Remove the "Show EFB Copy Regions" debug option.

It was only implemented in OpenGL, though the option was visible in both
backends, leading to memory leaks if you enabled it in DirectX.

And it wasn't particularly useful as a debug feature as it only showed
where in the EFB the copies were taken from, not what format it was, or
what the copy was used for, or what content was in the EFB at that point
in time.

Also, it stretched the copy regions relative to the window, so the
on-screen regions don't even line up with the window unless the game used
the full EFB (some pal games) and you game image stretched to the full
window.
This commit is contained in:
Scott Mansell
2015-11-05 18:15:46 +13:00
parent 4826376f8c
commit 51c984dde3
7 changed files with 0 additions and 168 deletions

View File

@ -223,9 +223,6 @@ static void BPWritten(const BPCmd& bp)
// Check if we are to copy from the EFB or draw to the XFB
if (PE_copy.copy_to_xfb == 0)
{
if (g_ActiveConfig.bShowEFBCopyRegions)
stats.efb_regions.push_back(srcRect);
// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
TextureCache::CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
bpmem.zcontrol.pixel_format, srcRect,