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https://github.com/Zelda64Recomp/Zelda64Recomp
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Fix the previous scissor state bleeding when drawing the RmlUi output onto the swapchain buffer
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@@ -638,6 +638,7 @@ public:
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list->setGraphicsPipelineLayout(layout_.get());
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list->setGraphicsDescriptorSet(sampler_set_.get(), 0);
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list->setGraphicsDescriptorSet(screen_descriptor_set_.get(), 1);
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list->setScissors(RT64::RenderRect{ 0, 0, window_width_, window_height_ });
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RT64::RenderVertexBufferView vertex_view(screen_vertex_buffer_.get(), screen_vertex_buffer_size_);
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list->setVertexBuffers(0, &vertex_view, 1, &vertex_slot_);
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