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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -44,8 +44,8 @@ FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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bool depth_textures_supported = true;
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int target_width = Renderer::GetFullTargetWidth();
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int target_height = Renderer::GetFullTargetHeight();
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int target_width = Renderer::GetTargetWidth();
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int target_height = Renderer::GetTargetHeight();
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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// EFB color texture - primary render target
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@ -217,8 +217,8 @@ void XFBSource::CopyEFB(float Gamma)
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D3D::drawShadedTexQuad(
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FramebufferManager::GetEFBColorTexture(),
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&sourcerect,
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Renderer::GetFullTargetWidth(),
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Renderer::GetFullTargetHeight(),
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Renderer::GetTargetWidth(),
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Renderer::GetTargetHeight(),
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texWidth,
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texHeight,
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PixelShaderCache::GetColorCopyProgram( g_ActiveConfig.iMultisampleMode),
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