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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
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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@ -288,10 +288,10 @@ Renderer::Renderer()
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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int SupersampleCoeficient = (s_LastAA % 3) + 1;
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u32 SupersampleCoefficient = (s_LastAA % 3) + 1;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoefficient);
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// Make sure to use valid texture sizes
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D3D::FixTextureSize(s_target_width, s_target_height);
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@ -305,7 +305,7 @@ Renderer::Renderer()
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SetupDeviceObjects();
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for (int stage = 0; stage < 8; stage++)
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for (u32 stage = 0; stage < 8; stage++)
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
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D3DVIEWPORT9 vp;
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@ -468,8 +468,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// if depth textures aren't supported by the hardware, just return
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if (type == PEEK_Z)
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{
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if (FramebufferManager::GetEFBDepthTexture() == NULL)
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return 0;
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}
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// We're using three surfaces here:
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// - pEFBSurf: EFB Surface. Source surface when peeking, destination surface when poking.
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@ -693,16 +695,14 @@ 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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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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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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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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@ -907,18 +907,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
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}
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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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// Sanity check
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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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@ -1153,10 +1149,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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int SupersampleCoeficient = (s_LastAA % 3) + 1;
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u32 SupersampleCoefficient = (s_LastAA % 3) + 1;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoefficient);
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D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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