GPU: Use floating point coordinates for lightgun
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@ -257,9 +257,9 @@ std::tuple<s32, s32, s32, s32> HostDisplay::CalculateSoftwareCursorDrawRect(s32
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return std::tie(out_left, out_top, out_width, out_height);
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}
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std::tuple<s32, s32> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s32 window_x, s32 window_y,
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s32 window_width, s32 window_height,
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s32 top_margin) const
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std::tuple<float, float> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s32 window_x, s32 window_y,
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s32 window_width, s32 window_height,
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s32 top_margin) const
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{
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s32 left, top, width, height, left_padding, top_padding;
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float scale, y_scale;
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@ -274,7 +274,7 @@ std::tuple<s32, s32> HostDisplay::ConvertWindowCoordinatesToDisplayCoordinates(s
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const float display_x = scaled_display_x / scale;
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const float display_y = scaled_display_y / scale / y_scale;
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return std::make_tuple(static_cast<s32>(display_x), static_cast<s32>(display_y));
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return std::make_tuple(display_x, display_y);
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}
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static bool CompressAndWriteTextureToFile(u32 width, u32 height, std::string filename, FileSystem::ManagedCFilePtr fp,
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