wined3d: Don't clamp viewport coordinates.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2018-04-26 23:30:11 +02:00 committed by Alexandre Julliard
parent 576c5308e7
commit 56d4de0fde
2 changed files with 3 additions and 15 deletions

View File

@ -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);

View File

@ -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;