MathUtil: Make Rectangle constructors and equality operator constexpr
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@ -122,14 +122,16 @@ struct Rectangle
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T right{};
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T bottom{};
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Rectangle()
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{ }
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constexpr Rectangle() = default;
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Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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constexpr Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{ }
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{}
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bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
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constexpr bool operator==(const Rectangle& r) const
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{
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return left == r.left && top == r.top && right == r.right && bottom == r.bottom;
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}
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T GetWidth() const { return abs(right - left); }
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T GetHeight() const { return abs(bottom - top); }
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@ -104,11 +104,7 @@ void PSTextureEncoder::Encode(u8* dst, const TextureCache::TCacheEntryBase *text
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(texture_entry->CacheLinesPerRow() * 8), FLOAT(texture_entry->NumBlocksY()));
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D3D::context->RSSetViewports(1, &vp);
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EFBRectangle fullSrcRect;
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fullSrcRect.left = 0;
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fullSrcRect.top = 0;
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fullSrcRect.right = EFB_WIDTH;
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fullSrcRect.bottom = EFB_HEIGHT;
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constexpr EFBRectangle fullSrcRect(0, 0, EFB_WIDTH, EFB_HEIGHT);
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TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(fullSrcRect);
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D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
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