Lines Matching refs:bottom

188     f->b = ((r->bottom * 2.0f) / h) - 1.0f;
204 rect.bottom = 0;
225 coords[2][1] = (float)rect.bottom / h;
229 coords[3][1] = (float)rect.bottom / h;
239 coords[2][0] = rect.left; coords[2][1] = rect.bottom; coords[2][2] = 0.0f;
240 coords[3][0] = rect.right; coords[3][1] = rect.bottom; coords[3][2] = 0.0f;
326 rect_out->bottom = This->currentDesc.Height;
366 glVertex2i(dst_rect->left, dst_rect->bottom);
369 glVertex2i(dst_rect->right, dst_rect->bottom);
926 GLsizei height = pRect->bottom - pRect->top;
1188 This->dirtyRect.bottom = max(This->dirtyRect.bottom, dirty_rect->bottom);
1195 This->dirtyRect.bottom = This->currentDesc.Height;
1199 This->dirtyRect.top, This->dirtyRect.right, This->dirtyRect.bottom);
1487 BYTE *row, *top, *bottom;
1543 local_rect.bottom = This->currentDesc.Height;
1615 glReadPixels(local_rect.left, (!srcIsUpsideDown) ? (This->currentDesc.Height - local_rect.bottom) : local_rect.top ,
1617 local_rect.bottom - local_rect.top,
1663 bottom = mem + pitch * (local_rect.bottom - 1);
1664 for(i = 0; i < (local_rect.bottom - local_rect.top) / 2; i++) {
1666 memcpy(top + off, bottom + off, len);
1667 memcpy(bottom + off, row, len);
1669 bottom -= pitch;
1702 for(y = local_rect.top; y < local_rect.bottom; y++) {
1989 && pRect->bottom == This->currentDesc.Height)
2127 (This->lockedRect.bottom - This->lockedRect.top)-1,
2209 This->dirtyRect.bottom == This->currentDesc.Height) {
2241 This->dirtyRect.bottom = 0;
3315 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3318 if(dst_rect.top > dst_rect.bottom) {
3319 UINT tmp = dst_rect.bottom;
3323 dst_rect.bottom = dst_rect.top;
3334 yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect.bottom - dst_rect.top);
3385 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3401 src_rect->left, Src->currentDesc.Height - src_rect->bottom,
3402 dst_rect.right - dst_rect.left, -(dst_rect.bottom-dst_rect.top));
3406 for(row = dst_rect.top; row < dst_rect.bottom; row++) {
3448 float left, right, top, bottom; /* Texture coordinates */
3507 /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
3510 if(dst_rect.top > dst_rect.bottom) {
3511 UINT tmp = dst_rect.bottom;
3512 dst_rect.bottom = dst_rect.top;
3558 /* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
3591 bottom = Src->currentDesc.Height - src_rect->bottom;
3593 top = Src->currentDesc.Height - src_rect->bottom;
3594 bottom = Src->currentDesc.Height - src_rect->top;
3601 bottom /= Src->pow2Height;
3612 /* bottom left */
3613 glTexCoord2f(left, bottom);
3618 glVertex2i(0, fbheight - (dst_rect.bottom - dst_rect.top));
3622 glVertex2i(dst_rect.right - dst_rect.left, fbheight - (dst_rect.bottom - dst_rect.top));
3624 /* bottom right */
3625 glTexCoord2f(right, bottom);
3644 dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
3673 /* bottom left */
3677 /* bottom right */
3789 src_rect.right != Src->currentDesc.Width || src_rect.bottom != Src->currentDesc.Height) {
3796 src_rect.bottom != dst_rect.bottom - dst_rect.top) {
3810 pos[1].y = dst_rect.bottom;
3815 pos[1].x != cliprect.right || pos[1].y != cliprect.bottom)
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
4026 * Also beware of the origin difference(top left vs bottom left).
4043 h = windowsize.bottom - windowsize.top;
4045 dst_rect.top -= offset.y; dst_rect.bottom -=offset.y;
4046 dst_rect.top += This->currentDesc.Height - h; dst_rect.bottom += This->currentDesc.Height - h;
4052 dst_rect.bottom = This->currentDesc.Height-dst_rect.bottom;
4253 || src_rect.bottom - src_rect.top != dst_rect.bottom - dst_rect.top)
4472 DstRect.bottom = dsty + SrcRect.bottom - SrcRect.top;
4970 dst_rect.top = src_rect.bottom;
4971 dst_rect.bottom = src_rect.top;
5049 TRACE("Rectangle: (%d,%d)-(%d,%d)\n", rect->left, rect->top, rect->right, rect->bottom);