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Comment improvements, rename a dirty-flag
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@@ -429,6 +429,9 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(Framebuffer
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} else if (PSP_CoreParameter().compat.flags().FramebufferAllowLargeVerticalOffset &&
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params.fb_address > v->fb_address && v->fb_stride > 0 && (params.fb_address - v->fb_address) % v->FbStrideInBytes() == 0 &&
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params.fb_address != 0x04088000 && v->fb_address != 0x04000000) { // Heuristic to avoid merging the main framebuffers.
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// Breath of Fire III relies on this to render the second framebuffer inside the first one.
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y_offset = (params.fb_address - v->fb_address) / v->FbStrideInBytes();
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if (y_offset <= v->bufferHeight) { // note: v->height is misdetected as 256 instead of 272 here in tokimeki. Note that 272 is just the height of the upper part, it's supersampling vertically.
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large_offset_vfb = v;
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@@ -1037,11 +1040,11 @@ void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer
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void FramebufferManagerCommon::NotifyRenderFramebufferUpdated(VirtualFramebuffer *vfb) {
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX | DIRTY_VIEWPORTSCISSOR_STATE);
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gstate_c.Dirty(DIRTY_FRAMEBUFFER_DIM | DIRTY_VIEWPORTSCISSOR_STATE);
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}
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if (gstate_c.curRTRenderWidth != vfb->renderWidth || gstate_c.curRTRenderHeight != vfb->renderHeight) {
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gstate_c.Dirty(DIRTY_PROJMATRIX);
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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gstate_c.Dirty(DIRTY_FRAMEBUFFER_DIM);
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}
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}
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