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-rw-r--r--src/angle/patches/0016-ANGLE-Fix-resizing-of-windows.patch57
1 files changed, 0 insertions, 57 deletions
diff --git a/src/angle/patches/0016-ANGLE-Fix-resizing-of-windows.patch b/src/angle/patches/0016-ANGLE-Fix-resizing-of-windows.patch
deleted file mode 100644
index 7ba92052f2..0000000000
--- a/src/angle/patches/0016-ANGLE-Fix-resizing-of-windows.patch
+++ /dev/null
@@ -1,57 +0,0 @@
-From 55821d34b2208e7858dbba5648760b83c66b58a5 Mon Sep 17 00:00:00 2001
-From: Oliver Wolff <oliver.wolff@qt.io>
-Date: Mon, 29 Aug 2016 09:48:28 +0200
-Subject: [PATCH] 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
----
- .../libANGLE/renderer/d3d/d3d11/SwapChain11.cpp | 35 +++++++++++-----------
- 1 file changed, 17 insertions(+), 18 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..fe72bc935d 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 +706,15 @@ 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 +759,8 @@ 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);
---
-2.15.0.windows.1
-