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VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed. This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
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@ -108,7 +108,7 @@ public:
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// Finish up the current frame, print some stats
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virtual void Swap(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f) = 0;
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virtual void UpdateViewport(Matrix44& vpCorrection) = 0;
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virtual void UpdateViewport() = 0;
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virtual bool SaveScreenshot(const std::string &filename, const TargetRectangle &rc) = 0;
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@ -163,6 +163,6 @@ private:
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extern Renderer *g_renderer;
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void UpdateViewport(Matrix44& vpCorrection);
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void UpdateViewport();
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#endif // _COMMON_RENDERBASE_H_
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