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Common/D3D11: Stride should be byte width
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@ -961,8 +961,9 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
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// And copy it into our shadow buffer.
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if (m_vram_readback_texture.Map(m_context.Get(), false))
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{
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m_vram_readback_texture.ReadPixels(0, 0, encoded_width * 2, encoded_height, VRAM_WIDTH,
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&m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left]);
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m_vram_readback_texture.ReadPixels<u32>(
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0, 0, encoded_width, encoded_height, VRAM_WIDTH * sizeof(u16),
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reinterpret_cast<u32*>(&m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left]));
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m_vram_readback_texture.Unmap(m_context.Get());
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}
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else
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