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authorIan Romanick <[email protected]>2013-11-05 21:34:26 -0800
committerIan Romanick <[email protected]>2014-01-20 11:31:58 -0800
commit42f916e1507f2a5b3da002936418ffe91925104f (patch)
treed1cb055344c8ddf4d084ae6ec2a31a2d006c74a9
parent3eb135d1c72487619ec4ba2338a90b73c7bcda0d (diff)
mesa: Refactor depth range setting even more
Create an internal function that just writes data into the depth range. In future patches this will see more use because we only want to call dd_function_table::DepthRange once after setting all of the depth ranges instead of once per depth range. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/mesa/main/viewport.c57
-rw-r--r--src/mesa/main/viewport.h3
2 files changed, 41 insertions, 19 deletions
diff --git a/src/mesa/main/viewport.c b/src/mesa/main/viewport.c
index d4b03936610..2c81af70d41 100644
--- a/src/mesa/main/viewport.c
+++ b/src/mesa/main/viewport.c
@@ -108,6 +108,43 @@ _mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLint x, GLint y,
}
}
+static void
+set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
+ GLclampd nearval, GLclampd farval)
+{
+ if (ctx->ViewportArray[idx].Near == nearval &&
+ ctx->ViewportArray[idx].Far == farval)
+ return;
+
+ ctx->ViewportArray[idx].Near = CLAMP(nearval, 0.0, 1.0);
+ ctx->ViewportArray[idx].Far = CLAMP(farval, 0.0, 1.0);
+ ctx->NewState |= _NEW_VIEWPORT;
+
+#if 1
+ /* XXX remove this someday. Currently the DRI drivers rely on
+ * the WindowMap matrix being up to date in the driver's Viewport
+ * and DepthRange functions.
+ */
+ _math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
+ ctx->ViewportArray[idx].X,
+ ctx->ViewportArray[idx].Y,
+ ctx->ViewportArray[idx].Width,
+ ctx->ViewportArray[idx].Height,
+ ctx->ViewportArray[idx].Near,
+ ctx->ViewportArray[idx].Far,
+ ctx->DrawBuffer->_DepthMaxF);
+#endif
+}
+
+void
+_mesa_set_depth_range(struct gl_context *ctx, unsigned idx,
+ GLclampd nearval, GLclampd farval)
+{
+ set_depth_range_no_notify(ctx, idx, nearval, farval);
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+}
/**
* Called by glDepthRange
@@ -127,25 +164,7 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval)
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
- if (ctx->ViewportArray[0].Near == nearval &&
- ctx->ViewportArray[0].Far == farval)
- return;
-
- ctx->ViewportArray[0].Near = CLAMP(nearval, 0.0, 1.0);
- ctx->ViewportArray[0].Far = CLAMP(farval, 0.0, 1.0);
- ctx->NewState |= _NEW_VIEWPORT;
-
-#if 1
- /* XXX remove this someday. Currently the DRI drivers rely on
- * the WindowMap matrix being up to date in the driver's Viewport
- * and DepthRange functions.
- */
- _math_matrix_viewport(&ctx->ViewportArray[0]._WindowMap,
- ctx->ViewportArray[0].X, ctx->ViewportArray[0].Y,
- ctx->ViewportArray[0].Width, ctx->ViewportArray[0].Height,
- ctx->ViewportArray[0].Near, ctx->ViewportArray[0].Far,
- ctx->DrawBuffer->_DepthMaxF);
-#endif
+ set_depth_range_no_notify(ctx, 0, nearval, farval);
if (ctx->Driver.DepthRange) {
ctx->Driver.DepthRange(ctx);
diff --git a/src/mesa/main/viewport.h b/src/mesa/main/viewport.h
index b4eb5217cd1..44bca1b3a1a 100644
--- a/src/mesa/main/viewport.h
+++ b/src/mesa/main/viewport.h
@@ -46,6 +46,9 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval);
extern void GLAPIENTRY
_mesa_DepthRangef(GLclampf nearval, GLclampf farval);
+extern void
+_mesa_set_depth_range(struct gl_context *ctx, unsigned idx,
+ GLclampd nearval, GLclampd farval);
extern void
_mesa_init_viewport(struct gl_context *ctx);