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Fix scissoring for d3d10 and d3d11

This commit is contained in:
natinusala 2019-01-28 19:23:46 +01:00
parent e8e384aa4f
commit 04b2ffcb9e
2 changed files with 13 additions and 15 deletions
gfx/drivers

@ -68,14 +68,14 @@ d3d10_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w,
D3D10UnmapBuffer(d3d10->overlays.vbo);
}
static void d3d10_clear_scissor(d3d10_video_t *d3d10)
static void d3d10_clear_scissor(d3d10_video_t *d3d10, video_frame_info_t *video_info)
{
D3D10_RECT scissor_rect = {0};
scissor_rect.left = d3d10->vp.x;
scissor_rect.top = d3d10->vp.y;
scissor_rect.right = d3d10->vp.width;
scissor_rect.bottom = d3d10->vp.height;
scissor_rect.left = 0;
scissor_rect.top = 0;
scissor_rect.right = video_info->width;
scissor_rect.bottom = video_info->height;
D3D10SetScissorRects(d3d10->device, 1, &scissor_rect);
}
@ -269,8 +269,6 @@ static void d3d10_update_viewport(void* data, bool force_full)
d3d10->frame.output_size.w = 1.0f / d3d10->vp.height;
d3d10->resize_viewport = false;
d3d10_clear_scissor(d3d10);
}
static void d3d10_free_shader_preset(d3d10_video_t* d3d10)
@ -1333,7 +1331,7 @@ static bool d3d10_gfx_frame(
D3D10ClearRenderTargetView(context, d3d10->renderTargetView, d3d10->clearcolor);
D3D10SetViewports(context, 1, &d3d10->frame.viewport);
d3d10_clear_scissor(d3d10);
d3d10_clear_scissor(d3d10, video_info);
D3D10Draw(context, 4, 0);

@ -81,14 +81,14 @@ d3d11_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w,
D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0);
}
static void d3d11_clear_scissor(d3d11_video_t *d3d11)
static void d3d11_clear_scissor(d3d11_video_t *d3d11, video_frame_info_t *video_info)
{
D3D11_RECT scissor_rect = {0};
scissor_rect.left = d3d11->vp.x;
scissor_rect.top = d3d11->vp.y;
scissor_rect.right = d3d11->vp.width;
scissor_rect.bottom = d3d11->vp.height;
scissor_rect.left = 0;
scissor_rect.top = 0;
scissor_rect.right = video_info->width;
scissor_rect.bottom = video_info->height;
D3D11SetScissorRects(d3d11->context, 1, &scissor_rect);
}
@ -284,8 +284,6 @@ static void d3d11_update_viewport(void* data, bool force_full)
d3d11->frame.output_size.w = 1.0f / d3d11->vp.height;
d3d11->resize_viewport = false;
d3d11_clear_scissor(d3d11);
}
static void d3d11_free_shader_preset(d3d11_video_t* d3d11)
@ -1393,6 +1391,8 @@ static bool d3d11_gfx_frame(
D3D11ClearRenderTargetView(context, d3d11->renderTargetView, d3d11->clearcolor);
D3D11SetViewports(context, 1, &d3d11->frame.viewport);
d3d11_clear_scissor(d3d11, video_info);
D3D11Draw(context, 4, 0);
D3D11SetBlendState(context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);