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Technically we do change resolution, so this seems best solution
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@ -172,7 +172,6 @@ void FramebufferManager::CompileDraw2DProgram() {
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if (shaderInfo) {
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postShaderAtOutputResolution_ = shaderInfo->outputResolution;
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postShaderIsUpscalingFilter_ = shaderInfo->isUpscalingFilter;
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postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
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if (!postShaderProgram_) {
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// DO NOT turn this into a report, as it will pollute our logs with all kinds of
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@ -278,6 +277,8 @@ FramebufferManager::FramebufferManager() :
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void FramebufferManager::Init() {
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FramebufferManagerCommon::Init();
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// Workaround for upscaling shaders where we force x1 resolution without saving it
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resized_ = true;
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CompileDraw2DProgram();
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SetLineWidth();
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}
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