diff options
| author | Matthew Parlane <parlane@gmail.com> | 2012-02-09 17:18:46 +1300 |
|---|---|---|
| committer | Matthew Parlane <parlane@gmail.com> | 2012-02-09 17:18:46 +1300 |
| commit | fc3eb7c6a7e2ea6d636889f49d72ba0d2ac45bcd (patch) | |
| tree | 2551fc3eb10a7b646520b4388eda2f2ee1d5f24b /Source | |
| parent | c9dfcf8cf7d500d58cd8f2b375be123f5b99bb52 (diff) | |
Fixed a few warnings.
Diffstat (limited to 'Source')
| -rw-r--r-- | Source/Plugins/Plugin_VideoDX11/Src/Render.cpp | 11 |
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); |
