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d3d: use backend based UpdateViewport instead of VideoCommon one
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@ -1026,10 +1026,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangle& r
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}
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}
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// begin next frame
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// begin next frame
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Renderer::RestoreAPIState();
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RestoreAPIState();
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D3D::BeginFrame();
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D3D::BeginFrame();
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV());
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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XFBWrited = false;
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XFBWrited = false;
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@ -1049,7 +1049,7 @@ void Renderer::RestoreAPIState()
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D3D::stateman->PopBlendState();
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D3D::stateman->PopBlendState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopDepthState();
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopRasterizerState();
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VertexShaderManager::SetViewportChanged();
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UpdateViewport();
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BPFunctions::SetScissor();
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BPFunctions::SetScissor();
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}
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}
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