[PATCH resend 3/5] wined3d: Don't clamp viewport coordinates.
Matteo Bruni
mbruni at codeweavers.com
Thu Apr 26 16:30:11 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 c04bd820f7d..87d45426ad7 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 c869b63b11d..d76708d57a9 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
More information about the wine-devel
mailing list