From 269be03908d3c470a89a082ae1c77b6a73126ffe Mon Sep 17 00:00:00 2001 From: magumagu Date: Thu, 12 Mar 2015 13:24:52 -0700 Subject: [PATCH] OpenGL: use ClampUL instead of ClampLL where appropriate. --- Source/Core/VideoBackends/OGL/FramebufferManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp index da3d1270d8..23c0600819 100644 --- a/Source/Core/VideoBackends/OGL/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/OGL/FramebufferManager.cpp @@ -369,7 +369,7 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) // required. TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); - targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); + targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight); // Resolve. for (unsigned int i = 0; i < m_EFBLayers; i++) @@ -401,7 +401,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) // Transfer the EFB to a resolved texture. TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); - targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); + targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight); // Resolve. for (unsigned int i = 0; i < m_EFBLayers; i++)