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Revert "direct3d: Commit dirty viewport state before clearing."
This reverts commit 0e16ee8330
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993a56766d
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9d64e6b442
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@ -1318,7 +1318,6 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const SDL_Rect *viewport = &data->drawstate.viewport;
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const int backw = istarget ? renderer->target->w : data->pparams.BackBufferWidth;
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const int backh = istarget ? renderer->target->h : data->pparams.BackBufferHeight;
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const SDL_bool viewport_unequal = ((viewport->x == 0) && (viewport->y == 0) && (viewport->w == backw) && (viewport->h == backh)) ? SDL_FALSE : SDL_TRUE;
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if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
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IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE, FALSE);
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@ -1326,13 +1325,13 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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/* Don't reset the viewport if we don't have to! */
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if (!data->drawstate.viewport_dirty && !viewport_unequal) {
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if (!viewport->x && !viewport->y && (viewport->w == backw) && (viewport->h == backh)) {
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IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
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} else {
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/* Clear is defined to clear the entire render target */
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const D3DVIEWPORT9 wholeviewport = { 0, 0, backw, backh, 0.0f, 1.0f };
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IDirect3DDevice9_SetViewport(data->device, &wholeviewport);
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data->drawstate.viewport_dirty = viewport_unequal;
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data->drawstate.viewport_dirty = SDL_TRUE;
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IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
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}
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