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Clear Window before blitting Viewport in gl_compatibility renderer
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@ -306,6 +306,15 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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if (p_screen_rect.position != Vector2()) {
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// Viewport doesn't cover entire window so clear window to black before blitting.
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glViewport(0, 0, win_size.width, win_size.height);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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Vector2i screen_rect_end = p_screen_rect.get_end();
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glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
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p_screen_rect.position.x, flip_y ? screen_rect_end.y : p_screen_rect.position.y, screen_rect_end.x, flip_y ? p_screen_rect.position.y : screen_rect_end.y,
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@ -984,17 +984,13 @@ void Window::_update_viewport_size() {
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Size2 margin;
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Size2 offset;
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//black bars and margin
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if (content_scale_aspect != CONTENT_SCALE_ASPECT_EXPAND && screen_size.x < video_mode.x) {
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margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
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//RenderingServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
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offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
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} else if (content_scale_aspect != CONTENT_SCALE_ASPECT_EXPAND && screen_size.y < video_mode.y) {
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margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
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//RenderingServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
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offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
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} else {
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//RenderingServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
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}
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switch (content_scale_mode) {
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