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VideoCommon: Use integer arithmetic instead of floating point arithmetic when dealing with EFB scales.
Should fix problems caused by EFB scales other than Native (excluding fractional!). Test whether this fixes games which work fine with native EFB resolution but show glitches with higher internal resolutions. Also fixed numerous warnings. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6549 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -276,10 +276,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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FramebufferManager::ResolveAndGetDepthTarget(source_rect) :
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FramebufferManager::ResolveAndGetRenderTarget(source_rect);
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// TODO: move
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const float xScale = Renderer::GetTargetScaleX();
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const float yScale = Renderer::GetTargetScaleY();
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GL_REPORT_ERRORD();
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if (false == isDynamic || g_ActiveConfig.bCopyEFBToTexture)
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@ -325,8 +321,6 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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hash = TextureConverter::EncodeToRamFromTexture(
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addr,
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read_texture,
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xScale,
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yScale,
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bFromZBuffer,
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bIsIntensityFmt,
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copyfmt,
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