Fixed a few warnings.
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@ -699,11 +699,14 @@ 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,
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(float)intendedWd, (float)intendedHt,
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(float)X, (float)Y,
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(float)Wd, (float)Ht);
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// 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
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y,
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(float)Wd, (float)Ht,
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0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
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1.f); // xfregs.viewport.farZ / 16777216.0f;
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D3D::context->RSSetViewports(1, &vp);
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