wined3d: Retrieve the height properly when setting the viewport.

This commit is contained in:
Stefan Dösinger 2007-11-30 21:01:29 +01:00 committed by Alexandre Julliard
parent 8689fe32c6
commit fcb49934d0
1 changed files with 7 additions and 1 deletions

View File

@ -3525,6 +3525,9 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT width, height;
IWineD3DSurfaceImpl *target;
glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
@ -3534,8 +3537,11 @@ static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
stateblock->viewport.Y,
stateblock->viewport.Width, stateblock->viewport.Height);
} else {
target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
target->get_drawable_size(target, &width, &height);
glViewport(stateblock->viewport.X,
(((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
(height - (stateblock->viewport.Y + stateblock->viewport.Height)),
stateblock->viewport.Width, stateblock->viewport.Height);
}