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D3D: Use two slices for most of our textures.
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@ -45,7 +45,7 @@ namespace DX11 {
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struct XFBSource : public XFBSourceBase
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{
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XFBSource(D3DTexture2D *_tex) : tex(_tex) {}
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XFBSource(D3DTexture2D *_tex, int slices) : tex(_tex), m_slices(slices) {}
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~XFBSource() { tex->Release(); }
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void Draw(const MathUtil::Rectangle<int> &sourcerc,
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@ -54,6 +54,7 @@ struct XFBSource : public XFBSourceBase
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void CopyEFB(float Gamma) override;
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D3DTexture2D* const tex;
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const int m_slices;
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};
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class FramebufferManager : public FramebufferManagerBase
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@ -80,6 +81,8 @@ public:
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m_efb.color_tex = swaptex;
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}
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static int GetEFBSlices() { return m_efb.slices; }
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private:
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XFBSourceBase* CreateXFBSource(unsigned int target_width, unsigned int target_height) override;
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void GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc) override;
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@ -99,6 +102,8 @@ private:
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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int slices;
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} m_efb;
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};
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