wined3d: Use the proper drawable size when setting the scissor rect.
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@ -3668,25 +3668,21 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
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static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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RECT *pRect = &stateblock->scissorRect;
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RECT windowRect;
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UINT winHeight;
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windowRect.left = 0;
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windowRect.top = 0;
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windowRect.right = ((IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0])->currentDesc.Width;
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windowRect.bottom = ((IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height;
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UINT height;
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UINT width;
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IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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target->get_drawable_size(target, &width, &height);
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/* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
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* Warning2: Even in windowed mode the coords are relative to the window, not the screen
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*/
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winHeight = windowRect.bottom - windowRect.top;
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TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - winHeight,
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TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
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pRect->right - pRect->left, pRect->bottom - pRect->top);
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if (stateblock->wineD3DDevice->render_offscreen) {
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glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
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} else {
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glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
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glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
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}
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checkGLcall("glScissor");
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}
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