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-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);