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Remove the 3D Vision hack.
The hack was needed because the Nvidia 3D Vision heuristics are documented to only support surfaces that are the same size as the backbuffer. This would be the case if you enabled the hack and selected the "Auto (Window Size)" internal resolution. However, on recent drivers the same effect is achieved by selecting the "Auto (Multiple)" internal resolution. Therefore the hack is no longer required.
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7 changed files with 3 additions and 39 deletions
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@ -236,15 +236,7 @@ int FramebufferManagerBase::ScaleToVirtualXfbWidth(int x, unsigned int backbuffe
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if (g_ActiveConfig.RealXFBEnabled())
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return x;
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if (g_ActiveConfig.b3DVision)
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{
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// This works, yet the version in the else doesn't. No idea why.
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return x * (int)backbuffer_width / (int)FramebufferManagerBase::LastXfbWidth();
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}
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else
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{
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return x * (int)Renderer::GetTargetRectangle().GetWidth() / (int)FramebufferManagerBase::LastXfbWidth();
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}
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return x * (int)Renderer::GetTargetRectangle().GetWidth() / (int)FramebufferManagerBase::LastXfbWidth();
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}
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int FramebufferManagerBase::ScaleToVirtualXfbHeight(int y, unsigned int backbuffer_height)
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@ -252,13 +244,5 @@ int FramebufferManagerBase::ScaleToVirtualXfbHeight(int y, unsigned int backbuff
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if (g_ActiveConfig.RealXFBEnabled())
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return y;
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if (g_ActiveConfig.b3DVision)
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{
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// This works, yet the version in the else doesn't. No idea why.
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return y * (int)backbuffer_height / (int)FramebufferManagerBase::LastXfbHeight();
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}
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else
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{
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return y * (int)Renderer::GetTargetRectangle().GetHeight() / (int)FramebufferManagerBase::LastXfbHeight();
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}
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return y * (int)Renderer::GetTargetRectangle().GetHeight() / (int)FramebufferManagerBase::LastXfbHeight();
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}
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