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D3D: Use two slices for most of our textures.
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@ -192,7 +192,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateRenderTargetTexture(
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{
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return new TCacheEntry(D3DTexture2D::Create(scaled_tex_w, scaled_tex_h,
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(D3D11_BIND_FLAG)((int)D3D11_BIND_RENDER_TARGET | (int)D3D11_BIND_SHADER_RESOURCE),
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM));
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D3D11_USAGE_DEFAULT, DXGI_FORMAT_R8G8B8A8_UNORM, 1, FramebufferManager::GetEFBSlices()));
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}
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TextureCache::TextureCache()
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