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gl/rsx/blit: Resolve clipping validation a different way. Hopefully no regressions this time
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@ -1100,6 +1100,13 @@ namespace gl
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areai src_area = { 0, 0, src_w, src_h };
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areai dst_area = { 0, 0, dst.clip_width, dst.clip_height };
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//Validate clip offsets (Persona 4 Arena at 720p)
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//Check if can fit
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//NOTE: It is possible that the check is simpler (if (clip_x >= clip_width))
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//Needs verification
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if ((dst.offset_x + dst.clip_x + dst.clip_width) > dst.width) dst.clip_x = 0;
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if ((dst.offset_y + dst.clip_y + dst.clip_width) > dst.height) dst.clip_y = 0;
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if (dst.clip_x || dst.clip_y)
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{
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//Reproject clip offsets onto source
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