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Vulkan: Implement Quad-Buffered stereoscopy support.
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@ -949,6 +949,10 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
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post_processor->BlitFromTexture(left_rect, src_rect, src_tex, 0, render_pass);
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post_processor->BlitFromTexture(right_rect, src_rect, src_tex, 1, render_pass);
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}
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else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
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{
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post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, -1, render_pass);
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}
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else
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{
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post_processor->BlitFromTexture(dst_rect, src_rect, src_tex, 0, render_pass);
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@ -1186,6 +1190,11 @@ void Renderer::CheckForConfigChanges()
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m_swap_chain->SetVSync(g_ActiveConfig.IsVSync());
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}
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// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
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if (m_swap_chain &&
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(g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER) != m_swap_chain->IsStereoEnabled())
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ResizeSwapChain();
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// Wipe sampler cache if force texture filtering or anisotropy changes.
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if (anisotropy_changed || force_texture_filtering_changed)
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ResetSamplerStates();
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