GPU/HW: Use GSVector instead of Rectangle

This commit is contained in:
Stenzek
2024-06-01 17:04:35 +10:00
parent ef152c47a6
commit 9ef7e8c5d0
28 changed files with 586 additions and 538 deletions

View File

@ -620,8 +620,8 @@ void PostProcessing::Chain::DestroyTextures()
}
bool PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target,
s32 final_left, s32 final_top, s32 final_width, s32 final_height, s32 orig_width,
s32 orig_height, s32 native_width, s32 native_height)
GSVector4i final_rect, s32 orig_width, s32 orig_height, s32 native_width,
s32 native_height)
{
GL_SCOPE_FMT("{} Apply", m_section);
@ -634,9 +634,8 @@ bool PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_dep
{
const bool is_final = (stage.get() == m_stages.back().get());
if (!stage->Apply(input_color, input_depth, is_final ? final_target : output, final_left, final_top, final_width,
final_height, orig_width, orig_height, native_width, native_height, m_target_width,
m_target_height))
if (!stage->Apply(input_color, input_depth, is_final ? final_target : output, final_rect, orig_width, orig_height,
native_width, native_height, m_target_width, m_target_height))
{
return false;
}