Searched refs:dxViewport (Results 1 – 3 of 3) sorted by relevance
442 D3DVIEWPORT9 dxViewport; in setViewportState() local443 dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetBounds.width)); in setViewportState()444 dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetBounds.height)); in setViewportState()445 dxViewport.Width = in setViewportState()447 static_cast<int>(mRenderTargetBounds.width) - static_cast<int>(dxViewport.X)); in setViewportState()448 dxViewport.Height = in setViewportState()450 static_cast<int>(mRenderTargetBounds.height) - static_cast<int>(dxViewport.Y)); in setViewportState()451 dxViewport.MinZ = actualZNear; in setViewportState()452 dxViewport.MaxZ = actualZFar; in setViewportState()456 mRenderer9->getDevice()->SetViewport(&dxViewport); in setViewportState()[all …]
487 const D3D11_VIEWPORT &dxViewport, in onViewportChange() argument498 mVertex.viewAdjust[0] = static_cast<float>((glViewport.width - dxViewport.Width) + in onViewportChange()499 2 * (glViewport.x - dxViewport.TopLeftX)) / in onViewportChange()500 dxViewport.Width; in onViewportChange()501 mVertex.viewAdjust[1] = static_cast<float>((glViewport.height - dxViewport.Height) + in onViewportChange()502 2 * (glViewport.y - dxViewport.TopLeftY)) / in onViewportChange()503 dxViewport.Height; in onViewportChange()504 mVertex.viewAdjust[2] = static_cast<float>(glViewport.width) / dxViewport.Width; in onViewportChange()505 mVertex.viewAdjust[3] = static_cast<float>(glViewport.height) / dxViewport.Height; in onViewportChange()520 const float zNear = dxViewport.MinDepth; in onViewportChange()[all …]
44 const D3D11_VIEWPORT &dxViewport,