wined3d: Use SetRect() instead of open coding it.

Michael Stefaniuc mstefani at redhat.de
Sat Jul 30 15:00:33 CDT 2016


Signed-off-by: Michael Stefaniuc <mstefani at redhat.de>
---
 dlls/wined3d/device.c  | 10 ++--------
 dlls/wined3d/surface.c |  6 ++----
 dlls/wined3d/texture.c |  5 +----
 3 files changed, 5 insertions(+), 16 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index dfcebc0..7c19d58 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4271,10 +4271,7 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
         state->viewport.max_z = 1.0f;
         wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
 
-        state->scissor_rect.top = 0;
-        state->scissor_rect.left = 0;
-        state->scissor_rect.right = view->width;
-        state->scissor_rect.bottom = view->height;
+        SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
         wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
     }
 
@@ -4928,10 +4925,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
         state->viewport.height = view->height;
         wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
 
-        state->scissor_rect.top = 0;
-        state->scissor_rect.left = 0;
-        state->scissor_rect.right = view->width;
-        state->scissor_rect.bottom = view->height;
+        SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
         wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
     }
 
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 781006f..ab4ee17 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -216,10 +216,8 @@ static void surface_get_rect(const struct wined3d_surface *surface, const RECT *
     {
         const struct wined3d_texture *texture = surface->container;
 
-        rect_out->left = 0;
-        rect_out->top = 0;
-        rect_out->right = wined3d_texture_get_level_width(texture, surface->texture_level);
-        rect_out->bottom = wined3d_texture_get_level_height(texture, surface->texture_level);
+        SetRect(rect_out, 0, 0, wined3d_texture_get_level_width(texture, surface->texture_level),
+                wined3d_texture_get_level_height(texture, surface->texture_level));
     }
 }
 
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 4a9ed42..a645bb6 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -2540,10 +2540,7 @@ HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *textu
     surface = sub_resource->u.surface;
     w = surface->overlay_destrect.right - surface->overlay_destrect.left;
     h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
-    surface->overlay_destrect.left = x;
-    surface->overlay_destrect.top = y;
-    surface->overlay_destrect.right = x + w;
-    surface->overlay_destrect.bottom = y + h;
+    SetRect(&surface->overlay_destrect, x, y, x + w, y + h);
 
     return WINED3D_OK;
 }
-- 
2.7.4



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