wined3d: Use SetRect() instead of open coding it.
Signed-off-by: Michael Stefaniuc <mstefani@redhat.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4271,10 +4271,7 @@ HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device
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state->viewport.max_z = 1.0f;
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wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
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state->scissor_rect.top = 0;
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state->scissor_rect.left = 0;
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state->scissor_rect.right = view->width;
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state->scissor_rect.bottom = view->height;
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SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
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wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
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}
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@ -4928,10 +4925,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
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state->viewport.height = view->height;
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wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
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state->scissor_rect.top = 0;
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state->scissor_rect.left = 0;
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state->scissor_rect.right = view->width;
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state->scissor_rect.bottom = view->height;
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SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
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wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
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}
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@ -216,10 +216,8 @@ static void surface_get_rect(const struct wined3d_surface *surface, const RECT *
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{
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const struct wined3d_texture *texture = surface->container;
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rect_out->left = 0;
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rect_out->top = 0;
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rect_out->right = wined3d_texture_get_level_width(texture, surface->texture_level);
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rect_out->bottom = wined3d_texture_get_level_height(texture, surface->texture_level);
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SetRect(rect_out, 0, 0, wined3d_texture_get_level_width(texture, surface->texture_level),
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wined3d_texture_get_level_height(texture, surface->texture_level));
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}
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}
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@ -2602,10 +2602,7 @@ HRESULT CDECL wined3d_texture_set_overlay_position(struct wined3d_texture *textu
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surface = sub_resource->u.surface;
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w = surface->overlay_destrect.right - surface->overlay_destrect.left;
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h = surface->overlay_destrect.bottom - surface->overlay_destrect.top;
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surface->overlay_destrect.left = x;
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surface->overlay_destrect.top = y;
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surface->overlay_destrect.right = x + w;
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surface->overlay_destrect.bottom = y + h;
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SetRect(&surface->overlay_destrect, x, y, x + w, y + h);
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return WINED3D_OK;
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}
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