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Fixed Frame dumping in VideoSoftware.
Old code dumped the efb, which was no-longer relevant since the backend gained xfb support. New code dumps the colour texture which is about to be rendered to the screen so correctly reflects the bypassXFB option.
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@ -152,10 +152,14 @@ void SWRenderer::DrawDebugText()
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SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getColorTexture() {
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u8* SWRenderer::getNextColorTexture() {
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return s_xfbColorTexture[!s_currentColorTexture];
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}
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u8* SWRenderer::getCurrentColorTexture() {
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return s_xfbColorTexture[s_currentColorTexture];
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}
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void SWRenderer::swapColorTexture() {
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s_currentColorTexture = !s_currentColorTexture;
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}
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@ -168,7 +172,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
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}
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u32 offset = 0;
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u8 *TexturePointer = getColorTexture();
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u8 *TexturePointer = getNextColorTexture();
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for (u16 y = 0; y < fbHeight; y++)
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{
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@ -202,7 +206,7 @@ void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
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{
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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if (!g_SWVideoConfig.bHwRasterizer)
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SWRenderer::DrawTexture(s_xfbColorTexture[s_currentColorTexture], fbWidth, fbHeight);
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SWRenderer::DrawTexture(getCurrentColorTexture(), fbWidth, fbHeight);
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swstats.frameCount++;
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SWRenderer::SwapBuffer();
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