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Postprocessing: Fix bug where scissor cut off the image if render resolution > display resolution
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@ -991,7 +991,7 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
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int fbo_w, fbo_h;
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draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h);
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SetViewport2D(0, 0, fbo_w, fbo_h);
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draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
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draw_->SetScissorRect(0, 0, fbo_w, fbo_h);
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shaderManager_->DirtyLastShader(); // dirty lastShader_
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PostShaderUniforms uniforms{};
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CalculatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_, &uniforms);
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@ -999,8 +999,8 @@ void FramebufferManagerCommon::CopyDisplayToOutput() {
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DrawTextureFlags flags = g_Config.iBufFilter == SCALE_LINEAR ? DRAWTEX_LINEAR : DRAWTEX_NEAREST;
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DrawActiveTexture(0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, ROTATION_LOCKED_HORIZONTAL, flags);
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draw_->SetScissorRect(0, 0, pixelWidth_, pixelHeight_);
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draw_->BindFramebufferAsRenderTarget(nullptr, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
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SetViewport2D(0, 0, pixelWidth_, pixelHeight_);
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// Use the extra FBO, with applied post-processing shader, as a texture.
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// fbo_bind_as_texture(extraFBOs_[0], FB_COLOR_BIT, 0);
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