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Code cleanup. Juggling rectangles. I'm about to investigate the problems with Real XFB's in PAL games, so I wanted to make sure all our rectangles were cleaned up and organized.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3794 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -29,13 +29,8 @@
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#include "Render.h"
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#include "TextureConverter.h"
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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void XFB_Write(u8 *xfb_in_ram, const EFBRectangle& sourceRc, u32 dstWd, u32 dstHt)
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{
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TRectangle renderSrcRc;
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renderSrcRc.left = sourceRc.left;
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renderSrcRc.right = sourceRc.right;
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// OpenGL upside down as usual...
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renderSrcRc.top = Renderer::GetTargetHeight() - sourceRc.top;
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renderSrcRc.bottom = Renderer::GetTargetHeight() - sourceRc.bottom;
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TextureConverter::EncodeToRamYUYV(Renderer::ResolveAndGetRenderTarget(sourceRc), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
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TextureConverter::EncodeToRamYUYV(Renderer::ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, dstWd, dstHt);
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}
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