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Video: fix Auto Resolution Scale not updating when the window was resized.
Also fixes the widescreen hack not fully updating when the aspect ratio setting changed on the spot.
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@ -55,6 +55,7 @@ public:
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void SetSuggestedWindowSize(int width, int height);
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void SetBackbuffer(int backbuffer_width, int backbuffer_height);
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void SetBackbuffer(SurfaceInfo info);
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void OnBackbufferSet(bool size_changed, bool is_first_set);
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void UpdateDrawRectangle();
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@ -104,6 +105,8 @@ private:
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void ProcessFrameDumping(u64 ticks) const;
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void OnBackBufferSizeChanged();
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std::tuple<int, int> CalculateOutputDimensions(int width, int height,
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bool allow_stretch = true) const;
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std::tuple<float, float> ApplyStandardAspectCrop(float width, float height,
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@ -132,6 +135,8 @@ private:
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// Offsets imply black borders (if the window aspect ratio doesn't match the game's one).
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MathUtil::Rectangle<int> m_target_rectangle = {};
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u32 m_auto_resolution_scale = 1;
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RcTcacheEntry m_xfb_entry;
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MathUtil::Rectangle<int> m_xfb_rect;
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