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VideoCommon: Rework scissor handling
This increases accuracy, fixing the white rendering in Major Minor's Majestic March. However, the hardware backends can only have one viewport and scissor rectangle at a time, while sometimes multiple are needed to accurately emulate what is happening. If possible, this will need to be fixed later.
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@ -131,8 +131,6 @@ static void BPWritten(const BPCmd& bp, int cycles_into_future)
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case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
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case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
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case BPMEM_SCISSOROFFSET: // Scissor Offset
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SetScissor();
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SetViewport();
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VertexShaderManager::SetViewportChanged();
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GeometryShaderManager::SetViewportChanged();
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return;
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@ -1272,8 +1270,7 @@ void BPReload()
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// let's not risk actually replaying any writes.
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// note that PixelShaderManager is already covered since it has its own DoState.
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SetGenerationMode();
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SetScissor();
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SetViewport();
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SetScissorAndViewport();
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SetDepthMode();
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SetBlendMode();
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OnPixelFormatChange();
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