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TextureCache: Add stereoscopy support for EFB to texture copies.
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@ -511,8 +511,9 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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int SourceWidth,
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader,
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float Gamma,
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u32 slice)
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{
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@ -556,13 +557,16 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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D3D::stateman->SetPixelShader(PShader);
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D3D::stateman->SetTexture(0, texture);
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D3D::stateman->SetVertexShader(Vshader);
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D3D::stateman->SetVertexShader(VShader);
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D3D::stateman->SetGeometryShader(GShader);
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D3D::stateman->Apply();
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D3D::context->Draw(4, stq_offset);
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D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
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D3D::stateman->Apply();
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D3D::stateman->SetGeometryShader(nullptr);
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}
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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@ -571,8 +575,9 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader,
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float Gamma,
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u32 slice)
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{
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@ -618,13 +623,16 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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stateman->SetInputLayout(layout);
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stateman->SetTexture(0, texture);
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stateman->SetPixelShader(PShader);
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stateman->SetVertexShader(Vshader);
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stateman->SetVertexShader(VShader);
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stateman->SetGeometryShader(GShader);
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stateman->Apply();
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context->Draw(4, stsq_offset);
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stateman->SetTexture(0, nullptr); // immediately unbind the texture
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stateman->Apply();
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stateman->SetGeometryShader(nullptr);
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}
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// Fills a certain area of the current render target with the specified color
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