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author | shannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226> | 2013-02-28 23:07:10 +0000 |
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committer | shannon.woods@transgaming.com <shannon.woods@transgaming.com@736b8ea6-26fd-11df-bfd4-992fa37f6226> | 2013-02-28 23:07:10 +0000 |
commit | 8ce2f8f8e9597c045e6cf0c150c9302e7f3466b6 (patch) | |
tree | 00b07c6b12b2c50152670285083da1efd811b1fe /src/libGLESv2/renderer/Renderer11.h | |
parent | b35602556fd332fa32620c4ba5e998e781e331a8 (diff) | |
download | angle_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.h | 3 |
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); |