ANGLE: Fix resizing of windows

Use the correct height/width values when calculating
the vector for resizing the window content and the
new size as viewport size.

Task-number: QTBUG-62475
Change-Id: I33a8dc1379a908e991b04bc31dfc6254a6d005c9
Reviewed-by: Andre de la Rocha <andre.rocha@qt.io>
Reviewed-by: Miguel Costa <miguel.costa@qt.io>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
This commit is contained in:
Oliver Wolff 2016-08-29 09:48:28 +02:00
parent 27c840f5d4
commit 457fe3e8e2
2 changed files with 67 additions and 10 deletions

View File

@ -707,15 +707,15 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
// Create a quad in homogeneous coordinates
float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
float x1 = (x / float(width)) * 2.0f - 1.0f;
float y1 = (y / float(height)) * 2.0f - 1.0f;
float x2 = ((x + width) / float(width)) * 2.0f - 1.0f;
float y2 = ((y + height) / float(height)) * 2.0f - 1.0f;
float u1 = x / float(mWidth);
float v1 = y / float(mHeight);
float u2 = (x + width) / float(mWidth);
float v2 = (y + height) / float(mHeight);
float u1 = x / float(width);
float v1 = y / float(height);
float u2 = (x + width) / float(width);
float v2 = (y + height) / float(height);
// Invert the quad vertices depending on the surface orientation.
if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
@ -760,8 +760,8 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(mWidth);
viewport.Height = static_cast<FLOAT>(mHeight);
viewport.Width = static_cast<FLOAT>(width);
viewport.Height = static_cast<FLOAT>(height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);

View File

@ -0,0 +1,57 @@
From 55821d34b2208e7858dbba5648760b83c66b58a5 Mon Sep 17 00:00:00 2001
From: Oliver Wolff <oliver.wolff@qt.io>
Date: Mon, 29 Aug 2016 09:48:28 +0200
Subject: [PATCH] ANGLE: Fix resizing of windows
Use the correct height/width values when calculating
the vector for resizing the window content and the
new size as viewport size.
Task-number: QTBUG-62475
Change-Id: I33a8dc1379a908e991b04bc31dfc6254a6d005c9
---
.../libANGLE/renderer/d3d/d3d11/SwapChain11.cpp | 35 +++++++++++-----------
1 file changed, 17 insertions(+), 18 deletions(-)
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
index 785a83cd77..fe72bc935d 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -707,15 +706,15 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
// Create a quad in homogeneous coordinates
- float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
- float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
- float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
- float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+ float x1 = (x / float(width)) * 2.0f - 1.0f;
+ float y1 = (y / float(height)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(width)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(height)) * 2.0f - 1.0f;
- float u1 = x / float(mWidth);
- float v1 = y / float(mHeight);
- float u2 = (x + width) / float(mWidth);
- float v2 = (y + height) / float(mHeight);
+ float u1 = x / float(width);
+ float v1 = y / float(height);
+ float u2 = (x + width) / float(width);
+ float v2 = (y + height) / float(height);
// Invert the quad vertices depending on the surface orientation.
if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
@@ -760,8 +759,8 @@ EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width,
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
- viewport.Width = static_cast<FLOAT>(mWidth);
- viewport.Height = static_cast<FLOAT>(mHeight);
+ viewport.Width = static_cast<FLOAT>(width);
+ viewport.Height = static_cast<FLOAT>(height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
--
2.15.0.windows.1