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/**************************************************************************
*
* Copyright 2007 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
#include "main/context.h"
#include "st_context.h"
#include "st_atom.h"
#include "pipe/p_context.h"
#include "cso_cache/cso_context.h"
/**
* Update the viewport transformation matrix. Depends on:
* - viewport pos/size
* - depthrange
* - window pos/size or FBO size
*/
static void
update_viewport( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
GLfloat yScale, yBias;
/* _NEW_BUFFERS
*/
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
/* Drawing to a window. The corresponding gallium surface uses
* Y=0=TOP but OpenGL is Y=0=BOTTOM. So we need to invert the viewport.
*/
yScale = -1;
yBias = (GLfloat)ctx->DrawBuffer->Height;
}
else {
/* Drawing to an FBO where Y=0=BOTTOM, like OpenGL - don't invert */
yScale = 1.0;
yBias = 0.0;
}
/* _NEW_VIEWPORT
*/
{
GLfloat x = ctx->ViewportArray[0].X;
GLfloat y = ctx->ViewportArray[0].Y;
GLfloat z = ctx->ViewportArray[0].Near;
GLfloat half_width = ctx->ViewportArray[0].Width * 0.5f;
GLfloat half_height = ctx->ViewportArray[0].Height * 0.5f;
GLfloat half_depth = (GLfloat)(ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near) * 0.5f;
st->state.viewport.scale[0] = half_width;
st->state.viewport.scale[1] = half_height * yScale;
st->state.viewport.scale[2] = half_depth;
st->state.viewport.scale[3] = 1.0;
st->state.viewport.translate[0] = half_width + x;
st->state.viewport.translate[1] = (half_height + y) * yScale + yBias;
st->state.viewport.translate[2] = half_depth + z;
st->state.viewport.translate[3] = 0.0;
cso_set_viewport(st->cso_context, &st->state.viewport);
}
}
const struct st_tracked_state st_update_viewport = {
"st_update_viewport", /* name */
{ /* dirty */
_NEW_BUFFERS | _NEW_VIEWPORT, /* mesa */
0, /* st */
},
update_viewport /* update */
};
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