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Allow MakePixelTexture to use a subrange.
For example, if it has a larger texture it wants to reuse, it can control this via texcoords. Let's keep it at top left, though.
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@@ -287,7 +287,7 @@ void FramebufferManagerD3D11::CompilePostShader() {
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usePostShader_ = true;
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}
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void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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void FramebufferManagerD3D11::MakePixelTexture(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height, float &u1, float &v1) {
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u8 *convBuf = NULL;
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// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
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