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Don't resize render target to handle out-of-bounds viewports. Instead, adjust the projection matrix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7538 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -54,8 +54,8 @@ D3DTexture2D* FramebufferManager::GetResolvedEFBDepthTexture()
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FramebufferManager::FramebufferManager()
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{
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const unsigned int target_width = Renderer::GetFullTargetWidth();
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const unsigned int target_height = Renderer::GetFullTargetHeight();
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const unsigned int target_width = Renderer::GetTargetWidth();
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const unsigned int target_height = Renderer::GetTargetHeight();
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DXGI_SAMPLE_DESC sample_desc = D3D::GetAAMode(g_ActiveConfig.iMultisampleMode);
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// EFB color texture - primary render target
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@ -221,7 +221,7 @@ void XFBSource::CopyEFB(float Gamma)
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D3D::SetLinearCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
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Renderer::GetFullTargetWidth(), Renderer::GetFullTargetHeight(),
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Renderer::GetTargetWidth(), Renderer::GetTargetHeight(),
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PixelShaderCache::GetColorCopyProgram(true), VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout(),Gamma);
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