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authorAndrew Knight <andrew.knight@intopalo.com>2015-05-03 20:56:04 +0300
committerAndrew Knight <qt@panimo.net>2015-05-08 02:34:03 +0000
commit916cfede0536ce63a1a5851bc675f5082e3c641c (patch)
tree8b94f8b3f0736d1cb3a5710284a21034b3789a2b /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
parent00a341daa7c55926ce4d1c1f0290520b5e6c22a5 (diff)
ANGLE: Allow Windows Phone to communicate swap region
eglPostSubBufferNV is used to communicate the size of the window, as otherwise there is no way for the renderer to know if the last frame was rendered in landscape or portrait, causing rendering glitches when the orientation changes. The rotation flags are utilized in a few additional places now to fix some corner cases where the rotation was not applied. This patch should be squashed into "ANGLE-Improve-Windows-Phone-Support" during the next ANGLE rebase. Task-number: QTBUG-44333 Task-number: QTBUG-43502 Change-Id: Iec37f7531854184819c30c87eab82d96d56ff133 Reviewed-by: Oliver Wolff <oliver.wolff@theqtcompany.com>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp28
1 files changed, 17 insertions, 11 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
index 298f3ccbd2..dc539cf66e 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -552,18 +552,18 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
+#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
// Create a quad in homogeneous coordinates
- float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
- float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
- float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
- float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+ float x1 = -1.0f;
+ float y1 = -1.0f;
+ float x2 = 1.0f;
+ float y2 = 1.0f;
-#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
const float dim = std::max(mWidth, mHeight);
- float u1 = x / dim;
- float v1 = y / dim;
- float u2 = (x + width) / dim;
- float v2 = (y + height) / dim;
+ float u1 = 0;
+ float v1 = 0;
+ float u2 = float(width) / dim;
+ float v2 = float(height) / dim;
const NativeWindow::RotationFlags flags = mNativeWindow.rotationFlags();
const bool rotateL = flags == NativeWindow::RotateLeft;
@@ -573,6 +573,12 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, rotateR ? u1 : u2, rotateL ? v2 : v1);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, rotateL ? u1 : u2, rotateR ? v1 : v2);
#else
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
float u1 = x / float(mWidth);
float v1 = y / float(mHeight);
float u2 = (x + width) / float(mWidth);
@@ -613,8 +619,8 @@ EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
#if defined(ANGLE_ENABLE_WINDOWS_STORE) && (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
- viewport.Width = (rotateL || rotateR) ? mHeight : mWidth;
- viewport.Height = (rotateL || rotateR) ? mWidth : mHeight;
+ viewport.Width = (rotateL || rotateR) ? height : width;
+ viewport.Height = (rotateL || rotateR) ? width : height;
#else
viewport.Width = mWidth;
viewport.Height = mHeight;