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				@@ -587,12 +587,12 @@ void RasterizerOpenGL::SyncCullMode() {
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				    case Pica::Regs::CullMode::KeepClockWise:
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				        state.cull.enabled = true;
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				        state.cull.mode = GL_BACK;
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				        state.cull.front_face = GL_CW;
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				        break;
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				    case Pica::Regs::CullMode::KeepCounterClockWise:
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				        state.cull.enabled = true;
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				        state.cull.mode = GL_FRONT;
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				        state.cull.front_face = GL_CCW;
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				        break;
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				    default:
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				@@ -683,9 +683,8 @@ void RasterizerOpenGL::SyncDrawState() {
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				    // OpenGL uses different y coordinates, so negate corner offset and flip origin
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				    // TODO: Ensure viewport_corner.x should not be negated or origin flipped
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				    // TODO: Use floating-point viewports for accuracy if supported
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				    glViewport((GLsizei)static_cast<float>(regs.viewport_corner.x),
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				                -(GLsizei)static_cast<float>(regs.viewport_corner.y)
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				                    + regs.framebuffer.GetHeight() - viewport_height,
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				    glViewport((GLsizei)regs.viewport_corner.x,
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				               (GLsizei)regs.viewport_corner.y,
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				                viewport_width, viewport_height);
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				    // Sync bound texture(s), upload if not cached
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				@@ -724,7 +723,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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				        for (int x = 0; x < fb_color_texture.width; ++x) {
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				            const u32 coarse_y = y & ~7;
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				            u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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				            u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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				            u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
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				            u8* pixel = color_buffer + dst_offset;
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				            memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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				@@ -770,7 +769,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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				            for (int x = 0; x < fb_depth_texture.width; ++x) {
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				                const u32 coarse_y = y & ~7;
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				                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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				                u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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				                u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
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				                u8* pixel = depth_buffer + dst_offset;
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				                u32 depth_stencil = *(u32*)pixel;
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				@@ -782,7 +781,7 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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				            for (int x = 0; x < fb_depth_texture.width; ++x) {
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				                const u32 coarse_y = y & ~7;
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				                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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				                u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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				                u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
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				                u8* pixel = depth_buffer + dst_offset;
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				                memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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				@@ -837,7 +836,7 @@ void RasterizerOpenGL::CommitColorBuffer() {
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				                for (int x = 0; x < fb_color_texture.width; ++x) {
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				                    const u32 coarse_y = y & ~7;
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				                    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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				                    u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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				                    u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
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				                    u8* pixel = color_buffer + dst_offset;
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				                    memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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				@@ -879,7 +878,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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				                    for (int x = 0; x < fb_depth_texture.width; ++x) {
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				                        const u32 coarse_y = y & ~7;
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				                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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				                        u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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				                        u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
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				                        u8* pixel = depth_buffer + dst_offset;
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				                        u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
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				@@ -891,7 +890,7 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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				                    for (int x = 0; x < fb_depth_texture.width; ++x) {
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				                        const u32 coarse_y = y & ~7;
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				                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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				                        u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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				                        u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
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				                        u8* pixel = depth_buffer + dst_offset;
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				                        memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
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