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Video Backends: Remove the right of the xfb region for games where the
VI stride does not match the VI width
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@ -608,7 +608,7 @@ void Renderer::SetBlendingState(const BlendingState& state)
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}
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma)
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void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks, float Gamma)
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{
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ResetAPIState();
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@ -624,9 +624,8 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ti
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// activate linear filtering for the buffer copies
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D3D::SetLinearCopySampler();
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auto* xfb_texture = static_cast<DXTexture*>(texture);
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TargetRectangle source_rc = xfb_texture->GetConfig().GetRect();
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BlitScreen(source_rc, targetRc, xfb_texture->GetRawTexIdentifier(),
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BlitScreen(xfb_region, targetRc, xfb_texture->GetRawTexIdentifier(),
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xfb_texture->GetConfig().width, xfb_texture->GetConfig().height, Gamma);
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// Reset viewport for drawing text
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