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apply to dx9 and dx11 backends as well
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@ -642,9 +642,9 @@ TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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// Renderer::GetTargetHeight() = the fixed ini file setting
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// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
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// therefore the width and height are (scissorBR + 1) - scissorTL
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bool Renderer::SetScissorRect()
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void Renderer::SetScissorRect()
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{
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MathUtil::Rectangle<float> rc;
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EFBRectangle rc;
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GetScissorRect(rc);
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if (rc.left < 0) rc.left = 0;
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@ -655,12 +655,8 @@ bool Renderer::SetScissorRect()
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if (rc.left > rc.right) rc.right = rc.left;
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if (rc.top > rc.bottom) rc.bottom = rc.top;
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glScissor(
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EFBToScaledX(rc.left), // x = 0 for example
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EFBToScaledY(EFB_HEIGHT - rc.bottom), // y = 0 for example
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EFBToScaledX(rc.right - rc.left), // width = 640 for example
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EFBToScaledY(rc.bottom - rc.top)); // height = 480 for example
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return true;
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TargetRectangle trc = ConvertEFBRectangle(rc);
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glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight());
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}
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void Renderer::SetColorMask()
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