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GPU: Fix display in OpenGL renderer
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@ -418,10 +418,10 @@ void D3D11DisplayWindow::renderDisplay()
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0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
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const float uniforms[4] = {
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static_cast<float>(m_display_texture_rect.left) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_rect.top) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_rect.GetWidth()) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_rect.GetHeight()) - 0.5f) / static_cast<float>(m_display_texture_height)};
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static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) - 0.5f) / 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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@ -475,10 +475,10 @@ void OpenGLDisplayWindow::renderDisplay()
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(
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0, static_cast<float>(m_display_texture_rect.left) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_rect.top) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_rect.GetWidth()) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_rect.GetHeight()) - 0.5f) / static_cast<float>(m_display_texture_height));
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0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_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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