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Video: stride in bytes rather than pixels
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@ -335,7 +335,7 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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// We enable linear filtering, because the GameCube does filtering in the vertical direction when
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// yscale is enabled.
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// Otherwise we get jaggies when a game uses yscaling (most PAL games)
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride * 2, true);
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EncodeToRamUsingShader(srcTexture, destAddr, dstWidth * 2, dstHeight, dstStride, true);
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FramebufferManager::SetFramebuffer(0);
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TextureCache::DisableStage(0);
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g_renderer->RestoreAPIState();
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