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FramebufferManager: Fix broken EFB peeks in GL with MSAA on
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2 changed files with 8 additions and 10 deletions
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@ -231,7 +231,6 @@ AbstractTexture* FramebufferManager::ResolveEFBColorTexture(const MathUtil::Rect
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// It's not valid to resolve an out-of-range rectangle.
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MathUtil::Rectangle<int> clamped_region = region;
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clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
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clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
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// Resolve to our already-created texture.
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for (u32 layer = 0; layer < GetEFBLayers(); layer++)
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@ -255,7 +254,6 @@ AbstractTexture* FramebufferManager::ResolveEFBDepthTexture(const MathUtil::Rect
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// It's not valid to resolve an out-of-range rectangle.
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MathUtil::Rectangle<int> clamped_region = region;
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clamped_region.ClampUL(0, 0, GetEFBWidth(), GetEFBHeight());
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clamped_region = g_renderer->ConvertFramebufferRectangle(clamped_region, m_efb_framebuffer.get());
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m_efb_depth_texture->FinishedRendering();
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g_renderer->BeginUtilityDrawing();
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