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D3D: Add quad-buffer stereoscopy support.
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@ -1220,12 +1220,16 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
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(float)dst.GetHeight());
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D3D::context->RSSetViewports(1, &vp);
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
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(g_Config.iStereoMode == STEREO_ANAGLYPH) ?
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PixelShaderCache::GetAnaglyphProgram() :
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PixelShaderCache::GetColorCopyProgram(false),
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ID3D11PixelShader* pixelShader = (g_Config.iStereoMode == STEREO_ANAGLYPH) ?
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PixelShaderCache::GetAnaglyphProgram() :
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PixelShaderCache::GetColorCopyProgram(false);
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ID3D11GeometryShader* geomShader = (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) ?
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GeometryShaderCache::GetCopyGeometryShader() :
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nullptr;
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
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VertexShaderCache::GetSimpleInputLayout(), geomShader, Gamma);
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}
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}
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