wined3d: Use the proper drawable size when setting the scissor rect.

This commit is contained in:
Stefan Dösinger 2007-11-30 20:28:13 +01:00 committed by Alexandre Julliard
parent 9bc6200ece
commit 8689fe32c6
1 changed files with 6 additions and 10 deletions

View File

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