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Searched refs:dxViewport (Results 1 – 3 of 3) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp442 D3DVIEWPORT9 dxViewport; in setViewportState() local
443 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp487 const D3D11_VIEWPORT &dxViewport, in onViewportChange() argument
498 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()
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DStateManager11.h44 const D3D11_VIEWPORT &dxViewport,