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d3d9 rendering to FBO/RT and glViewport bug #108

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AlexVK79 opened this issue Jan 24, 2017 · 2 comments
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d3d9 rendering to FBO/RT and glViewport bug #108

AlexVK79 opened this issue Jan 24, 2017 · 2 comments
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@AlexVK79
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We have a game running in 1920x1080 and we are
using rendering to texture using fbo.
The render texture is 2048x2048,
so we set glViewport(0,0, 1920,1080).
and we expect that during rendering to 2048x2048 texture only
1920x1080 part will be used. And than we blit RT to main framebuffer.
This works as expected on desktop OpenGL and DX11/D3D11 version of libAngle.
However it seems that under D3d9 glViewport is not respected on FBO/RT
and rendering is being performed on the whole 2048x2048 texture.
As a result when we blit RT to main framebuffer we only get a (scaled up) part of the expected rendering.

glViewport should be respected during FBO/RT rendering under D3D9
as it is on OpenGL and D3D11.

I tried many versions of ANGLE from most recent to end of 2015
and the bug is there in all of them. Tested on Win10/GTX960m.

@austinkinross
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Hi there,

Our team is primarily focused on maintaining the D3D11 version of ANGLE. For issues with the D3D9 renderer I recommend starting a discussion over on the master ANGLE project discussion pages.

Thanks!

@austinkinross
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Thanks for starting the discussion over there!

Here's a link for anyone looking in the future: https://groups.google.com/forum/#!topic/angleproject/UUpozVwsl_k

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