Fixed normalized coordinates when the viewport is set
parent
441d309551
commit
8aad49238b
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@ -617,8 +617,8 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
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const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
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const float w = (float)renderer->viewport.w;
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const float h = (float)renderer->viewport.h;
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// !!! FIXME: we can convert this in the shader. This will save the malloc and for-loop, but we still need to upload.
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float *ptr = verts;
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@ -658,8 +658,8 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data.mtlpipelineprims, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
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const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
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const float w = (float)renderer->viewport.w;
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const float h = (float)renderer->viewport.h;
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for (int i = 0; i < count; i++, rects++) {
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
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@ -686,8 +686,8 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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METAL_ActivateRenderer(renderer);
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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const float w = (float) data.mtlpassdesc.colorAttachments[0].texture.width;
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const float h = (float) data.mtlpassdesc.colorAttachments[0].texture.height;
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const float w = (float)renderer->viewport.w;
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const float h = (float)renderer->viewport.h;
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const float texw = (float) texturedata.mtltexture.width;
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const float texh = (float) texturedata.mtltexture.height;
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