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HostDisplay: Adjust offsets for linear filtering
Fixes line on right of screen in South Park.
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@ -455,8 +455,8 @@ void D3D11HostDisplay::renderDisplay()
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0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
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const float uniforms[4] = {
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(static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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@ -4,10 +4,10 @@
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#include "imgui.h"
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#include "qtdisplaywidget.h"
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#include "qthostinterface.h"
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#include <QtCore/QDebug>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QKeyEvent>
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#include <QtGui/QWindow>
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#include <QtCore/QDebug>
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#include <array>
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#include <imgui_impl_opengl3.h>
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#include <tuple>
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@ -63,7 +63,7 @@ static void SetSwapInterval(QOpenGLContext* context, int interval)
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const QString platform_name(QGuiApplication::platformName());
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if (platform_name == QStringLiteral("xcb"))
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{
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static void(*glx_swap_interval_ext)(Display*, GLXDrawable, int) = nullptr;
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static void (*glx_swap_interval_ext)(Display*, GLXDrawable, int) = nullptr;
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if (last_context != context)
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{
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@ -71,7 +71,7 @@ static void SetSwapInterval(QOpenGLContext* context, int interval)
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last_context = context;
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glx_swap_interval_ext = reinterpret_cast<decltype(glx_swap_interval_ext)>(
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glXGetProcAddress(reinterpret_cast<const GLubyte*>("glXSwapIntervalEXT")));
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glXGetProcAddress(reinterpret_cast<const GLubyte*>("glXSwapIntervalEXT")));
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if (!glx_swap_interval_ext)
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return;
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}
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@ -534,8 +534,8 @@ void OpenGLHostDisplay::renderDisplay()
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(
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0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
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0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
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