summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/viewport.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/main/viewport.c')
-rw-r--r--src/mesa/main/viewport.c24
1 files changed, 14 insertions, 10 deletions
diff --git a/src/mesa/main/viewport.c b/src/mesa/main/viewport.c
index 360f066a966..d4b03936610 100644
--- a/src/mesa/main/viewport.c
+++ b/src/mesa/main/viewport.c
@@ -57,7 +57,7 @@ _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
return;
}
- _mesa_set_viewport(ctx, x, y, width, height);
+ _mesa_set_viewport(ctx, 0, x, y, width, height);
}
@@ -66,22 +66,23 @@ _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
* matrix). Usually called from _mesa_Viewport().
*
* \param ctx GL context.
+ * \param idx Index of the viewport to be updated.
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
*/
void
-_mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
+_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[0].X = x;
- ctx->ViewportArray[0].Width = width;
- ctx->ViewportArray[0].Y = y;
- ctx->ViewportArray[0].Height = height;
+ 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
@@ -89,10 +90,13 @@ _mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
* 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,
+ _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