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ignore SVG dimensions, like we always did (nw)
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@ -722,10 +722,15 @@ void screen_device::device_start()
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m_svg = std::make_unique<svg_renderer>(reg);
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machine().output().set_notifier(nullptr, svg_renderer::output_notifier, m_svg.get());
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// The OSD picks up the size before start is called, so this only affect the info display if it's called up in-game
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m_width = m_svg->width();
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m_height = m_svg->height();
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m_visarea.set(0, m_width-1, 0, m_height-1);
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// don't do this - SVG units are arbitrary and interpreting them as pixels causes bad things to happen
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// just render at the size/aspect ratio supplied by the driver
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if (false)
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{
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// The OSD picks up the size before start is called, so this only affect the info display if it's called up in-game
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m_width = m_svg->width();
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m_height = m_svg->height();
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m_visarea.set(0, m_width - 1, 0, m_height - 1);
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}
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}
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// if we have a palette and it's not started, wait for it
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