color read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName(
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(),
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(ID3D11DeviceChild*)m_efb.color_read_texture->GetRTV(),
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"EFB color read texture render target view (used in Renderer::AccessEFB)");
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"EFB color read texture render target view (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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