mirror of https://github.com/PCSX2/pcsx2.git
GSVector: Add constructor to dispatch same values
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@ -126,8 +126,8 @@ public:
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VSConstantBuffer()
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{
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Vertex_Scale_Offset = GSVector4::zero();
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DepthMask = GSVector2i(0, 0);
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PointSize = GSVector2(0, 0);
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DepthMask = GSVector2i(0);
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PointSize = GSVector2(0);
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}
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__forceinline bool Update(const VSConstantBuffer* cb)
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@ -231,7 +231,7 @@ bool GSRenderer::Merge(int field)
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src[i] = GSVector4(r) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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src_hw[i] = (GSVector4(r) + GSVector4 (0, y_offset[i], 0, y_offset[i])) * scale / GSVector4(tex[i]->GetSize()).xyxy();
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GSVector2 off(0, 0);
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GSVector2 off(0);
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GSVector2i display_diff(dr[i].left - display_baseline.x, dr[i].top - display_baseline.y);
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GSVector2i frame_diff(fr[i].left - frame_baseline.x, fr[i].top - frame_baseline.y);
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@ -58,7 +58,7 @@ protected:
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GSDeviceDX::PSConstantBuffer ps_cb;
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public:
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GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0));
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GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0));
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virtual ~GSRendererDX();
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};
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@ -25,7 +25,7 @@
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#include "resource.h"
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GSRendererDX11::GSRendererDX11()
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: GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f, -0.5f))
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: GSRendererDX(new GSTextureCache11(this), GSVector2(-0.5f))
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{
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}
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@ -253,10 +253,10 @@ void GSRendererDX9::UpdateFBA(GSTexture* rt)
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0, 0)},
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(0)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(0)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(0)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(0)},
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};
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dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
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@ -55,6 +55,12 @@ public:
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{
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}
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GSVector2T(T x)
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{
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this->x = x;
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this->y = x;
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}
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GSVector2T(T x, T y)
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{
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this->x = x;
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