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				@ -385,7 +385,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
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				  }
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				  else
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				  {
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				    const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
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				    const u32 vram_offset_x = m_crtc_state.regs.X;
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				    const u32 vram_offset_y = m_crtc_state.regs.Y;
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				    const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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				@ -414,9 +413,16 @@ void GPU_HW_OpenGL::UpdateDisplay()
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				    }
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				    else
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				    {
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				      const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
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				      const u32 scaled_field_offset = field_offset * m_resolution_scale;
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				      glDisable(GL_BLEND);
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				      glDisable(GL_SCISSOR_TEST);
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				      const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
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				                                                  [BoolToUInt8(m_GPUSTAT.vertical_interlace)];
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				      prog.Bind();
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				      // Because of how the reinterpret shader works, we need to use the downscaled version.
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				      if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
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				      {
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				@ -426,29 +432,34 @@ void GPU_HW_OpenGL::UpdateDisplay()
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				          scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
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				          scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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				          vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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				        m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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				        m_vram_downsample_texture->Bind();
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				        glViewport(0, field_offset, display_width, display_height);
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				        prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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				        glDrawArrays(GL_TRIANGLES, 0, 3);
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				        m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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				                                                        m_crtc_state.display_aspect_ratio);
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				      }
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				      else
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				      {
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				        m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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				        m_vram_texture->Bind();
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				      }
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				      const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
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				                                                  [BoolToUInt8(m_GPUSTAT.vertical_interlace)];
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				        glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
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				        prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset);
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				        glDrawArrays(GL_TRIANGLES, 0, 3);
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				      m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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				      glViewport(0, field_offset, display_width, display_height);
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				      prog.Bind();
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				      prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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				      glDrawArrays(GL_TRIANGLES, 0, 3);
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				        m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
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				                                                        scaled_display_height, m_crtc_state.display_aspect_ratio);
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				      }
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				      // restore state
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				      m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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				      glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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				      glEnable(GL_SCISSOR_TEST);
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				      m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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				                                                      m_crtc_state.display_aspect_ratio);
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				    }
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				  }
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				}
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