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videosoftware: More coding style fixes.
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@ -213,26 +213,31 @@ void VideoSoftware::Video_EndField()
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// BeginField and EndFeild, We could possibly get away with copying out the whole thing
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// at BeginField for less lag, but for the safest emulation we run it here.
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if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0 ) {
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if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0)
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{
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swstats.frameCount++;
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swstats.ResetFrame();
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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if (!g_SWVideoConfig.bHwRasterizer) {
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if(!g_SWVideoConfig.bBypassXFB) {
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if (!g_SWVideoConfig.bHwRasterizer)
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{
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if(!g_SWVideoConfig.bBypassXFB)
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{
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EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
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SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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}
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// Idealy we would just move all the opengl contex stuff to the CPU thread, but this gets
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// messy when the Hardware Rasterizer is enabled.
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// And Neobrain loves his Hardware Rasterizer
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// Ideally we would just move all the OpenGL context stuff to the CPU thread,
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// but this gets messy when the hardware rasterizer is enabled.
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// And neobrain loves his hardware rasterizer.
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if (!g_SWVideoConfig.bBypassXFB) { // BypassXFB has already done a swap, so skip this.
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// If we are runing dual core, Signal the GPU thread about the new colour texture.
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// If BypassXFB has already done a swap (cf. EfbCopy::CopyToXfb), skip this.
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if (!g_SWVideoConfig.bBypassXFB)
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{
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// If we are in dual core mode, notify the GPU thread about the new color texture.
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
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Common::AtomicStoreRelease(s_swapRequested, true);
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else
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