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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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@ -132,7 +132,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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int SSAAMode = g_ActiveConfig.iMultisampleMode;
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D3D::drawShadedTexQuad(read_texture, &sourcerect,
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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virtualW, virtualH,
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// TODO: why is D3DFMT_D24X8 singled out here? why not D3DFMT_D24X4S4/D24S8/D24FS8/D32/D16/D15S1 too, or none of them?
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PixelShaderCache::GetDepthMatrixProgram(SSAAMode, (srcFormat == PIXELFMT_Z24) && bformat != FOURCC_RAWZ && bformat != D3DFMT_D24X8),
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@ -146,8 +146,8 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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hash = TextureConverter::EncodeToRamFromTexture(
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addr,
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read_texture,
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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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srcFormat == PIXELFMT_Z24,
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isIntensity,
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dstFormat,
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