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@ -1,10 +1,10 @@
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#include "opengl_host_display.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "imgui_impl_sdl.h"
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#include <array>
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#include <imgui.h>
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#include <imgui_impl_opengl3.h>
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#include "imgui_impl_sdl.h"
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#include <tuple>
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Log_SetChannel(OpenGLHostDisplay);
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@ -366,10 +366,11 @@ void OpenGLHostDisplay::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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