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[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)
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@@ -1116,7 +1116,6 @@ bool TextureCacheCommon::MatchFramebuffer(
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void TextureCacheCommon::SetTextureFramebuffer(const AttachCandidate &candidate) {
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VirtualFramebuffer *framebuffer = candidate.fb;
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FramebufferMatchInfo fbInfo = candidate.match;
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RasterChannel channel = candidate.channel;
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if (candidate.match.reinterpret) {
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@@ -1132,6 +1131,7 @@ void TextureCacheCommon::SetTextureFramebuffer(const AttachCandidate &candidate)
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nextFramebufferTextureChannel_ = RASTER_COLOR;
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if (framebufferManager_->UseBufferedRendering()) {
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FramebufferMatchInfo fbInfo = candidate.match;
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// Detect when we need to apply the horizontal texture swizzle.
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u64 depthUpperBits = (channel == RASTER_DEPTH && framebuffer->fb_format == GE_FORMAT_8888) ? ((gstate.getTextureAddress(0) & 0x600000) >> 20) : 0;
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bool needsDepthXSwizzle = depthUpperBits == 2;
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