/* * Mesa 3-D graphics library * * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * \file viewport.c * glViewport and glDepthRange functions. */ #include "context.h" #include "macros.h" #include "mtypes.h" #include "viewport.h" static void set_viewport_no_notify(struct gl_context *ctx, unsigned idx, GLfloat x, GLfloat y, GLfloat width, GLfloat height) { /* clamp width and height to the implementation dependent range */ width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth); height = MIN2(height, (GLfloat) 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. * \sa Called via glViewport() or display list execution. * * Flushes the vertices and calls _mesa_set_viewport() with the given * parameters. */ void GLAPIENTRY _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height) { unsigned i; GET_CURRENT_CONTEXT(ctx); FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height); if (width < 0 || height < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glViewport(%d, %d, %d, %d)", x, y, width, height); return; } /* The GL_ARB_viewport_array spec says: * * "Viewport sets the parameters for all viewports to the same values * and is equivalent (assuming no errors are generated) to: * * for (uint i = 0; i < MAX_VIEWPORTS; i++) * ViewportIndexedf(i, 1, (float)x, (float)y, (float)w, (float)h);" * * Set all of the viewports supported by the implementation, but only * signal the driver once at the end. */ for (i = 0; i < ctx->Const.MaxViewports; i++) set_viewport_no_notify(ctx, i, 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); } } /** * Set new viewport parameters and update derived state (the _WindowMap * 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, unsigned idx, GLfloat x, GLfloat y, GLfloat width, GLfloat height) { 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 * and reallocate the z/stencil/accum/etc buffers if needed. */ ctx->Driver.Viewport(ctx); } } 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 * * \param nearval specifies the Z buffer value which should correspond to * the near clip plane * \param farval specifies the Z buffer value which should correspond to * the far clip plane */ void GLAPIENTRY _mesa_DepthRange(GLclampd nearval, GLclampd farval) { unsigned i; GET_CURRENT_CONTEXT(ctx); FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE&VERBOSE_API) _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval); /* The GL_ARB_viewport_array spec says: * * "DepthRange sets the depth range for all viewports to the same * values and is equivalent (assuming no errors are generated) to: * * for (uint i = 0; i < MAX_VIEWPORTS; i++) * DepthRangeIndexed(i, n, f);" * * Set the depth range for all of the viewports supported by the * implementation, but only signal the driver once at the end. */ for (i = 0; i < ctx->Const.MaxViewports; i++) set_depth_range_no_notify(ctx, i, nearval, farval); if (ctx->Driver.DepthRange) { ctx->Driver.DepthRange(ctx); } } void GLAPIENTRY _mesa_DepthRangef(GLclampf nearval, GLclampf farval) { _mesa_DepthRange(nearval, farval); } /** * Initialize the context viewport attribute group. * \param ctx the GL context. */ void _mesa_init_viewport(struct gl_context *ctx) { GLfloat depthMax = 65535.0F; /* sorf of arbitrary */ unsigned i; /* Note: ctx->Const.MaxViewports may not have been set by the driver yet, * so just initialize all of them. */ for (i = 0; i < MAX_VIEWPORTS; i++) { /* Viewport group */ ctx->ViewportArray[i].X = 0; ctx->ViewportArray[i].Y = 0; ctx->ViewportArray[i].Width = 0; ctx->ViewportArray[i].Height = 0; ctx->ViewportArray[i].Near = 0.0; ctx->ViewportArray[i].Far = 1.0; _math_matrix_ctr(&ctx->ViewportArray[i]._WindowMap); _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0, 0.0F, 1.0F, depthMax); } } /** * Free the context viewport attribute group data. * \param ctx the GL context. */ void _mesa_free_viewport_data(struct gl_context *ctx) { unsigned i; for (i = 0; i < MAX_VIEWPORTS; i++) _math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap); }