Fixed normalized coordinates when the viewport is set

Sam Lantinga 2017-12-09 19:41:08 -08:00
parent 441d309551
commit 8aad49238b
1 changed files with 6 additions and 6 deletions

View File

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