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Region is not used in the viewport calculations - remove wrong commented out code
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99e3ee1f71
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@ -693,27 +693,18 @@ void TransformDrawEngineDX9::ApplyDrawState(int prim) {
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renderY + scissorY2 * renderHeightFactor);
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}
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/*
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int regionX1 = gstate.region1 & 0x3FF;
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int regionY1 = (gstate.region1 >> 10) & 0x3FF;
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int regionX2 = (gstate.region2 & 0x3FF) + 1;
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int regionY2 = ((gstate.region2 >> 10) & 0x3FF) + 1;
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*/
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int regionX1 = 0;
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int regionY1 = 0;
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int regionX2 = gstate_c.curRTWidth;
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int regionY2 = gstate_c.curRTHeight;
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int curRTWidth = gstate_c.curRTWidth;
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int curRTHeight = gstate_c.curRTHeight;
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float offsetX = gstate.getOffsetX();
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float offsetY = gstate.getOffsetY();
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if (throughmode) {
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// No viewport transform here. Let's experiment with using region.
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dxstate.viewport.set(
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renderX + (0 + regionX1) * renderWidthFactor,
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renderY + (0 + regionY1) * renderHeightFactor,
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(regionX2 - regionX1) * renderWidthFactor,
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(regionY2 - regionY1) * renderHeightFactor,
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renderX,
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renderY,
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curRTWidth * renderWidthFactor,
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curRTHeight * renderHeightFactor,
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0.f, 1.f);
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} else {
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float vpXScale = gstate.getViewportXScale();
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@ -793,16 +793,8 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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}
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}
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/*
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int regionX1 = gstate.region1 & 0x3FF;
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int regionY1 = (gstate.region1 >> 10) & 0x3FF;
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int regionX2 = (gstate.region2 & 0x3FF) + 1;
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int regionY2 = ((gstate.region2 >> 10) & 0x3FF) + 1;
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*/
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int regionX1 = 0;
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int regionY1 = 0;
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int regionX2 = gstate_c.curRTWidth;
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int regionY2 = gstate_c.curRTHeight;
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int curRTWidth = gstate_c.curRTWidth;
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int curRTHeight = gstate_c.curRTHeight;
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float offsetX = gstate.getOffsetX();
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float offsetY = gstate.getOffsetY();
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@ -812,17 +804,17 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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if (useBufferedRendering) {
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// No flip needed
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glstate.viewport.set(
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renderX + displayOffsetX + (0 + regionX1) * renderWidthFactor,
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renderY + displayOffsetY + (0 + regionY1) * renderHeightFactor,
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(regionX2 - regionX1) * renderWidthFactor,
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(regionY2 - regionY1) * renderHeightFactor);
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renderX + displayOffsetX,
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renderY + displayOffsetY,
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curRTWidth * renderWidthFactor,
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curRTHeight * renderHeightFactor);
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} else {
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renderY += renderHeight - framebufferManager_->GetTargetHeight() * renderHeightFactor;
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glstate.viewport.set(
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renderX + displayOffsetX + (0 + regionX1) * renderWidthFactor,
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renderY + displayOffsetY + (0 - regionY1) * renderHeightFactor,
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(regionX2 - regionX1) * renderWidthFactor,
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(regionY2 - regionY1) * renderHeightFactor);
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renderX + displayOffsetX,
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renderY + displayOffsetY,
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curRTWidth * renderWidthFactor,
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curRTHeight * renderHeightFactor);
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}
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glstate.depthRange.set(0.0f, 1.0f);
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} else {
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@ -852,6 +844,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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vpHeight *= renderHeightFactor;
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// Flip vpY0 to match the OpenGL coordinate system.
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// TODO: This makes no sense anymore, in "flipped space".
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vpY0 = renderHeight - vpY0;
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// We used to apply the viewport here via glstate, but there are limits which vary by driver.
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@ -509,7 +509,7 @@ struct GPUStateCache {
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float vpWidth;
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float vpHeight;
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float vpDepth;
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// Only used by Direct3D, not saved.
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float vpXOffset;
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float vpYOffset;
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float vpWidthScale;
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