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D3D12: Implement XFB encoding/decoding (support Real XFB)
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@ -1309,6 +1309,11 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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{
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drawRc = flipped_trc;
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sourceRc.right -= fbStride - fbWidth;
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// RealXFB doesn't call ConvertEFBRectangle for sourceRc, therefore it is still assuming a top-left origin.
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// The top offset is always zero (see FramebufferManagerBase::GetRealXFBSource).
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sourceRc.top = sourceRc.bottom;
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sourceRc.bottom = 0;
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}
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else
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{
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