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https://github.com/dolphin-emu/dolphin.git
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4263 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -307,7 +307,7 @@ bool Renderer::Init()
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// Adjust all heights with this ratio, the resulting height will be the same as H or EFB_HEIGHT. I.e.
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// 768 (-1) for 1024x768 etc.
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m_FrameBufferHeight *= 528.0 / 480.0;
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m_FrameBufferHeight *= (float)EFB_HEIGHT / 480.0;
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// Ensure a minimum target size so that the native res target always fits
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if (m_FrameBufferWidth < EFB_WIDTH) m_FrameBufferWidth = EFB_WIDTH;
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@ -989,29 +989,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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#endif
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// Place messages on the picture, then copy it to the screen
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SwapBuffers();
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RestoreAPIState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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bool last_copy_efb_to_ram = g_ActiveConfig.bCopyEFBToRAM;
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UpdateActiveConfig();
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if (last_copy_efb_to_ram != g_ActiveConfig.bCopyEFBToRAM)
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TextureMngr::ClearRenderTargets();
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// For testing zbuffer targets.
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
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}
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// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
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// ----------------------------
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void Renderer::SwapBuffers()
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{
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// ---------------------------------------------------------------------
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// Count FPS.
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// -------------
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@ -1084,8 +1061,21 @@ void Renderer::SwapBuffers()
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g_framebufferManager.SetFramebuffer(0);
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GL_REPORT_ERRORD();
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}
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RestoreAPIState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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bool last_copy_efb_to_ram = g_ActiveConfig.bCopyEFBToRAM;
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UpdateActiveConfig();
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if (last_copy_efb_to_ram != g_ActiveConfig.bCopyEFBToRAM)
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TextureMngr::ClearRenderTargets();
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// For testing zbuffer targets.
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
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}
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// Create On-Screen-Messages
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void Renderer::DrawDebugText()
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