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D3D12: Implement non-blocking EFB access when EFB has not been modified
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@ -16,6 +16,7 @@
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#include "VideoBackends/D3D12/D3DTexture.h"
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#include "VideoBackends/D3D12/D3DUtil.h"
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#include "VideoBackends/D3D12/FramebufferManager.h"
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#include "VideoBackends/D3D12/Render.h"
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#include "VideoBackends/D3D12/StaticShaderCache.h"
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@ -964,6 +965,11 @@ void DrawEFBPokeQuads(EFBAccessType type,
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InitColVertex(&vertex[3], x1, y2, z, col);
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InitColVertex(&vertex[4], x2, y1, z, col);
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InitColVertex(&vertex[5], x2, y2, z, col);
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if (type == POKE_COLOR)
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FramebufferManager::UpdateEFBColorAccessCopy(point->x, point->y, col);
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else if (type == POKE_Z)
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FramebufferManager::UpdateEFBDepthAccessCopy(point->x, point->y, z);
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}
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// Issue the draw
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