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authorScott Mansell <phiren@gmail.com>2015-11-05 18:15:46 +1300
committerScott Mansell <phiren@gmail.com>2015-11-05 18:15:46 +1300
commit51c984dde396d2612c6832df863f898af176d4c6 (patch)
tree73a2299b4751ffd7283b2473e219d0b3d450d30a /Source/Core/VideoCommon/BPStructs.cpp
parent4826376f8c6d8ba4c9a203151a1e5e5a8bde5e24 (diff)
Remove the "Show EFB Copy Regions" debug option.
It was only implemented in OpenGL, though the option was visible in both backends, leading to memory leaks if you enabled it in DirectX. And it wasn't particularly useful as a debug feature as it only showed where in the EFB the copies were taken from, not what format it was, or what the copy was used for, or what content was in the EFB at that point in time. Also, it stretched the copy regions relative to the window, so the on-screen regions don't even line up with the window unless the game used the full EFB (some pal games) and you game image stretched to the full window.
Diffstat (limited to 'Source/Core/VideoCommon/BPStructs.cpp')
-rw-r--r--Source/Core/VideoCommon/BPStructs.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp
index 549ad19b08..0b94fcc2cc 100644
--- a/Source/Core/VideoCommon/BPStructs.cpp
+++ b/Source/Core/VideoCommon/BPStructs.cpp
@@ -223,9 +223,6 @@ static void BPWritten(const BPCmd& bp)
// Check if we are to copy from the EFB or draw to the XFB
if (PE_copy.copy_to_xfb == 0)
{
- if (g_ActiveConfig.bShowEFBCopyRegions)
- stats.efb_regions.push_back(srcRect);
-
// bpmem.zcontrol.pixel_format to PEControl::Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
TextureCache::CopyRenderTargetToTexture(destAddr, PE_copy.tp_realFormat(), destStride,
bpmem.zcontrol.pixel_format, srcRect,