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Replace EFBRectangle/TargetRectangle with MathUtil::Rectangle
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@ -49,8 +49,8 @@ void SetScissor()
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const int xoff = bpmem.scissorOffset.x * 2;
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const int yoff = bpmem.scissorOffset.y * 2;
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EFBRectangle native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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MathUtil::Rectangle<int> native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
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auto target_rc = g_renderer->ConvertEFBRectangle(native_rc);
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@ -172,7 +172,7 @@ void SetBlendMode()
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- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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- convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const EFBRectangle& rc)
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void ClearScreen(const MathUtil::Rectangle<int>& rc)
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{
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bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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