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authorOliver Wolff <oliver.wolff@qt.io>2016-08-29 09:48:28 +0200
committerOliver Wolff <oliver.wolff@qt.io>2017-12-13 13:07:52 +0000
commit457fe3e8e2f27d773032f4406d5f933ae155e8ff (patch)
tree2071df89d1a743a56132a52037533a3b3a06cd48 /src/3rdparty/angle/src/libANGLE
parent27c840f5d45747da7f4d989afba172805ce1fb51 (diff)
ANGLE: Fix resizing of windows
Use the correct height/width values when calculating the vector for resizing the window content and the new size as viewport size. Task-number: QTBUG-62475 Change-Id: I33a8dc1379a908e991b04bc31dfc6254a6d005c9 Reviewed-by: Andre de la Rocha <andre.rocha@qt.io> Reviewed-by: Miguel Costa <miguel.costa@qt.io> Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp20
1 files changed, 10 insertions, 10 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 785a83cd77..42c336c8cf 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -707,15 +707,15 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
// 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 = (x / float(width)) * 2.0f - 1.0f;
+ float y1 = (y / float(height)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(width)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(height)) * 2.0f - 1.0f;
- float u1 = x / float(mWidth);
- float v1 = y / float(mHeight);
- float u2 = (x + width) / float(mWidth);
- float v2 = (y + height) / float(mHeight);
+ float u1 = x / float(width);
+ float v1 = y / float(height);
+ float u2 = (x + width) / float(width);
+ float v2 = (y + height) / float(height);
// Invert the quad vertices depending on the surface orientation.
if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
@@ -760,8 +760,8 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
- viewport.Width = static_cast<FLOAT>(mWidth);
- viewport.Height = static_cast<FLOAT>(mHeight);
+ viewport.Width = static_cast<FLOAT>(width);
+ viewport.Height = static_cast<FLOAT>(height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);