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@@ -1072,8 +1072,8 @@ void NativeFrame(GraphicsContext *graphicsContext) {
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g_breakpoints.Frame();
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// Apply the UIContext bounds as a 2D transformation matrix.
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// NOTE: We compensate for the Y convention in the shaders, so we can use the same matrices in all backends.
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Matrix4x4 ortho = ComputeOrthoMatrix(g_display.dp_xres, g_display.dp_yres, g_draw->GetDeviceCaps().coordConvention, false);
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// NOTE: We compensate for the Y and Z conventions in the shaders, so we can use the same matrices in all backends.
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Matrix4x4 ortho = ComputeOrthoMatrix(g_display.dp_xres, g_display.dp_yres, g_draw->GetDeviceCaps().coordConvention);
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// Can be overridden by sceDisplay which may pass true for the second argument.
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g_frameTiming.ComputePresentMode(g_draw, false);
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