Refactor viewport to have X/Y separate members instead of TopLeft[2]

This commit is contained in:
baldurk
2017-04-18 14:57:38 +01:00
parent f1df7423e2
commit 8262bd2770
5 changed files with 23 additions and 28 deletions
+4 -4
View File
@@ -119,15 +119,15 @@ Viewport CommonPipelineState::GetViewport(int index)
{
if(IsLogD3D11() && index < m_D3D11->m_RS.Viewports.count)
{
ret.x = m_D3D11->m_RS.Viewports[index].TopLeft[0];
ret.y = m_D3D11->m_RS.Viewports[index].TopLeft[1];
ret.x = m_D3D11->m_RS.Viewports[index].X;
ret.y = m_D3D11->m_RS.Viewports[index].Y;
ret.width = m_D3D11->m_RS.Viewports[index].Width;
ret.height = m_D3D11->m_RS.Viewports[index].Height;
}
else if(IsLogD3D12() && index < m_D3D12->m_RS.Viewports.count)
{
ret.x = m_D3D12->m_RS.Viewports[index].TopLeft[0];
ret.y = m_D3D12->m_RS.Viewports[index].TopLeft[1];
ret.x = m_D3D12->m_RS.Viewports[index].X;
ret.y = m_D3D12->m_RS.Viewports[index].Y;
ret.width = m_D3D12->m_RS.Viewports[index].Width;
ret.height = m_D3D12->m_RS.Viewports[index].Height;
}