// At DX9 setting a new render target will cause the viewport
// to be set to the full size of the new render target.
// In DX11 we should do this manualy
- CD3D11_VIEWPORT viewPort(0.0f, 0.0f, m_IntermediateTarget.GetWidth(), m_IntermediateTarget.GetHeight());
+ CD3D11_VIEWPORT viewPort(0.0f, 0.0f, static_cast<float>(m_IntermediateTarget.GetWidth()), static_cast<float>(m_IntermediateTarget.GetHeight()));
pContext->RSSetViewports(1, &viewPort);
ID3D11RenderTargetView *newRT = m_IntermediateTarget.GetRenderTarget();
// Switch the render target to the temporary destination
pContext->OMSetRenderTargets(1, &newRT, nullptr);
- CRect srcRect(0.0f, 0.0f, m_sourceWidth, m_sourceHeight);
+ CRect srcRect(0.0f, 0.0f, static_cast<float>(m_sourceWidth), static_cast<float>(m_sourceHeight));
m_colorShader->Render(srcRect, srcRect,
CMediaSettings::Get().GetCurrentVideoSettings().m_Contrast,
if (m_renderMethod == RENDER_DXVA)
{
sourceRect.y1 = 0.0f;
- sourceRect.y2 = m_sourceHeight;
+ sourceRect.y2 = static_cast<float>(m_sourceHeight);
sourceRect.x1 = 0.0f;
- sourceRect.x2 = m_sourceWidth;
+ sourceRect.x2 = static_cast<float>(m_sourceWidth);
}
else
sourceRect = m_sourceRect;
if (m_bUseHQScaler)
{
destRect.y1 = 0.0f;
- destRect.y2 = m_sourceHeight;
+ destRect.y2 = static_cast<float>(m_sourceHeight);
destRect.x1 = 0.0f;
- destRect.x2 = m_sourceWidth;
+ destRect.x2 = static_cast<float>(m_sourceWidth);
}
else
destRect = g_graphicsContext.StereoCorrection(m_destRect);