diff options
author | Courtney Goeltzenleuchter <[email protected]> | 2013-11-13 16:24:56 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2014-01-20 11:31:53 -0800 |
commit | 5b84226c31e941219422f6d60c31524081b7a188 (patch) | |
tree | ddebed7b00cfdb732f4f252907998eea5c4202cf /src/mesa/math | |
parent | d4dc359875126c432e46e3d1da8610a066d21302 (diff) |
mesa: Converty gl_viewport_attrib::X, ::Y, ::Width, and ::Height to float
v4: Split out from a single megapatch. Suggested by Ken. Also make
meta's save_state::ViewportX, ::ViewportY, ::ViewportW, and ::ViewportH
to match gl_viewport_attrib.
Signed-off-by: Courtney Goeltzenleuchter <[email protected]>
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/math')
-rw-r--r-- | src/mesa/math/m_matrix.c | 7 | ||||
-rw-r--r-- | src/mesa/math/m_matrix.h | 2 |
2 files changed, 5 insertions, 4 deletions
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c index 38fa51ec1b7..e512e456fbd 100644 --- a/src/mesa/math/m_matrix.c +++ b/src/mesa/math/m_matrix.c @@ -1110,12 +1110,13 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) * Transforms Normalized Device Coords to window/Z values. */ void -_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, +_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, + GLfloat width, GLfloat height, GLdouble zNear, GLdouble zFar, GLdouble depthMax) { - m->m[MAT_SX] = (GLfloat) width / 2.0F; + m->m[MAT_SX] = width / 2.0F; m->m[MAT_TX] = m->m[MAT_SX] + x; - m->m[MAT_SY] = (GLfloat) height / 2.0F; + m->m[MAT_SY] = height / 2.0F; m->m[MAT_TY] = m->m[MAT_SY] + y; m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0)); m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear)); diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h index fc65f84dcf4..dddce70190f 100644 --- a/src/mesa/math/m_matrix.h +++ b/src/mesa/math/m_matrix.h @@ -122,7 +122,7 @@ _math_matrix_frustum( GLmatrix *mat, GLfloat nearval, GLfloat farval ); extern void -_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, +_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLdouble zNear, GLdouble zFar, GLdouble depthMax); extern void |