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System: Support saving screenshots in save states
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@ -419,7 +419,7 @@ void D3D11HostDisplay::RenderDisplay()
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if (!m_display_texture_handle)
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return;
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect();
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0);
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@ -401,7 +401,7 @@ void OpenGLHostDisplay::RenderDisplay()
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if (!m_display_texture_handle)
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return;
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect();
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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glViewport(vp_left, m_window_height - vp_top - vp_height, vp_width, vp_height);
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glDisable(GL_BLEND);
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