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When integer scaling, take the internal render resolution into account.
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@@ -127,6 +127,9 @@ void CalculateDisplayOutputRect(FRect *rc, float origW, float origH, const FRect
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if (rotated) {
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wDim = 272.0f;
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}
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// If integer scaling, limit ourselves to even multiples of the rendered resolution,
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// to make sure all the pixels are square.
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wDim *= g_Config.iInternalResolution;
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outW = std::max(1.0f, floorf(outW / wDim)) * wDim;
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outH = outW / origRatio;
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}
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