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TextureCache: Add stereoscopy support for EFB to texture copies.
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@ -62,6 +62,7 @@ namespace D3D
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader = nullptr,
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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@ -70,8 +71,9 @@ namespace D3D
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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 = nullptr,
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawClearQuad(u32 Color, float z);
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