d3d11: Allow setting multiple viewports.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2018-04-17 02:16:53 +03:00 committed by Alexandre Julliard
parent 17e04ba439
commit 5d4b1a85d4
2 changed files with 37 additions and 16 deletions

View File

@ -961,25 +961,26 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11Devic
UINT viewport_count, const D3D11_VIEWPORT *viewports)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
struct wined3d_viewport wined3d_vp;
struct wined3d_viewport wined3d_vp[WINED3D_MAX_VIEWPORTS];
unsigned int i;
TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports);
if (viewport_count > 1)
FIXME("Multiple viewports not implemented.\n");
if (!viewport_count)
if (viewport_count > ARRAY_SIZE(wined3d_vp))
return;
wined3d_vp.x = viewports[0].TopLeftX;
wined3d_vp.y = viewports[0].TopLeftY;
wined3d_vp.width = viewports[0].Width;
wined3d_vp.height = viewports[0].Height;
wined3d_vp.min_z = viewports[0].MinDepth;
wined3d_vp.max_z = viewports[0].MaxDepth;
for (i = 0; i < viewport_count; ++i)
{
wined3d_vp[i].x = viewports[i].TopLeftX;
wined3d_vp[i].y = viewports[i].TopLeftY;
wined3d_vp[i].width = viewports[i].Width;
wined3d_vp[i].height = viewports[i].Height;
wined3d_vp[i].min_z = viewports[i].MinDepth;
wined3d_vp[i].max_z = viewports[i].MaxDepth;
}
wined3d_mutex_lock();
wined3d_device_set_viewports(device->wined3d_device, 1, &wined3d_vp);
wined3d_device_set_viewports(device->wined3d_device, viewport_count, wined3d_vp);
wined3d_mutex_unlock();
}

View File

@ -10578,7 +10578,6 @@ static void test_clear_state(void)
ID3D11DeviceContext_RSGetViewports(context, &count, tmp_viewport);
for (i = 0; i < D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
{
todo_wine_if(!i)
ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
"Got unexpected viewport {%.8e, %.8e, %.8e, %.8e, %.8e, %.8e} in slot %u.\n",
@ -25927,6 +25926,7 @@ static void test_multiple_viewports(void)
unsigned int draw_id;
unsigned int padding[3];
} constant;
D3D11_VIEWPORT vp[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE + 1];
struct d3d11_test_context test_context;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11DeviceContext *context;
@ -26014,7 +26014,7 @@ static void test_multiple_viewports(void)
{0.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 2.0f}, {0.5f, 0.5f}, {0.5f, 0.5f},
};
static const float clear_color[] = {0.5f, 0.5f, 0.0f, 0.0f};
D3D11_VIEWPORT vp[2];
unsigned int count, i;
RECT rect;
int width;
@ -26078,7 +26078,6 @@ static void test_multiple_viewports(void)
SetRect(&rect, 0, 0, width - 1, texture_desc.Height - 1);
check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[0], 1);
SetRect(&rect, width, 0, 2 * width - 1, texture_desc.Height - 1);
todo_wine
check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[1], 1);
/* One viewport. */
@ -26098,9 +26097,30 @@ todo_wine
constant.draw_id = 3;
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
draw_quad(&test_context);
todo_wine
check_texture_sub_resource_vec4(texture, 0, NULL, &expected_values[4], 1);
/* Viewport count exceeding maximum value. */
ID3D11DeviceContext_RSSetViewports(context, 1, vp);
vp[0].TopLeftX = 1.0f;
vp[0].TopLeftY = 0.0f;
vp[0].Width = width;
vp[0].Height = texture_desc.Height;
vp[0].MinDepth = 0.0f;
vp[0].MaxDepth = 1.0f;
for (i = 1; i < ARRAY_SIZE(vp); ++i)
{
vp[i] = vp[0];
}
ID3D11DeviceContext_RSSetViewports(context, ARRAY_SIZE(vp), vp);
count = ARRAY_SIZE(vp);
memset(vp, 0, sizeof(vp));
ID3D11DeviceContext_RSGetViewports(context, &count, vp);
todo_wine
ok(count == 1, "Unexpected viewport count %d.\n", count);
ok(vp[0].TopLeftX == 0.0f && vp[0].Width == width, "Unexpected viewport.\n");
ID3D11RenderTargetView_Release(rtv);
ID3D11Texture2D_Release(texture);