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Cleanup and unify handling of efb copy stride.
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@ -9,7 +9,6 @@
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoConfig.h"
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@ -85,15 +84,6 @@ void SetColorMask()
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g_renderer->SetColorMask();
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}
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void CopyEFB(u32 dstAddr, const EFBRectangle& srcRect,
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unsigned int dstFormat, PEControl::PixelFormat srcFormat,
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bool isIntensity, bool scaleByHalf)
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{
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// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
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TextureCache::CopyRenderTargetToTexture(dstAddr, dstFormat, srcFormat,
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srcRect, isIntensity, scaleByHalf);
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}
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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated backends we're always using RGBA8
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