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https://github.com/dolphin-emu/dolphin.git
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use EFBRectangle for scissor rect
This one is backend independed. The backend should recalc such things on their own.
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@ -303,9 +303,10 @@ bool Renderer::CheckForResize()
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return false;
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}
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void Renderer::SetScissorRect(const TargetRectangle& rc)
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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D3D::context->RSSetScissorRects(1, rc.AsRECT());
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TargetRectangle trc = ConvertEFBRectangle(rc);
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D3D::context->RSSetScissorRects(1, trc.AsRECT());
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}
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void Renderer::SetColorMask()
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@ -13,7 +13,7 @@ public:
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void SetColorMask();
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void SetBlendMode(bool forceUpdate);
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void SetScissorRect(const TargetRectangle& rc);
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void SetScissorRect(const EFBRectangle& rc);
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void SetGenerationMode();
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void SetDepthMode();
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void SetLogicOpMode();
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@ -862,9 +862,10 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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// Renderer::GetTargetHeight() = the fixed ini file setting
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// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
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// therefore the width and height are (scissorBR + 1) - scissorTL
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void Renderer::SetScissorRect(const TargetRectangle& rc)
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void Renderer::SetScissorRect(const EFBRectangle& rc)
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{
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glScissor(rc.left, rc.bottom, rc.GetWidth(), rc.GetHeight());
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TargetRectangle trc = g_renderer->ConvertEFBRectangle(rc);
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glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
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}
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void Renderer::SetColorMask()
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@ -46,7 +46,7 @@ public:
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void SetColorMask() override;
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void SetBlendMode(bool forceUpdate) override;
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void SetScissorRect(const TargetRectangle& rc) override;
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void SetScissorRect(const EFBRectangle& rc) override;
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void SetGenerationMode() override;
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void SetDepthMode() override;
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void SetLogicOpMode() override;
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