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Move screen size constants from video_core to core
video_core didn't even properly use them, and they were the source of many otherwise-unnecessary dependencies from core to video_core.
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@ -561,20 +561,16 @@ RasterizerCacheOpenGL::GetFramebufferSurfaces(
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color_params.is_tiled = depth_params.is_tiled = true;
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// Set the internal resolution, assume the same scaling factor for top and bottom screens
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const Layout::FramebufferLayout& layout = VideoCore::g_emu_window->GetFramebufferLayout();
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if (Settings::values.resolution_factor == 0.0f) {
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float resolution_scale_factor = Settings::values.resolution_factor;
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if (resolution_scale_factor == 0.0f) {
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// Auto - scale resolution to the window size
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color_params.res_scale_width = depth_params.res_scale_width =
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(float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
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color_params.res_scale_height = depth_params.res_scale_height =
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(float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
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} else {
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// Otherwise, scale the resolution by the specified factor
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color_params.res_scale_width = Settings::values.resolution_factor;
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depth_params.res_scale_width = Settings::values.resolution_factor;
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color_params.res_scale_height = Settings::values.resolution_factor;
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depth_params.res_scale_height = Settings::values.resolution_factor;
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resolution_scale_factor = VideoCore::g_emu_window->GetFramebufferLayout().GetScalingRatio();
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}
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// Scale the resolution by the specified factor
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color_params.res_scale_width = resolution_scale_factor;
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depth_params.res_scale_width = resolution_scale_factor;
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color_params.res_scale_height = resolution_scale_factor;
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depth_params.res_scale_height = resolution_scale_factor;
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color_params.addr = config.GetColorBufferPhysicalAddress();
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color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
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