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OpenGL: use ClampUL instead of ClampLL where appropriate.
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@ -369,7 +369,7 @@ GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc)
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// required.
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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for (unsigned int i = 0; i < m_EFBLayers; i++)
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@ -401,7 +401,7 @@ GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc)
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// Transfer the EFB to a resolved texture.
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TargetRectangle targetRc = g_renderer->ConvertEFBRectangle(sourceRc);
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targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
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targetRc.ClampUL(0, 0, m_targetWidth, m_targetHeight);
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// Resolve.
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for (unsigned int i = 0; i < m_EFBLayers; i++)
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