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D3D: Drop gamma parameter from util draw helper
No longer needed as we perform gamma correction during the XFB copy.
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e89ac769fb
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7a745e5b0d
6 changed files with 20 additions and 32 deletions
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@ -870,13 +870,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
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PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
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D3D::context->RSSetViewports(1, &rightVp);
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
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PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
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}
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else if (g_ActiveConfig.stereo_mode == StereoMode::Nvidia3DVision)
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{
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@ -895,13 +895,13 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
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PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 0);
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 0);
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D3D::context->RSSetViewports(1, &rightVp);
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height,
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PixelShaderCache::GetColorCopyProgram(false),
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1.0f, 1);
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VertexShaderCache::GetSimpleInputLayout(), nullptr, 1);
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// recognize the signature and automatically include the right eye frame.
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@ -926,7 +926,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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nullptr;
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D3D::drawShadedTexQuad(src_texture->GetSRV(), src.AsRECT(), src_width, src_height, pixelShader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(), geomShader, 1.0f);
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VertexShaderCache::GetSimpleInputLayout(), geomShader);
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}
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}
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