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-rw-r--r--src/angle/patches/0007-ANGLE-Fix-resizing-of-windows.patch48
1 files changed, 0 insertions, 48 deletions
diff --git a/src/angle/patches/0007-ANGLE-Fix-resizing-of-windows.patch b/src/angle/patches/0007-ANGLE-Fix-resizing-of-windows.patch
deleted file mode 100644
index 2b4938be9b..0000000000
--- a/src/angle/patches/0007-ANGLE-Fix-resizing-of-windows.patch
+++ /dev/null
@@ -1,48 +0,0 @@
-From f1568e10c2bd46450adebbd838bd32e4833a0a5c Mon Sep 17 00:00:00 2001
-From: Oliver Wolff <oliver.wolff@qt.io>
-Date: Wed, 22 Aug 2018 13:32:44 +0200
-Subject: [PATCH 7/8] 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
----
- .../src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp | 19 +++++++++----------
- 1 file changed, 9 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 05bb5d9863..dcfd06484d 100644
---- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
-+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
-@@ -796,16 +796,15 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(const gl::Context *context,
- 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 u1 = x / float(mWidth);
-- float v1 = y / float(mHeight);
-- float u2 = (x + width) / float(mWidth);
-- float v2 = (y + height) / float(mHeight);
--
-+ 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(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)
- {
---
-2.15.0.windows.1
-