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Correct uv bound pointers in arm vertexjit.
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@@ -874,11 +874,11 @@ void FramebufferManager::BindFramebufferColor(int stage, u32 fbRawAddress, Virtu
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// If max is not > min, we probably could not detect it. Skip.
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// See the vertex decoder, where this is updated.
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if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) != 0 && gstate_c.vertMaxU > gstate_c.vertMinU) {
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x = gstate_c.vertMinU;
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y = gstate_c.vertMinV;
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w = gstate_c.vertMaxU - x;
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h = gstate_c.vertMaxV - y;
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if ((flags & BINDFBCOLOR_MAY_COPY_WITH_UV) != 0 && gstate_c.vertBounds.maxU > gstate_c.vertBounds.minU) {
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x = gstate_c.vertBounds.minU;
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y = gstate_c.vertBounds.minV;
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w = gstate_c.vertBounds.maxU - x;
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h = gstate_c.vertBounds.maxV - y;
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// If we bound a framebuffer, apply the byte offset as pixels to the copy too.
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if (flags & BINDFBCOLOR_APPLY_TEX_OFFSET) {
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