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D3D12: Implement XFB encoding/decoding (support Real XFB)
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@ -67,12 +67,10 @@ const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr
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m_realXFBSource->texWidth = fbWidth;
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m_realXFBSource->texHeight = fbHeight;
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// OpenGL texture coordinates originate at the lower left, which is why
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// sourceRc.top = fbHeight and sourceRc.bottom = 0.
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m_realXFBSource->sourceRc.left = 0;
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m_realXFBSource->sourceRc.top = fbHeight;
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m_realXFBSource->sourceRc.top = 0;
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m_realXFBSource->sourceRc.right = fbWidth;
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m_realXFBSource->sourceRc.bottom = 0;
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m_realXFBSource->sourceRc.bottom = fbHeight;
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// Decode YUYV data from GameCube RAM
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m_realXFBSource->DecodeToTexture(xfbAddr, fbWidth, fbHeight);
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