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Fixed Majora's mask in-game pictures look incorrect with software depth buffer #1131
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@ -210,6 +210,8 @@ bool DepthBufferToRDRAM::_copy(u32 _startAddress, u32 _endAddress)
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bool DepthBufferToRDRAM::copyToRDRAM(u32 _address)
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{
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdSoftwareRender)
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return true;
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if (!_prepareCopy(_address, false))
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return false;
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@ -219,6 +221,8 @@ bool DepthBufferToRDRAM::copyToRDRAM(u32 _address)
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bool DepthBufferToRDRAM::copyChunkToRDRAM(u32 _address)
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{
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdSoftwareRender)
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return true;
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if (!_prepareCopy(_address, true))
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return false;
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@ -54,12 +54,10 @@ namespace FBInfo {
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return;
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if (pBuffer->m_isDepthBuffer) {
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if (config.frameBufferEmulation.copyDepthToRDRAM != Config::cdSoftwareRender) {
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if (config.frameBufferEmulation.fbInfoReadDepthChunk != 0)
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FrameBuffer_CopyDepthBufferChunk(address);
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else if (pBuffer != m_pReadBuffer)
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FrameBuffer_CopyDepthBuffer(address);
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}
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} else {
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if (config.frameBufferEmulation.fbInfoReadColorChunk != 0)
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FrameBuffer_CopyChunkToRDRAM(address);
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@ -216,7 +216,7 @@ void RSP_ProcessDList()
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}
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}
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdCopyFromVRam) {
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if (config.frameBufferEmulation.copyDepthToRDRAM != Config::cdDisable) {
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if ((config.generalEmulation.hacks & hack_rectDepthBufferCopyCBFD) != 0) {
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; // do nothing
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} else if ((config.generalEmulation.hacks & hack_rectDepthBufferCopyPD) != 0) {
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@ -924,7 +924,7 @@ void gDPFullSync()
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FrameBuffer_CopyToRDRAM(gDP.colorImage.address, sync);
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if (RSP.bLLE) {
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if (config.frameBufferEmulation.copyDepthToRDRAM == Config::cdCopyFromVRam && !FBInfo::fbInfo.isSupported())
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if (config.frameBufferEmulation.copyDepthToRDRAM != Config::cdDisable && !FBInfo::fbInfo.isSupported())
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FrameBuffer_CopyDepthBuffer(gDP.colorImage.address);
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}
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