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Renderer: Cosmetics.
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@ -40,12 +40,12 @@
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namespace DX11
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{
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static u32 s_LastAA = 0;
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static u32 s_last_multisample_mode = 0;
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static Television s_television;
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static bool s_last_fullscreen_mode = false;
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static bool s_LastStereo = 0;
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static bool s_last_stereo_mode = 0;
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static bool s_last_xfb_mode = false;
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ID3D11Buffer* access_efb_cbuf = nullptr;
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@ -228,10 +228,10 @@ Renderer::Renderer(void *&window_handle)
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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s_last_multisample_mode = g_ActiveConfig.iMultisampleMode;
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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s_last_fullscreen_mode = g_ActiveConfig.bFullscreen;
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s_LastStereo = g_ActiveConfig.iStereoMode > 0;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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@ -898,12 +898,12 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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if (xfbchanged ||
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windowResized ||
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fullscreen_changed ||
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s_LastEFBScale != g_ActiveConfig.iEFBScale ||
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s_LastAA != g_ActiveConfig.iMultisampleMode ||
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s_LastStereo != (g_ActiveConfig.iStereoMode > 0))
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s_last_efb_scale != g_ActiveConfig.iEFBScale ||
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s_last_multisample_mode != g_ActiveConfig.iMultisampleMode ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
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{
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_last_multisample_mode = g_ActiveConfig.iMultisampleMode;
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PixelShaderCache::InvalidateMSAAShaders();
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if (windowResized || fullscreen_changed)
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@ -931,8 +931,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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s_LastStereo = g_ActiveConfig.iStereoMode > 0;
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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