}
static void viewport(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+ UINT width, height;
+ IWineD3DSurfaceImpl *target;
+
glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
stateblock->viewport.Y,
stateblock->viewport.Width, stateblock->viewport.Height);
} else {
+ target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
+ target->get_drawable_size(target, &width, &height);
+
glViewport(stateblock->viewport.X,
- (((IWineD3DSurfaceImpl *)stateblock->wineD3DDevice->render_targets[0])->currentDesc.Height - (stateblock->viewport.Y + stateblock->viewport.Height)),
+ (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
stateblock->viewport.Width, stateblock->viewport.Height);
}