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