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Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle
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@ -932,8 +932,8 @@ void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x,
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glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z)
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void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z)
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{
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g_framebuffer_manager->FlushEFBPokes();
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g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
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@ -974,7 +974,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
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BPFunctions::SetScissor();
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}
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const EFBRectangle& rc)
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void Renderer::RenderXFBToScreen(const AbstractTexture* texture, const MathUtil::Rectangle<int>& rc)
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{
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// Quad-buffered stereo is annoying on GL.
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if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer)
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