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authorMatthew Parlane <parlane@gmail.com>2012-02-09 17:18:46 +1300
committerMatthew Parlane <parlane@gmail.com>2012-02-09 17:18:46 +1300
commitfc3eb7c6a7e2ea6d636889f49d72ba0d2ac45bcd (patch)
tree2551fc3eb10a7b646520b4388eda2f2ee1d5f24b /Source
parentc9dfcf8cf7d500d58cd8f2b375be123f5b99bb52 (diff)
Fixed a few warnings.
Diffstat (limited to 'Source')
-rw-r--r--Source/Plugins/Plugin_VideoDX11/Src/Render.cpp11
1 files changed, 7 insertions, 4 deletions
diff --git a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
index 9328969abf..69f0d0215a 100644
--- a/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
+++ b/Source/Plugins/Plugin_VideoDX11/Src/Render.cpp
@@ -695,15 +695,18 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int Ht = intendedHt;
if (Y + Ht > GetTargetHeight())
Ht = GetTargetHeight() - Y;
-
+
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
- intendedX, intendedY, intendedWd, intendedHt,
- X, Y, Wd, Ht);
+ (float)intendedX, (float)intendedY,
+ (float)intendedWd, (float)intendedHt,
+ (float)X, (float)Y,
+ (float)Wd, (float)Ht);
// Some games set invalids values for z min and z max so fix them to the max an min alowed and let the shaders do this work
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y,
+ (float)Wd, (float)Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);