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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@ -3163,7 +3163,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
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/* Get the viewport */
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wined3d_device_get_viewports(device, NULL, &vp);
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TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
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TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
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vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
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multiply_matrix(&mat,&view_mat,&world_mat);
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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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