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authorshannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226>2013-02-28 23:07:10 +0000
committershannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226>2013-02-28 23:07:10 +0000
commit8ce2f8f8e9597c045e6cf0c150c9302e7f3466b6 (patch)
tree00b07c6b12b2c50152670285083da1efd811b1fe /src/libGLESv2/renderer/Renderer11.h
parentb35602556fd332fa32620c4ba5e998e781e331a8 (diff)
downloadangle_dx11-8ce2f8f8e9597c045e6cf0c150c9302e7f3466b6.tar.gz
Implement larger bounds for viewports and scissor rectangles in D3D11.
This fixes a bug where we would not allow the application to draw outside the viewport, which is valid. TRAC #22497 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1875 736b8ea6-26fd-11df-bfd4-992fa37f6226
Diffstat (limited to 'src/libGLESv2/renderer/Renderer11.h')
-rw-r--r--src/libGLESv2/renderer/Renderer11.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index 4722c8ee..ed68237a 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -21,6 +21,7 @@
#include "common/angleutils.h"
#include "libGLESv2/angletypes.h"
+#include "libGLESv2/mathutil.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/RenderStateCache.h"
@@ -120,6 +121,7 @@ class Renderer11 : public Renderer
virtual int getMajorShaderModel() const;
virtual float getMaxPointSize() const;
+ virtual int getMaxViewportDimension() const;
virtual int getMaxTextureWidth() const;
virtual int getMaxTextureHeight() const;
virtual bool get32BitIndexSupport() const;
@@ -193,6 +195,7 @@ class Renderer11 : public Renderer
GLint packAlignment, void *pixels);
void maskedClear(const gl::ClearParameters &clearParams);
+ rx::Range getViewportBounds() const;
bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
const gl::Rectangle &drawRect, BlitTarget target);