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authorScott Mansell <phiren@gmail.com>2015-09-06 02:03:49 +1200
committerScott Mansell <phiren@gmail.com>2015-09-07 02:32:01 +1200
commitee649c6d9f38510b2acad42dcce894400a8b4d4b (patch)
treed07579df8806d5186411bc5fe43474e1bf61985d /Source/Core/VideoBackends/D3D/TextureCache.cpp
parentc08a83a5aae41e7c8904295cfa62f932ea87ce02 (diff)
Make efb2tex behave more like efb2ram.
Instead of having special case code for efb2tex that ignores hashes, the only diffence between efb2tex and efb2ram now is that efb2tex writes zeros to the memory instead of actual texture data. Though keep in mind, all efb2tex copies will have hashes of zero as their hash.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/TextureCache.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/TextureCache.cpp b/Source/Core/VideoBackends/D3D/TextureCache.cpp
index 603084dd33..602c00cb18 100644
--- a/Source/Core/VideoBackends/D3D/TextureCache.cpp
+++ b/Source/Core/VideoBackends/D3D/TextureCache.cpp
@@ -237,10 +237,10 @@ void TextureCache::TCacheEntry::FromRenderTarget(u8* dst, unsigned int dstFormat
g_renderer->RestoreAPIState();
- if (!g_ActiveConfig.bSkipEFBCopyToRam)
- {
+ if (g_ActiveConfig.bSkipEFBCopyToRam)
+ this->Zero(dst);
+ else
g_encoder->Encode(dst, this, srcFormat, srcRect, isIntensity, scaleByHalf);
- }
}
const char palette_shader[] =