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TextureCache: Split efb2ram from efb2tex
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@ -236,11 +236,13 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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g_renderer->RestoreAPIState();
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}
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if (g_ActiveConfig.bSkipEFBCopyToRam)
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this->Zero(dst);
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else
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g_encoder->Encode(dst, format, native_width, BytesPerRow(), NumBlocksY(), memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
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void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
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PEControl::PixelFormat srcFormat, const EFBRectangle& srcRect,
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bool isIntensity, bool scaleByHalf)
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{
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g_encoder->Encode(dst, format, native_width, bytes_per_row, num_blocks_y, memory_stride, srcFormat, srcRect, isIntensity, scaleByHalf);
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}
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const char palette_shader[] =
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