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D3D: Support stereoscopic XFB blit to screen.
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@ -6,6 +6,7 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/FramebufferManager.h"
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#include "VideoBackends/D3D/GeometryShaderCache.h"
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#include "VideoBackends/D3D/PixelShaderCache.h"
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#include "VideoBackends/D3D/Render.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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@ -182,14 +183,6 @@ void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height
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*height = targetSource.bottom - targetSource.top;
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}
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void XFBSource::Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const
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{
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D3D::drawShadedTexSubQuad(tex->GetSRV(), &sourcerc,
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texWidth, texHeight, &drawrc, PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
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}
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void XFBSource::DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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// DX11's XFB decoder does not use this function.
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