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VideoCommon: Move backend_info out of VideoConfig struct.
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@ -76,7 +76,7 @@ void AbstractGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool co
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static_cast<float>((color >> 0) & 0xFF) / 255.0f,
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static_cast<float>((color >> 24) & 0xFF) / 255.0f},
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static_cast<float>(z & 0xFFFFFF) / 16777216.0f};
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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if (!g_backend_info.bSupportsReversedDepthRange)
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uniforms.clear_depth = 1.0f - uniforms.clear_depth;
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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@ -149,7 +149,7 @@ AbstractGfx::ConvertFramebufferRectangle(const MathUtil::Rectangle<int>& rect, u
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u32 fb_height) const
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{
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MathUtil::Rectangle<int> ret = rect;
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if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
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if (g_backend_info.bUsesLowerLeftOrigin)
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{
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ret.top = fb_height - rect.bottom;
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ret.bottom = fb_height - rect.top;
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@ -177,5 +177,5 @@ bool AbstractGfx::UseGeometryShaderForUI() const
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// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
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// instead drawing twice and the eye selected by glDrawBuffer() (see Presenter::RenderXFBToScreen)
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return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
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!g_ActiveConfig.backend_info.bUsesExplictQuadBuffering;
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!g_backend_info.bUsesExplictQuadBuffering;
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}
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