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D3D: Add geometry shader stereoscopy support.
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@ -214,10 +214,20 @@ void VertexManager::vFlush(bool useDstAlpha)
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
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}
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if (g_ActiveConfig.iStereoMode > 0)
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{
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if (!GeometryShaderCache::SetShader(components))
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{
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GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR, true, { printf("Fail to set pixel shader\n"); });
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}
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}
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if (g_ActiveConfig.backend_info.bSupportsBBox && BoundingBox::active)
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{
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D3D::context->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL, nullptr, nullptr, 2, 1, &BBox::GetUAV(), nullptr);
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}
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u32 stride = VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride();
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PrepareDrawBuffers(stride);
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