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Make D3D11 work for framedump testing
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@@ -181,6 +181,8 @@ struct AutoTestOptions {
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};
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bool RunAutoTest(HeadlessHost *headlessHost, CoreParameter &coreParameter, const AutoTestOptions &opt) {
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using namespace Draw;
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// Kinda ugly, trying to guesstimate the test name from filename...
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currentTestName = GetTestName(coreParameter.fileToStart);
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@@ -265,6 +267,7 @@ bool RunAutoTest(HeadlessHost *headlessHost, CoreParameter &coreParameter, const
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if (gpu) {
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gpu->SetCurFramebufferDirty(true);
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gpu->PrepareCopyDisplayToOutput(g_Config.GetDisplayLayoutConfig(DeviceOrientation::Landscape));
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draw->BindFramebufferAsRenderTarget(nullptr, {RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR}, "BackBuffer");
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gpu->CopyDisplayToOutput(g_Config.GetDisplayLayoutConfig(DeviceOrientation::Landscape));
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}
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@@ -368,6 +368,7 @@
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<ItemGroup>
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<None Include="..\test.py" />
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<None Include="headless.txt" />
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<None Include="README.md" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Common\Common.vcxproj">
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@@ -30,6 +30,7 @@
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<ItemGroup>
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<None Include="headless.txt" />
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<None Include="..\test.py" />
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<None Include="README.md" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Compare.h" />
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