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VideoCommon: Change PokeEFB to take a pointer rather than a vector
This saves allocating a vector for the pass-through path.
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@ -474,21 +474,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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else if (alpha_read_mode.ReadMode == 1) return (ret | 0xFF000000); // GX_READ_FF
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else /*if(alpha_read_mode.ReadMode == 0)*/ return (ret & 0x00FFFFFF); // GX_READ_00
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}
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else // if (type == POKE_COLOR || type == POKE_Z)
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{
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std::vector<EfbPokeData> vector;
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EfbPokeData d;
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d.x = x;
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d.y = y;
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d.data = poke_data;
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vector.push_back(d);
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PokeEFB(type, vector);
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}
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return 0;
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}
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void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
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void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points)
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{
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ResetAPIState();
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@ -513,7 +503,7 @@ void Renderer::PokeEFB(EFBAccessType type, const std::vector<EfbPokeData>& data)
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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}
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D3D::DrawEFBPokeQuads(type, data.data(), data.size());
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D3D::DrawEFBPokeQuads(type, points, num_points);
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if (type == POKE_Z)
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{
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