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DX11: Fix a small mistake.
Remove some incorrect and/or confusing comments. Fixes issue 5251. Thanks to limburgerite :)
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@ -907,10 +907,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
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if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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@ -844,9 +844,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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@ -1013,9 +1013,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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// this function is called after the XFB field is changed, not after
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// EFB is copied to XFB. In this way, flickering is reduced in games
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// and seems to also give more FPS in ZTP
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if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
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u32 xfbCount = 0;
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