diff options
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.cpp | 20 |
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); |