Use std::min/max instead of the Windows macros.
TRAC #11024
* Define NOMINMAX so that the Windows headers don't define min or max.
* Use std::min/std::max where we were using the min/max macros.
Signed-off-by: Daniel Koch
Author: Andrew Lewycky <andrew.lewycky@transgaming.com>
git-svn-id: https://angleproject.googlecode.com/svn/trunk@10 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/libGLESv2/Context.cpp b/libGLESv2/Context.cpp
index 5462128..165dec2 100644
--- a/libGLESv2/Context.cpp
+++ b/libGLESv2/Context.cpp
@@ -8,6 +8,9 @@
// rendering operations. It is the GLES2 specific implementation of EGLContext.
#include "Context.h"
+
+#include <algorithm>
+
#include "main.h"
#include "Display.h"
#include "Buffer.h"
@@ -750,10 +753,10 @@
}
else
{
- viewport.X = max(viewportX, 0);
- viewport.Y = max(viewportY, 0);
- viewport.Width = min(viewportWidth, (int)desc.Width - (int)viewport.X);
- viewport.Height = min(viewportHeight, (int)desc.Height - (int)viewport.Y);
+ viewport.X = std::max(viewportX, 0);
+ viewport.Y = std::max(viewportY, 0);
+ viewport.Width = std::min(viewportWidth, (int)desc.Width - (int)viewport.X);
+ viewport.Height = std::min(viewportHeight, (int)desc.Height - (int)viewport.Y);
viewport.MinZ = clamp01(zNear);
viewport.MaxZ = clamp01(zFar);
}
@@ -1212,10 +1215,10 @@
}
D3DLOCKED_RECT lock;
- RECT rect = {max(x, 0),
- max(y, 0),
- min(x + width, (int)desc.Width),
- min(y + height, (int)desc.Height)};
+ RECT rect = {std::max(x, 0),
+ std::max(y, 0),
+ std::min(x + width, (int)desc.Width),
+ std::min(y + height, (int)desc.Height)};
result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY);