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Add internal render resolution scale and fix DPI Issue (#468)
* Add internal render resolution scale and fix embedded surface DPI scaling Adds a GUI-configurable internal resolution scale (Graphics tab) that renders offscreen color/depth targets below native guest resolution and upscales on present, trading image quality for GPU headroom. Storage/UAV images and sampled asset textures are left untouched, and texture-alias/feedback-loop lookups compare against each target's logical (unscaled) size so scaled render targets are still found correctly when sampled back. Also fixes the embedded game surface not filling the window: the isolated emulator child process had no declared DPI awareness, so Windows silently downscaled every window-geometry query it made against the GUI-owned surface HWND by the display's DPI factor, leaving an unfilled black margin on scaled displays. * Remove flaky Gen5ScalarMemoryFallbackTests * Restore Gen5ScalarMemoryFallbackTests --------- Co-authored-by: Spooks4576 <Spooks4576@users.noreply.github.com>
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@@ -13,4 +13,9 @@ SPDX-License-Identifier: GPL-2.0-or-later
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<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
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</application>
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</compatibility>
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<asmv3:application xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
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<asmv3:windowsSettings>
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<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">PerMonitorV2</dpiAwareness>
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</asmv3:windowsSettings>
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</asmv3:application>
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</assembly>
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