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Use NDC helpers in D3D11VA renderer
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@ -945,12 +945,7 @@ void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
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renderRect.h = newSurface->h;
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// Convert screen space to normalized device coordinates
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renderRect.x /= m_DisplayWidth / 2;
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renderRect.w /= m_DisplayWidth / 2;
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renderRect.y /= m_DisplayHeight / 2;
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renderRect.h /= m_DisplayHeight / 2;
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renderRect.x -= 1.0f;
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renderRect.y -= 1.0f;
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StreamUtils::screenSpaceToNormalizedDeviceCoords(&renderRect, m_DisplayWidth, m_DisplayHeight);
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// The surface is no longer required
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SDL_FreeSurface(newSurface);
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@ -1290,10 +1285,7 @@ bool D3D11VARenderer::setupRenderingResources()
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// Convert screen space to normalized device coordinates
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SDL_FRect renderRect;
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renderRect.x = ((float)dst.x / (m_DisplayWidth / 2)) - 1.0f;
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renderRect.y = ((float)dst.y / (m_DisplayHeight / 2)) - 1.0f;
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renderRect.w = (float)dst.w / (m_DisplayWidth / 2);
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renderRect.h = (float)dst.h / (m_DisplayHeight / 2);
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StreamUtils::screenSpaceToNormalizedDeviceCoords(&dst, &renderRect, m_DisplayWidth, m_DisplayHeight);
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// Don't sample from the alignment padding area since that's not part of the video
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SDL_assert(m_TextureAlignment != 0);
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