SDL/Qt: Better resizing & fullscreen support
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@@ -40,7 +40,7 @@ class RendererGL final : public Renderer {
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OpenGL::VertexArray hwShaderVAO;
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OpenGL::VertexBuffer vbo;
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// Data
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// Data that will be uploaded to the ubershader
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struct {
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// TEV configuration uniform locations
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GLint textureEnvSourceLoc = -1;
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@@ -146,6 +146,15 @@ class RendererGL final : public Renderer {
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PICA::ShaderGen::FragmentGenerator fragShaderGen;
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OpenGL::Driver driverInfo;
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// Information about the final 3DS screen -> Window blit, accounting for things like scaling and shifting the output based on
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// the window's dimensions.
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struct {
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int destX = 0;
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int destY = 0;
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int destWidth = 400;
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int destHeight = 480;
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} blitInfo;
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MAKE_LOG_FUNCTION(log, rendererLogger)
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void setupBlending();
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void setupStencilTest(bool stencilEnable);
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