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TextureCache: Simplify XFB reconstruction
This also better handles in-memory interlaced XFB data placed by the CPU by considering the stride from the VI.
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@ -312,14 +312,13 @@ static void BPWritten(const BPCmd& bp)
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if (g_ActiveConfig.bImmediateXFB)
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{
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// below div two to convert from bytes to pixels - it expects width, not stride
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g_renderer->Swap(destAddr, destStride / 2, destStride / 2, height, srcRect,
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CoreTiming::GetTicks());
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g_renderer->Swap(destAddr, destStride / 2, destStride, height, CoreTiming::GetTicks());
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}
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else
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{
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if (FifoPlayer::GetInstance().IsRunningWithFakeVideoInterfaceUpdates())
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{
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VideoInterface::FakeVIUpdate(destAddr, srcRect.GetWidth(), height);
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VideoInterface::FakeVIUpdate(destAddr, srcRect.GetWidth(), destStride, height);
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}
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}
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}
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