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authorIan Romanick <ian.d.romanick@intel.com>2013-11-05 21:36:12 -0800
committerIan Romanick <ian.d.romanick@intel.com>2014-01-20 11:31:59 -0800
commit799265aadcec6a7cf8918b5a8b4792016534b9c2 (patch)
tree78c8d803b1d96d46b0e57baf88c3c3d6f69f09d8 /src
parent42f916e1507f2a5b3da002936418ffe91925104f (diff)
mesa: Refactor viewport setting even more
Create an internal function that just writes data into the viewport. In future patches this will see more use because we only want to call dd_function_table::Viewport once after setting all of the viewport instead of once per viewport. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/main/viewport.c63
1 files changed, 38 insertions, 25 deletions
diff --git a/src/mesa/main/viewport.c b/src/mesa/main/viewport.c
index 2c81af70d41..ac891c84710 100644
--- a/src/mesa/main/viewport.c
+++ b/src/mesa/main/viewport.c
@@ -34,6 +34,35 @@
#include "mtypes.h"
#include "viewport.h"
+static void
+set_viewport_no_notify(struct gl_context *ctx, unsigned idx, GLint x, GLint y,
+ GLsizei width, GLsizei height)
+{
+ /* clamp width and height to the implementation dependent range */
+ width = MIN2(width, (GLsizei) ctx->Const.MaxViewportWidth);
+ height = MIN2(height, (GLsizei) ctx->Const.MaxViewportHeight);
+
+ ctx->ViewportArray[idx].X = x;
+ ctx->ViewportArray[idx].Width = width;
+ ctx->ViewportArray[idx].Y = y;
+ ctx->ViewportArray[idx].Height = height;
+ 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
+}
/**
* Set the viewport.
@@ -57,7 +86,14 @@ _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
return;
}
- _mesa_set_viewport(ctx, 0, x, y, width, height);
+ set_viewport_no_notify(ctx, 0, x, y, width, height);
+
+ if (ctx->Driver.Viewport) {
+ /* Many drivers will use this call to check for window size changes
+ * and reallocate the z/stencil/accum/etc buffers if needed.
+ */
+ ctx->Driver.Viewport(ctx);
+ }
}
@@ -75,30 +111,7 @@ void
_mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLint x, GLint y,
GLsizei width, GLsizei height)
{
- /* clamp width and height to the implementation dependent range */
- width = MIN2(width, (GLsizei) ctx->Const.MaxViewportWidth);
- height = MIN2(height, (GLsizei) ctx->Const.MaxViewportHeight);
-
- ctx->ViewportArray[idx].X = x;
- ctx->ViewportArray[idx].Width = width;
- ctx->ViewportArray[idx].Y = y;
- ctx->ViewportArray[idx].Height = height;
- 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
+ set_viewport_no_notify(ctx, idx, x, y, width, height);
if (ctx->Driver.Viewport) {
/* Many drivers will use this call to check for window size changes