OpenGL: use ClampUL instead of ClampLL where appropriate.

This commit is contained in:
magumagu 2015-03-12 13:24:52 -07:00
parent 899a5078a0
commit 269be03908

View file

@ -369,7 +369,7 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
// required. // required.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
// Resolve. // Resolve.
for (unsigned int i = 0; i < m_EFBLayers; i++) 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. // Transfer the EFB to a resolved texture.
TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc); TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight); targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
// Resolve. // Resolve.
for (unsigned int i = 0; i < m_EFBLayers; i++) for (unsigned int i = 0; i < m_EFBLayers; i++)