From ee649c6d9f38510b2acad42dcce894400a8b4d4b Mon Sep 17 00:00:00 2001 From: Scott Mansell Date: Sun, 6 Sep 2015 02:03:49 +1200 Subject: 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. --- Source/Core/VideoBackends/D3D/TextureCache.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/D3D/TextureCache.cpp') 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[] = -- cgit v1.2.3