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d3d_shaders: fix placement with 270° rotation

We should not subtract width and height values.

Fixes #27976

(cherry picked from commit 4cd819e238) (edited)

edited:
- SetupQuadFlat is in d3d11_quad on 3.0
cherry-pick-c5513cf9
Steve Lhomme 3 years ago
parent
commit
8b622fc01f
  1. 2
      modules/video_output/win32/d3d11_quad.c

2
modules/video_output/win32/d3d11_quad.c

@ -269,7 +269,7 @@ static void SetupQuadFlat(d3d_vertex_t *dst_data, const RECT *output,
top = (src_width - MidX) / (output->right - MidX);
bottom = -MidY / (MidY - output->top);
left = -MidX / (MidX - output->left);
right = (src_height - MidY) / (output->bottom - MidY);
right = (src_height - MidX) / (output->bottom - MidX);
break;
case ORIENT_ANTI_TRANSPOSED:
MidY = (output->left + output->right) / 2.f;

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