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Re-enable CPU swap on XFB mode only, to avoid flickering in a couple of games
Fix for a dumb mistake from r4042 and doing it lazy-right :p git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4063 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -587,6 +587,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
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// Scale the 32-bit value returned by glReadPixels to a 24-bit
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// value (GC uses a 24-bit Z-buffer).
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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return z >> 8;
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}
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@ -807,11 +808,10 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
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// TODO: Find better name for this because I don't know if it means what it says.
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g_VideoInitialize.pCopiedToXFB(false);
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#ifndef XXX_ENABLE_CPU_CONTROLLED_SWAPPING
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// XXX: Without the VI, how would we know what kind of field this is? So
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// just use progressive.
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Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
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#endif
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if (!g_Config.bUseXFB)
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Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight);
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}
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// This function has the final picture. We adjust the aspect ratio here.
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