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GPU: Eliminate temporary buffer when reading back
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@ -584,7 +584,7 @@ void GPU_HW_D3D11::UpdateDisplay()
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}
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}
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void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
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{
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// Get bounds with wrap-around handled.
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const Common::Rectangle<u32> copy_rect = GetVRAMTransferBounds(x, y, width, height);
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@ -614,9 +614,6 @@ void GPU_HW_D3D11::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
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}
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RestoreGraphicsAPIState();
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// Feed the shadow buffer back to the output.
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GPU_HW::ReadVRAM(x, y, width, height, buffer);
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}
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void GPU_HW_D3D11::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
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