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D3D: Support stereoscopic XFB blit to screen.
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@ -66,7 +66,6 @@ const XFBSourceBase* const* FramebufferManagerBase::GetRealXFBSource(u32 xfbAddr
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m_realXFBSource->texWidth = fbWidth;
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m_realXFBSource->texHeight = fbHeight;
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// TODO: stuff only used by OGL... :/
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// OpenGL texture coordinates originate at the lower left, which is why
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// sourceRc.top = fbHeight and sourceRc.bottom = 0.
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m_realXFBSource->sourceRc.left = 0;
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@ -13,9 +13,6 @@ struct XFBSourceBase
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{
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virtual ~XFBSourceBase() {}
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virtual void Draw(const MathUtil::Rectangle<int> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc) const {};
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virtual void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight) = 0;
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virtual void CopyEFB(float Gamma) = 0;
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@ -27,7 +24,6 @@ struct XFBSourceBase
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unsigned int texWidth;
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unsigned int texHeight;
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// TODO: only used by OGL
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TargetRectangle sourceRc;
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};
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