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authorLéo Lam <leo@innovatetechnologi.es>2017-12-26 00:38:44 +0100
committerLéo Lam <leo@innovatetechnologi.es>2019-05-04 23:12:17 +0200
commitab9ece9bcab8a6d55dbe6f3a904d49231e5f73e1 (patch)
tree3993f73a513f6f80ecddff85882042b73da261da /Source/Core/VideoCommon/BPFunctions.cpp
parent6f84984b7b0514227327b2e2c5ef10907d150b96 (diff)
Replace MathUtil::Clamp with std::clamp
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index 2aa325f8f7..e725927860 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -2,6 +2,8 @@
// Licensed under GPLv2+
// Refer to the license.txt file included.
+#include <algorithm>
+
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
@@ -90,8 +92,8 @@ void SetViewport()
{
// There's no way to support oversized depth ranges in this situation. Let's just clamp the
// range to the maximum value supported by the console GPU and hope for the best.
- min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
- max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
+ min_depth = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH);
+ max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}
if (g_renderer->UseVertexDepthRange())
@@ -131,10 +133,10 @@ void SetViewport()
{
const float max_width = static_cast<float>(g_renderer->GetCurrentFramebuffer()->GetWidth());
const float max_height = static_cast<float>(g_renderer->GetCurrentFramebuffer()->GetHeight());
- x = MathUtil::Clamp(x, 0.0f, max_width - 1.0f);
- y = MathUtil::Clamp(y, 0.0f, max_height - 1.0f);
- width = MathUtil::Clamp(width, 1.0f, max_width - x);
- height = MathUtil::Clamp(height, 1.0f, max_height - y);
+ x = std::clamp(x, 0.0f, max_width - 1.0f);
+ y = std::clamp(y, 0.0f, max_height - 1.0f);
+ width = std::clamp(width, 1.0f, max_width - x);
+ height = std::clamp(height, 1.0f, max_height - y);
}
// Lower-left flip.