Lines Matching refs:Height

326         rect_out->bottom = This->currentDesc.Height;
454 surface->currentDesc.Height = height;
827 for (y = 1 ; y < This->currentDesc.Height; y++) {
849 GLsizei height = This->currentDesc.Height;
1195 This->dirtyRect.bottom = This->currentDesc.Height;
1543 local_rect.bottom = This->currentDesc.Height;
1615 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1786 0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
1989 && pRect->bottom == This->currentDesc.Height)
2133 This->currentDesc.Height,
2209 This->dirtyRect.bottom == This->currentDesc.Height) {
2239 This->dirtyRect.top = This->currentDesc.Height;
3387 UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect.top - 1;
3401 src_rect->left, Src->currentDesc.Height - src_rect->bottom,
3450 UINT fbheight = Src->currentDesc.Height;
3590 top = Src->currentDesc.Height - src_rect->top;
3591 bottom = Src->currentDesc.Height - src_rect->bottom;
3593 top = Src->currentDesc.Height - src_rect->bottom;
3594 bottom = Src->currentDesc.Height - src_rect->top;
3679 glVertex2i(fbwidth, Src->currentDesc.Height);
3789 src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
3826 dst_rect.right != This->currentDesc.Width || dst_rect.bottom != This->currentDesc.Height) {
3932 || (dst_rect.right==This->currentDesc.Width && dst_rect.bottom==This->currentDesc.Height
3948 dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) {
3978 || (dst_rect.right==This->currentDesc.Width && dst_rect.bottom==This->currentDesc.Height
4046 dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
4051 dst_rect.top = This->currentDesc.Height-dst_rect.top;
4052 dst_rect.bottom = This->currentDesc.Height-dst_rect.bottom;
4295 int srcHeight = Src->currentDesc.Height;
4312 int srcHeight = Src->currentDesc.Height;
4573 pow2Height = This->currentDesc.Height;
4580 while (pow2Height < This->currentDesc.Height) pow2Height <<= 1;
4585 if (pow2Width > This->currentDesc.Width || pow2Height > This->currentDesc.Height) {
4590 This, This->currentDesc.Width, This->currentDesc.Height);
4596 pow2Height != This->currentDesc.Height) {
4608 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4632 This->pow2Height = This->currentDesc.Height;
4756 0, 0, This->currentDesc.Width, This->currentDesc.Height, 0);
4771 || device->depth_blt_rb_h != This->currentDesc.Height) {
4775 This->currentDesc.Width, This->currentDesc.Height);
4778 device->depth_blt_rb_h = This->currentDesc.Height;
4789 This->currentDesc.Width, This->currentDesc.Height, bind_target);
4811 This->currentDesc.Width, This->currentDesc.Height, This->texture_target);
5122 int height = This->currentDesc.Height;
5206 int height = This->currentDesc.Height;
5221 int height = This->currentDesc.Height;