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VideoCommon: Tweak widescreen heuristic and clean up some related Renderer logic.
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@ -50,11 +50,12 @@ enum class ShaderStage;
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enum class EFBAccessType;
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enum class EFBReinterpretType;
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enum class StagingTextureType;
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enum class AspectMode;
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namespace VideoCommon
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{
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class PostProcessing;
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}
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} // namespace VideoCommon
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struct EfbPokeData
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{
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@ -181,6 +182,8 @@ public:
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std::tuple<float, float> ScaleToDisplayAspectRatio(int width, int height) const;
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void UpdateDrawRectangle();
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std::tuple<float, float> ApplyStandardAspectCrop(float width, float height) const;
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// Use this to convert a single target rectangle to two stereo rectangles
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std::tuple<MathUtil::Rectangle<int>, MathUtil::Rectangle<int>>
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ConvertStereoRectangle(const MathUtil::Rectangle<int>& rc) const;
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@ -218,6 +221,8 @@ public:
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// Finish up the current frame, print some stats
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void Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u64 ticks);
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void UpdateWidescreenHeuristic();
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// Draws the specified XFB buffer to the screen, performing any post-processing.
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// Assumes that the backbuffer has already been bound and cleared.
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virtual void RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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@ -300,7 +305,9 @@ protected:
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Common::Event m_screenshot_completed;
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std::mutex m_screenshot_lock;
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std::string m_screenshot_name;
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bool m_aspect_wide = false;
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bool m_is_game_widescreen = false;
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bool m_was_orthographically_anamorphic = false;
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// The framebuffer size
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int m_target_width = 1;
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