D3D: Clamp viewport to current framebuffer dimensions, not target

This commit is contained in:
Stenzek 2018-10-10 00:56:18 +11:00
parent fa8262fa4a
commit b409a87d1a

View File

@ -549,10 +549,12 @@ void Renderer::SetViewport(float x, float y, float width, float height, float ne
{
// In D3D, the viewport rectangle must fit within the render target.
D3D11_VIEWPORT vp;
vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_target_width - 1));
vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_current_framebuffer_width - 1));
vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_current_framebuffer_height - 1));
vp.Width =
MathUtil::Clamp(width, 1.0f, static_cast<float>(m_current_framebuffer_width) - vp.TopLeftX);
vp.Height =
MathUtil::Clamp(height, 1.0f, static_cast<float>(m_current_framebuffer_height) - vp.TopLeftY);
vp.MinDepth = near_depth;
vp.MaxDepth = far_depth;
D3D::context->RSSetViewports(1, &vp);