VideoCommon: move ViewportCorrection into VideoCommon
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed. This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
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@@ -153,6 +153,7 @@ struct VideoConfig
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bool bSupportsPixelLighting;
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bool bSupportsPrimitiveRestart;
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bool bSupportsSeparateAlphaFunction;
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bool bSupportsOversizedViewports;
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bool bSupportsGLSLUBO; // needed by PixelShaderGen, so must stay in VideoCommon
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bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
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} backend_info;
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