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Merge pull request #8049 from stenzek/crop
Renderer: Adjust source rectangle when crop would draw off screen
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@ -328,10 +328,12 @@ void Renderer::WaitForGPUIdle()
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D3D::context->Flush();
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
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const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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if (g_ActiveConfig.stereo_mode != StereoMode::Nvidia3DVision)
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return ::Renderer::RenderXFBToScreen(texture, rc);
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return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc);
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if (!m_3d_vision_texture)
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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@ -339,12 +341,11 @@ void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil:
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// Render to staging texture which is double the width of the backbuffer
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SetAndClearFramebuffer(m_3d_vision_framebuffer.get());
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const auto target_rc = GetTargetRectangle();
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m_post_processor->BlitFromTexture(target_rc, rc, texture, 0);
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m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
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m_post_processor->BlitFromTexture(
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MathUtil::Rectangle<int>(target_rc.left + m_backbuffer_width, target_rc.top,
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target_rc.right + m_backbuffer_width, target_rc.bottom),
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rc, texture, 1);
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source_rc, source_texture, 1);
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// recognize the signature and automatically include the right eye frame.
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