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Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
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@@ -1042,15 +1042,7 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame
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pD3Ddevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
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pD3Ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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D3DVIEWPORT9 vp;
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vp.MinZ = 0;
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vp.MaxZ = 1;
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vp.X = 0;
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vp.Y = 0;
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vp.Width = framebuffer->renderWidth;
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vp.Height = framebuffer->renderHeight;
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pD3Ddevice->SetViewport(&vp);
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DXSetViewport(0, 0, framebuffer->renderWidth, framebuffer->renderHeight);
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HRESULT hr = pD3Ddevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts, (3 + 2) * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "Depal render failed: %08x", hr);
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