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>
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@ -4002,22 +4002,10 @@ static void get_viewports(struct wined3d_context *context, const struct wined3d_
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unsigned int width, height, i;
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for (i = 0; i < viewport_count; ++i)
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{
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viewports[i] = state->viewports[i];
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if (target)
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{
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if (viewports[i].width > target->width)
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viewports[i].width = target->width;
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if (viewports[i].height > target->height)
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viewports[i].height = target->height;
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}
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}
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/*
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* Note: GL requires lower left, DirectX supplies upper left. This is
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* reversed when using offscreen rendering.
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*/
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/* Note: GL uses a lower left origin while DirectX uses upper left. This
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* is reversed when using offscreen rendering. */
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if (context->render_offscreen)
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return;
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