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TextureCache: Add stereoscopy support for EFB to texture copies.
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@ -208,7 +208,7 @@ void XFBSource::CopyEFB(float Gamma)
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(),Gamma);
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VertexShaderCache::GetSimpleInputLayout(), nullptr, Gamma);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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