Stefan Dösinger : wined3d: Retrieve the height properly when setting the viewport.
Alexandre Julliard
julliard at winehq.org
Tue Dec 4 13:25:19 CST 2007
Module: wine
Branch: master
Commit: fcb49934d0f4a521f5a8c2df2a19433c6fb3a47f
URL: http://source.winehq.org/git/wine.git/?a=commit;h=fcb49934d0f4a521f5a8c2df2a19433c6fb3a47f
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Nov 30 21:01:29 2007 +0100
wined3d: Retrieve the height properly when setting the viewport.
---
dlls/wined3d/state.c | 8 +++++++-
1 files changed, 7 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index cd801d7..9ff392c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3525,6 +3525,9 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+ UINT width, height;
+ IWineD3DSurfaceImpl *target;
+
glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
@@ -3534,8 +3537,11 @@ static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
stateblock->viewport.Y,
stateblock->viewport.Width, stateblock->viewport.Height);
} else {
+ target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
+ target->get_drawable_size(target, &width, &height);
+
glViewport(stateblock->viewport.X,
- (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
+ (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
stateblock->viewport.Width, stateblock->viewport.Height);
}
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