fix some regressions in display capture (fixes games with vertical streaks corruption)
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@ -119,13 +119,6 @@ CACHE_ALIGN const u8 material_3bit_to_6bit[] = {
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0, 8, 16, 26, 34, 44, 52, 63
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};
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CACHE_ALIGN const u16 alpha_lookup[] = {
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0x0000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
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0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
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0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
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0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000};
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//private acceleration tables
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static float float16table[65536];
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static float float10Table[1024];
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@ -2323,7 +2316,7 @@ void gfx3d_GetLineData(int line, u8** dst)
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void gfx3d_GetLineData15bpp(int line, u16** dst)
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{
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//TODO - this is not very thread safe!!!
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u16 buf[256];
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static u16 buf[256];
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*dst = buf;
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u8* lineData;
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@ -2334,7 +2327,7 @@ void gfx3d_GetLineData15bpp(int line, u16** dst)
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const u8 g = lineData[i*4+1];
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const u8 b = lineData[i*4+2];
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const u8 a = lineData[i*4+3];
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buf[i] = R5G5B5TORGB15(r,g,b) | alpha_lookup[a];
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buf[i] = R6G6B6TORGB15(r,g,b) | (a==0?0:0x8000);
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}
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}
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@ -257,7 +257,6 @@ extern GFX3D gfx3d;
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//---------------------
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extern CACHE_ALIGN const u16 alpha_lookup[32];
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extern CACHE_ALIGN u32 color_15bit_to_24bit[32768];
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extern CACHE_ALIGN u32 color_15bit_to_24bit_reverse[32768];
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extern CACHE_ALIGN u16 color_15bit_to_16bit_reverse[32768];
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