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RenderBase: const correctness
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96e70ad5a3
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2 changed files with 35 additions and 23 deletions
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@ -122,7 +122,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, const EFBRectangle& sourceRc, u32 fbStri
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}
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}
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int Renderer::EFBToScaledX(int x)
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int Renderer::EFBToScaledX(int x) const
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{
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switch (g_ActiveConfig.iEFBScale)
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{
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@ -134,7 +134,7 @@ int Renderer::EFBToScaledX(int x)
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};
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}
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int Renderer::EFBToScaledY(int y)
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int Renderer::EFBToScaledY(int y) const
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{
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switch (g_ActiveConfig.iEFBScale)
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{
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@ -146,7 +146,17 @@ int Renderer::EFBToScaledY(int y)
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};
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}
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void Renderer::CalculateTargetScale(int x, int y, int* scaledX, int* scaledY)
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float Renderer::EFBToScaledXf(float x) const
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{
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return x * ((float)GetTargetWidth() / (float)EFB_WIDTH);
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}
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float Renderer::EFBToScaledYf(float y) const
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{
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return y * ((float)GetTargetHeight() / (float)EFB_HEIGHT);
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}
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void Renderer::CalculateTargetScale(int x, int y, int* scaledX, int* scaledY) const
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{
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if (g_ActiveConfig.iEFBScale == SCALE_AUTO || g_ActiveConfig.iEFBScale == SCALE_AUTO_INTEGRAL)
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{
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@ -240,7 +250,7 @@ bool Renderer::CalculateTargetSize()
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}
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void Renderer::ConvertStereoRectangle(const TargetRectangle& rc, TargetRectangle& leftRc,
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TargetRectangle& rightRc)
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TargetRectangle& rightRc) const
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{
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// Resize target to half its original size
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TargetRectangle drawRc = rc;
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@ -433,7 +443,7 @@ void Renderer::DrawDebugText()
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g_renderer->RenderText(final_yellow, 20, 20, 0xFFFFFF00);
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}
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float Renderer::CalculateDrawAspectRatio(int target_width, int target_height)
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float Renderer::CalculateDrawAspectRatio(int target_width, int target_height) const
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{
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// The dimensions are the sizes that are used to create the EFB/backbuffer textures, so
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// they should always be greater than zero.
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@ -459,7 +469,8 @@ float Renderer::CalculateDrawAspectRatio(int target_width, int target_height)
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}
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}
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std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width, const int height)
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std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width,
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const int height) const
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{
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// Scale either the width or height depending the content aspect ratio.
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// This way we preserve as much resolution as possible when scaling.
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@ -474,7 +485,7 @@ std::tuple<float, float> Renderer::ScaleToDisplayAspectRatio(const int width, co
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return std::make_tuple(static_cast<float>(width) / ratio, static_cast<float>(height));
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}
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TargetRectangle Renderer::CalculateFrameDumpDrawRectangle()
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TargetRectangle Renderer::CalculateFrameDumpDrawRectangle() const
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{
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// No point including any borders in the frame dump image, since they'd have to be cropped anyway.
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TargetRectangle rc;
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