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VideoCommon: Remove widescreen heuristic debug logs.
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@ -1155,19 +1155,6 @@ void Renderer::UpdateWidescreenHeuristic()
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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g_ActiveConfig.aspect_mode == AspectMode::AnalogWide))
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return;
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return;
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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DEBUG_LOG(VIDEO,
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"flush stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld",
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persp.normal_flush_count, persp.anamorphic_flush_count, persp.other_flush_count,
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ortho.normal_flush_count, ortho.anamorphic_flush_count, ortho.other_flush_count);
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DEBUG_LOG(VIDEO,
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"vertex stats: persp: 4:3=%ld 16:9=%ld other=%ld | ortho: 4:3=%ld 16:9=%ld other=%ld",
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persp.normal_vertex_count, persp.anamorphic_vertex_count, persp.other_vertex_count,
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ortho.normal_vertex_count, ortho.anamorphic_vertex_count, ortho.other_vertex_count);
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// Modify the threshold based on which aspect ratio we're already using:
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// Modify the threshold based on which aspect ratio we're already using:
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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// If the game's in 4:3, it probably won't switch to anamorphic, and vice-versa.
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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static constexpr u32 TRANSITION_THRESHOLD = 3;
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@ -1179,6 +1166,9 @@ void Renderer::UpdateWidescreenHeuristic()
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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return counts.anamorphic_vertex_count > counts.normal_vertex_count * TRANSITION_THRESHOLD;
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};
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};
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const auto& persp = flush_statistics.perspective;
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const auto& ortho = flush_statistics.orthographic;
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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const auto ortho_looks_anamorphic = looks_anamorphic(ortho);
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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if (looks_anamorphic(persp) || ortho_looks_anamorphic)
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