Commit ed0ab661 by Jamie Madill Committed by Commit Bot

D3D11: Fix another missing viewport set.

This one was in a different blit function. BUG=angleproject:1246 Change-Id: Ib571c10ddc30b3293f5c0d6bdb357b4cd3b52579 Reviewed-on: https://chromium-review.googlesource.com/362774Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarZhenyao Mo <zmo@chromium.org>
parent 7cfefb37
...@@ -1850,6 +1850,16 @@ gl::ErrorOrResult<TextureHelper11> Blit11::resolveDepth(RenderTarget11 *depth) ...@@ -1850,6 +1850,16 @@ gl::ErrorOrResult<TextureHelper11> Blit11::resolveDepth(RenderTarget11 *depth)
context->OMSetRenderTargets(1, &mResolvedDepthStencilRTView, nullptr); context->OMSetRenderTargets(1, &mResolvedDepthStencilRTView, nullptr);
context->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); context->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(extents.width);
viewport.Height = static_cast<FLOAT>(extents.height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
context->RSSetViewports(1, &viewport);
ID3D11ShaderResourceView *pixelViews[] = {depth->getShaderResourceView()}; ID3D11ShaderResourceView *pixelViews[] = {depth->getShaderResourceView()};
context->PSSetShaderResources(0, 1, pixelViews); context->PSSetShaderResources(0, 1, pixelViews);
......
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