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Made several variables/parameters unsigned in the DX9, DX11 and OGL plugins. They make more sense like this (given their names).
This also gets rid of some more typecasts in some cases.
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@ -691,18 +691,14 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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}
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// In D3D, the viewport rectangle must fit within the render target.
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int X = intendedX;
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if (X < 0)
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X = 0;
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u32 X = intendedX;
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u32 Y = intendedY;
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u32 Wd = intendedWd;
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u32 Ht = intendedHt;
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int Y = intendedY;
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if (Y < 0)
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Y = 0;
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int Wd = intendedWd;
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if (X + Wd > GetTargetWidth())
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Wd = GetTargetWidth() - X;
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int Ht = intendedHt;
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if (Y + Ht > GetTargetHeight())
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Ht = GetTargetHeight() - Y;
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@ -928,20 +924,17 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// Prepare to copy the XFBs to our backbuffer
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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int X = GetTargetRectangle().left;
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int Y = GetTargetRectangle().top;
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int Width = GetTargetRectangle().right - GetTargetRectangle().left;
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int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
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u32 X = GetTargetRectangle().left;
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u32 Y = GetTargetRectangle().top;
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u32 Width = GetTargetRectangle().right - GetTargetRectangle().left;
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u32 Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
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// TODO: Redundant checks...
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
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if (Y > s_backbuffer_height) Y = s_backbuffer_height;
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if (Width < 0) Width = 0;
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if (Height < 0) Height = 0;
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if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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