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Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
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@ -1161,7 +1161,9 @@ namespace DX9 {
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}
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void FramebufferManagerDX9::DecimateFBOs() {
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fbo_unbind();
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if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) {
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fbo_unbind();
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}
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currentRenderVfb_ = 0;
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bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE);
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@ -115,6 +115,8 @@ void fbo_destroy(FBO *fbo) {
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void fbo_unbind() {
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pD3Ddevice->SetRenderTarget(0, deviceRTsurf);
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pD3Ddevice->SetDepthStencilSurface(deviceDSsurf);
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dxstate.scissorRect.restore();
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dxstate.viewport.restore();
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}
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void fbo_resolve(FBO *fbo) {
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