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Display: Fix bleeding from adjacent VRAM columns with linear filtering
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@ -445,8 +445,9 @@ void D3D11DisplayWindow::renderDisplay()
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const float uniforms[4] = {static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height)};
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(static_cast<float>(m_display_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_height) - 0.5f) /
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static_cast<float>(m_display_texture_height)};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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std::memcpy(map.pointer, uniforms, sizeof(uniforms));
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m_display_uniform_buffer.Unmap(m_context.Get(), sizeof(uniforms));
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@ -459,10 +459,11 @@ void OpenGLDisplayWindow::renderDisplay()
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glDisable(GL_SCISSOR_TEST);
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(0, static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_width) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_height) / static_cast<float>(m_display_texture_height));
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m_display_program.Uniform4f(
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0, static_cast<float>(m_display_offset_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_offset_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_height) - 0.5f) / static_cast<float>(m_display_texture_height));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
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glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
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glBindVertexArray(m_display_vao);
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