wined3d: Use the proper drawable size when clearing.
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@ -4789,6 +4789,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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WINED3DRECT curRect;
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RECT vp_rect;
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WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
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UINT drawable_width, drawable_height;
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TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
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Count, pRects, Flags, Color, Z, Stencil);
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@ -4826,6 +4827,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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}
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}
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target->get_drawable_size(target, &drawable_width, &drawable_height);
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/* This is for offscreen rendering as well as for multithreading, thus activate the set render target
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* and not the last active one.
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*/
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@ -4873,7 +4876,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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This->stateBlock->viewport.Height);
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} else {
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glScissor(This->stateBlock->viewport.X,
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(((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
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(drawable_height -
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(This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
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This->stateBlock->viewport.Width,
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This->stateBlock->viewport.Height);
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@ -4912,7 +4915,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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glScissor(curRect.x1, curRect.y1,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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} else {
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glScissor(curRect.x1, target->currentDesc.Height - curRect.y2,
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glScissor(curRect.x1, drawable_height - curRect.y2,
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curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
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}
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checkGLcall("glScissor");
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