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GPU/HW: Elide buffer copy in scanout and fix flipped display
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@ -567,15 +567,9 @@ void GPU_HW_D3D11::UpdateDisplay()
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}
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else if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace)
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{
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const CD3D11_BOX src_box(scaled_vram_offset_x, scaled_vram_offset_y, 0,
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scaled_vram_offset_x + scaled_display_width,
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scaled_vram_offset_y + scaled_display_height, 1);
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m_context->CopySubresourceRegion(m_display_texture.GetD3DTexture(), 0, 0, 0, 0, m_vram_texture.GetD3DTexture(), 0,
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&src_box);
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m_host_display->SetDisplayTexture(m_display_texture.GetD3DSRV(), 0, 0, scaled_display_width,
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scaled_display_height, m_display_texture.GetWidth(),
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m_display_texture.GetHeight(), m_crtc_state.display_aspect_ratio);
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m_host_display->SetDisplayTexture(m_vram_texture.GetD3DSRV(), scaled_vram_offset_x, scaled_vram_offset_y,
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scaled_display_width, scaled_display_height, m_vram_texture.GetWidth(),
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m_vram_texture.GetHeight(), m_crtc_state.display_aspect_ratio);
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}
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else
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{
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