[PATCH 5/5] wined3d: Don't clamp viewport coordinates.

Matteo Bruni mbruni at codeweavers.com
Thu Apr 19 17:55:43 CDT 2018


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
 dlls/wined3d/device.c |  2 +-
 dlls/wined3d/state.c  | 16 ++--------------
 2 files changed, 3 insertions(+), 15 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 8d4f4cde0e0..108e291f3de 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3147,7 +3147,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
 
     /* Get the viewport */
     wined3d_device_get_viewports(device, NULL, &vp);
-    TRACE("viewport  x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
+    TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
           vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
 
     multiply_matrix(&mat,&view_mat,&world_mat);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 3563b4b0fdd..0d69724237b 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4002,22 +4002,10 @@ static void get_viewports(struct wined3d_context *context, const struct wined3d_
     unsigned int width, height, i;
 
     for (i = 0; i < viewport_count; ++i)
-    {
         viewports[i] = state->viewports[i];
 
-        if (target)
-        {
-            if (viewports[i].width > target->width)
-                viewports[i].width = target->width;
-            if (viewports[i].height > target->height)
-                viewports[i].height = target->height;
-        }
-    }
-
-    /*
-     * Note: GL requires lower left, DirectX supplies upper left. This is
-     * reversed when using offscreen rendering.
-     */
+    /* Note: GL uses a lower left origin while DirectX uses upper left. This
+     * is reversed when using offscreen rendering. */
     if (context->render_offscreen)
         return;
 
-- 
2.13.6




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