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D3D: get rid of flickering in various games by changing way and time to flip backbuffer to frontbuffer. Also added some debugging messages. ZTP intro seems to be additionally 10%+ faster now, maybe only for me in windows mode.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4303 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -23,6 +23,7 @@
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#include "VertexManager.h"
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#include "VertexShaderManager.h"
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#include "Utils.h"
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#include "debugger/debugger.h"
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bool textureChanged[8];
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@ -209,6 +210,9 @@ void CopyEFB(const BPCmd &bp, const EFBRectangle &rc, const u32 &address, const
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//TextureConverter::EncodeToRam(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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//else // To D3D Texture
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TextureCache::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
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DEBUGGER_PAUSE_LOG_AT(NEXT_EFB_CMD,false,
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{printf("EFB to texture: addr = %08X\n",address);});
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}
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}
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@ -229,8 +233,7 @@ void ClearScreen(const BPCmd &bp, const EFBRectangle &rc)
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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{
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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col = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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clearflags |= D3DCLEAR_TARGET; // set to break animal crossing :p ??
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}
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