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Video_DX11: Remove some redundant code.
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@ -926,16 +926,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// Prepare to copy the XFBs to our backbuffer
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_backbuffer_width, (float)s_backbuffer_height);
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D3D::context->RSSetViewports(1, &vp);
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float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
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D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
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int X = dst_rect.left;
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int Y = dst_rect.top;
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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// TODO: Redundant checks...
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if (X < 0) X = 0;
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if (Y < 0) Y = 0;
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if (X > s_backbuffer_width) X = s_backbuffer_width;
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@ -944,10 +941,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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if (Height < 0) Height = 0;
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if (Width > (s_backbuffer_width - X)) Width = s_backbuffer_width - X;
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if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
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vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
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D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
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// activate linear filtering for the buffer copies
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D3D::SetLinearCopySampler();
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