WineD3D: ScissorRect correction

Stefan Dösinger stefan at codeweavers.com
Mon Nov 6 07:28:15 CST 2006


Corrected version of my earlier patch,it uses GetClientRect to find out the 
window size, and the gl y position is calculated with height - bottom instead 
of bottom - height now.

-------------- next part --------------
From bf9762425fd92508fb2ec59ff49dbb4fdf6c6c7c Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Mon, 6 Nov 2006 14:25:30 +0100
Subject: [PATCH] WineD3D: ScissorRect corrections
---
 dlls/wined3d/device.c |   16 ++++++++++++----
 1 files changed, 12 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 59398b3..64a8991 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4650,11 +4650,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl
 
 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    ENTER_GL();
+    RECT windowRect;
+    UINT winHeight;
 
-    /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
-    TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
-    glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
+    GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
+    /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
+    * Warning2: Even in windowed mode the coords are relative to the window, not the screen
+    */
+    winHeight = windowRect.bottom - windowRect.top;
+    TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
+          pRect->right - pRect->left, pRect->bottom - pRect->top);
+    ENTER_GL();
+    glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
+    checkGLcall("glScissor");
     LEAVE_GL();
 
     return WINED3D_OK;
-- 
1.4.1.1



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