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D3D: Add geometry shader stereoscopy support.
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@ -57,7 +57,7 @@ FramebufferManager::FramebufferManager()
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D3D11_TEXTURE2D_DESC texdesc;
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HRESULT hr;
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m_efb.slices = 1;
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m_efb.slices = (g_ActiveConfig.iStereoMode > 0) ? 2 : 1;
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// EFB color texture - primary render target
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, m_efb.slices, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
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