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Merge pull request #3361 from stenzek/d3d-vectored-efb-pokes
D3D: Implement vectored efb pokes
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@ -940,19 +940,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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}
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}
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case POKE_COLOR:
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case POKE_Z:
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{
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std::vector<EfbPokeData> vector;
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EfbPokeData d;
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d.x = x;
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d.y = y;
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d.data = poke_data;
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vector.push_back(d);
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PokeEFB(type, vector);
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break;
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}
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default:
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break;
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}
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@ -960,9 +947,9 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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return 0;
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}
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void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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FramebufferManager::PokeEFB(type, data);
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FramebufferManager::PokeEFB(type, points, num_points);
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}
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u16 Renderer::BBoxRead(int index)
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