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some fixes to dx11, now efb access should work well (smg pulling stars)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5698 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -530,7 +530,7 @@ void TextureCache::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, boo
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&sourcerect,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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(bFromZBuffer) ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram(), VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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D3D::context->OMSetRenderTargets(1, &FBManager.GetEFBColorTexture()->GetRTV(), FBManager.GetEFBDepthTexture()->GetDSV());
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Renderer::RestoreAPIState();
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