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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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7e5d877858
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16 changed files with 98 additions and 104 deletions
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@ -44,8 +44,8 @@ FramebufferManager::Efb FramebufferManager::s_efb;
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FramebufferManager::FramebufferManager()
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{
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bool depth_textures_supported = true;
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int target_width = Renderer::GetTargetWidth();
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int target_height = Renderer::GetTargetHeight();
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u32 target_width = Renderer::GetTargetWidth();
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u32 target_height = Renderer::GetTargetHeight();
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s_efb.color_surface_Format = D3DFMT_A8R8G8B8;
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// EFB color texture - primary render target
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@ -161,7 +161,7 @@ void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height
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}
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void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const
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const MathUtil::Rectangle<float> &drawrc, u32 width, u32 height) const
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{
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D3D::drawShadedTexSubQuad(texture, &sourcerc, texWidth, texHeight, &drawrc, width , height,
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PixelShaderCache::GetColorCopyProgram(0), VertexShaderCache::GetSimpleVertexShader(0));
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