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D3D9: Make sure to use powers of two as render target dimensions if it's needed by the device.
Some other cleanups. Possibly fixes issue 3256. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6725 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -33,25 +33,6 @@ FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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s_efb.color_texture = NULL;
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s_efb.colorRead_texture = NULL;
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s_efb.depth_texture = NULL;
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s_efb.depthRead_texture = NULL;
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s_efb.depth_surface = NULL;
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s_efb.color_surface = NULL;
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s_efb.color_ReadBuffer = NULL;
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s_efb.depth_ReadBuffer = NULL;
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s_efb.color_OffScreenReadBuffer = NULL;
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s_efb.depth_OffScreenReadBuffer = NULL;
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s_efb.color_reinterpret_texture = NULL;
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s_efb.color_reinterpret_surface = NULL;
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s_efb.color_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_surface_Format = D3DFMT_FORCE_DWORD;
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s_efb.depth_ReadBuffer_Format = D3DFMT_FORCE_DWORD;
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// Simplest possible setup to start with.
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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