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Minor consistency improvement between d3d and opengl code
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@ -471,7 +471,7 @@ void SoftwareTransform(
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if (!throughmode) {
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memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
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const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight > 0) : (gstate_c.vpHeight < 0);
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const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight < 0) : (gstate_c.vpHeight > 0);
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if (invertedY) {
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flippedMatrix[1] = -flippedMatrix[1];
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flippedMatrix[5] = -flippedMatrix[5];
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@ -832,7 +832,7 @@ rotateVBO:
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SoftwareTransform(
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prim, decoded, indexGen.VertexCount(),
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dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, -1.0f);
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maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f);
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ApplyDrawStateLate();
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vshader = shaderManager_->ApplyShader(prim, lastVType_);
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@ -410,7 +410,7 @@ void LinkedShader::UpdateUniforms(u32 vertType) {
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bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
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const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight > 0) : (gstate_c.vpHeight < 0);
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const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight < 0) : (gstate_c.vpHeight > 0);
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if (invertedY) {
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flippedMatrix[1] = -flippedMatrix[1];
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flippedMatrix[5] = -flippedMatrix[5];
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@ -837,7 +837,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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float vpX0 = vpXCenter - offsetX - fabsf(vpXScale);
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float vpY0 = vpYCenter - offsetY - fabsf(vpYScale); // Need to account for sign of Y
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gstate_c.vpWidth = vpXScale * 2.0f;
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gstate_c.vpHeight = -vpYScale * 2.0f;
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gstate_c.vpHeight = vpYScale * 2.0f;
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float vpWidth = fabsf(gstate_c.vpWidth);
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float vpHeight = fabsf(gstate_c.vpHeight);
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