Matteo Bruni : wined3d: Don't clamp viewport coordinates.

Alexandre Julliard julliard at winehq.org
Fri Apr 27 13:26:03 CDT 2018


Module: wine
Branch: master
Commit: 56d4de0fdee57b0acf02399525a893cc1b42d759
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=56d4de0fdee57b0acf02399525a893cc1b42d759

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Thu Apr 26 23:30:11 2018 +0200

wined3d: Don't clamp viewport coordinates.

Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 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 c04bd82..87d4542 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3163,7 +3163,7 @@ 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 c869b63..d76708d 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;
 




More information about the wine-cvs mailing list