Apply same force to float fix as has already been done for DX11.
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@ -704,8 +704,8 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
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// If GX viewport is off the render target, we must clamp our viewport
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// within the bounds. Use the correction matrix to compensate.
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ViewportCorrectionMatrix(vpCorrection,
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intendedX, intendedY, intendedWd, intendedHt,
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X, Y, Wd, Ht);
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(float)intendedX, (float)intendedY, (float)intendedWd, (float)intendedHt,
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(float)X, (float)Y, (float)Wd, (float)Ht);
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D3DVIEWPORT9 vp;
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vp.X = X;
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