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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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@ -75,7 +75,7 @@ const char *VertexShaderVersionString();
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void ShowD3DError(HRESULT err);
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// returns true if size was changed
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bool FixTextureSize(int& width, int& height);
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bool FixTextureSize(u32& width, u32& height);
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// returns true if format is supported
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bool CheckTextureSupport(DWORD usage, D3DFORMAT tex_format);
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@ -115,8 +115,8 @@ void EnableAlphaToCoverage();
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struct Resolution
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{
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char name[32];
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int xres;
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int yres;
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unsigned int xres;
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unsigned int yres;
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std::set<D3DFORMAT> bitdepths;
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std::set<int> refreshes;
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};
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