[GPU] Clamp scissor to surface_pitch
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@@ -37,7 +37,10 @@ int32_t FloatToD3D11Fixed16p8(float f32);
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// Whether with the current state, any samples to rasterize (for any reason, not
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// only to write something to a render target, but also to do sample counting or
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// pixel shader memexport) can be generated. Finally dropping draw calls can
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// only be done if the vertex shader doesn't memexport.
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// only be done if the vertex shader doesn't memexport. Checks mostly special
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// cases (for both the guest and usual host implementations), not everything
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// like whether viewport / scissor are empty (until this truly matters in any
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// game, of course).
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bool IsRasterizationPotentiallyDone(const RegisterFile& regs,
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bool primitive_polygonal);
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