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D3D/Vulkan: Fix incorrect clamp in EFB RAM copy
This could cause darker-than-expected EFB copies if clamping was not enabled, and the user forced EFB copies to RAM only.
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@ -245,7 +245,7 @@ void TextureConverter::EncodeTextureToMemory(
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encoder_params.y_scale = y_scale;
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encoder_params.gamma_rcp = 1.0f / gamma;
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encoder_params.clamp_top = clamp_top ? src_rect.top / float(EFB_HEIGHT) : 0.0f;
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encoder_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 0.0f;
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encoder_params.clamp_bottom = clamp_bottom ? src_rect.bottom / float(EFB_HEIGHT) : 1.0f;
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for (size_t i = 0; i < filter_coefficients.size(); i++)
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encoder_params.filter_coefficients[i] = filter_coefficients[i];
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u8* ubo_ptr = draw.AllocatePSUniforms(sizeof(EFBEncodeParams));
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