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D3D: Add SBS/TAB output support.
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@ -62,7 +62,8 @@ namespace D3D
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<int>* rSource,
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int SourceWidth,
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@ -71,7 +72,8 @@ namespace D3D
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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