Searched defs:draw_rect (Results 1 - 4 of 4) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Ddrawprim.c672 RECT current_rect, draw_rect, r; local
682 wined3d_get_draw_rect(state, &draw_rect);
684 IntersectRect(&r, &draw_rect, &current_rect);
685 if (!EqualRect(&r, &draw_rect))
H A Dswapchain.c860 RECT draw_rect; local
891 draw_rect.left = 0;
892 draw_rect.right = front->resource.width;
893 draw_rect.top = 0;
894 draw_rect.bottom = front->resource.height;
897 IntersectRect(&draw_rect, &draw_rect, rect);
899 BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,
900 draw_rect
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H A Ddevice.c486 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect) argument
489 if (draw_rect->left || draw_rect->top
490 || draw_rect->right < target->resource.width
491 || draw_rect->bottom < target->resource.height)
504 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
523 IntersectRect(&r, draw_rect, &current_rect);
524 if (EqualRect(&r, draw_rect))
526 /* current_rect ⊇ draw_rect, modify only. */
533 /* draw_rect ⊇ current_rec
503 prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context, DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect) argument
557 device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) argument
4018 RECT draw_rect; local
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H A Dsurface.c6868 const RECT draw_rect = {0, 0, dst_surface->resource.width, dst_surface->resource.height}; local
6871 device_clear_render_targets(device, 1, &fb, 1, dst_rect, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
6880 const RECT draw_rect = {0, 0, surface->resource.width, surface->resource.height}; local
6883 device_clear_render_targets(device, 0, &fb, 1, rect, &draw_rect, WINED3DCLEAR_ZBUFFER, 0, depth, 0);

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