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Fixed rendering for decoupled target texture
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@@ -145,7 +145,19 @@ public:
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virtual void setWindowFrameDefault()=0;
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virtual void getWindowFrame(float& xOut, float& yOut, float& wOut, float& hOut) const=0;
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virtual void getWindowFrame(int& xOut, int& yOut, int& wOut, int& hOut) const=0;
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virtual SWindowRect getWindowFrame() const
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{
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SWindowRect retval;
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getWindowFrame(retval.location[0], retval.location[1], retval.size[0], retval.size[1]);
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return retval;
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}
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virtual void setWindowFrame(float x, float y, float w, float h)=0;
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virtual void setWindowFrame(int x, int y, int w, int h)=0;
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virtual void getWindowFrame(const SWindowRect& rect)
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{
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setWindowFrame(rect.location[0], rect.location[1], rect.size[0], rect.size[1]);
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}
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virtual float getVirtualPixelFactor() const=0;
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virtual bool isFullscreen() const=0;
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@@ -23,6 +23,8 @@ struct IGraphicsCommandQueue
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virtual void setShaderDataBinding(IShaderDataBinding* binding)=0;
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virtual void setRenderTarget(ITextureR* target)=0;
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virtual void setViewport(const SWindowRect& rect)=0;
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virtual void resizeRenderTexture(ITextureR* tex, size_t width, size_t height)=0;
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virtual void setClearColor(const float rgba[4])=0;
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virtual void clearTarget(bool render=true, bool depth=true)=0;
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