mesa: Allow setting GL_TEXTURE_MAX_LEVEL to 0 with GL_TEXTURE_RECTANGLE.
[mesa.git] / src / mesa / main / viewport.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file viewport.c
28 * glViewport and glDepthRange functions.
29 */
30
31
32 #include "context.h"
33 #include "macros.h"
34 #include "mtypes.h"
35 #include "viewport.h"
36
37 static void
38 set_viewport_no_notify(struct gl_context *ctx, unsigned idx,
39 GLfloat x, GLfloat y,
40 GLfloat width, GLfloat height)
41 {
42 /* clamp width and height to the implementation dependent range */
43 width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
44 height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
45
46 /* The GL_ARB_viewport_array spec says:
47 *
48 * "The location of the viewport's bottom-left corner, given by (x,y),
49 * are clamped to be within the implementation-dependent viewport
50 * bounds range. The viewport bounds range [min, max] tuple may be
51 * determined by calling GetFloatv with the symbolic constant
52 * VIEWPORT_BOUNDS_RANGE (see section 6.1)."
53 */
54 if (ctx->Extensions.ARB_viewport_array) {
55 x = CLAMP(x,
56 ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
57 y = CLAMP(y,
58 ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
59 }
60
61 ctx->ViewportArray[idx].X = x;
62 ctx->ViewportArray[idx].Width = width;
63 ctx->ViewportArray[idx].Y = y;
64 ctx->ViewportArray[idx].Height = height;
65 ctx->NewState |= _NEW_VIEWPORT;
66
67 #if 1
68 /* XXX remove this someday. Currently the DRI drivers rely on
69 * the WindowMap matrix being up to date in the driver's Viewport
70 * and DepthRange functions.
71 */
72 _math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
73 ctx->ViewportArray[idx].X,
74 ctx->ViewportArray[idx].Y,
75 ctx->ViewportArray[idx].Width,
76 ctx->ViewportArray[idx].Height,
77 ctx->ViewportArray[idx].Near,
78 ctx->ViewportArray[idx].Far,
79 ctx->DrawBuffer->_DepthMaxF);
80 #endif
81 }
82
83 struct gl_viewport_inputs {
84 GLfloat X, Y; /**< position */
85 GLfloat Width, Height; /**< size */
86 };
87
88 struct gl_depthrange_inputs {
89 GLdouble Near, Far; /**< Depth buffer range */
90 };
91
92 /**
93 * Set the viewport.
94 * \sa Called via glViewport() or display list execution.
95 *
96 * Flushes the vertices and calls _mesa_set_viewport() with the given
97 * parameters.
98 */
99 void GLAPIENTRY
100 _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
101 {
102 unsigned i;
103 GET_CURRENT_CONTEXT(ctx);
104 FLUSH_VERTICES(ctx, 0);
105
106 if (MESA_VERBOSE & VERBOSE_API)
107 _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
108
109 if (width < 0 || height < 0) {
110 _mesa_error(ctx, GL_INVALID_VALUE,
111 "glViewport(%d, %d, %d, %d)", x, y, width, height);
112 return;
113 }
114
115 /* The GL_ARB_viewport_array spec says:
116 *
117 * "Viewport sets the parameters for all viewports to the same values
118 * and is equivalent (assuming no errors are generated) to:
119 *
120 * for (uint i = 0; i < MAX_VIEWPORTS; i++)
121 * ViewportIndexedf(i, 1, (float)x, (float)y, (float)w, (float)h);"
122 *
123 * Set all of the viewports supported by the implementation, but only
124 * signal the driver once at the end.
125 */
126 for (i = 0; i < ctx->Const.MaxViewports; i++)
127 set_viewport_no_notify(ctx, i, x, y, width, height);
128
129 if (ctx->Driver.Viewport) {
130 /* Many drivers will use this call to check for window size changes
131 * and reallocate the z/stencil/accum/etc buffers if needed.
132 */
133 ctx->Driver.Viewport(ctx);
134 }
135 }
136
137
138 /**
139 * Set new viewport parameters and update derived state (the _WindowMap
140 * matrix). Usually called from _mesa_Viewport().
141 *
142 * \param ctx GL context.
143 * \param idx Index of the viewport to be updated.
144 * \param x, y coordinates of the lower left corner of the viewport rectangle.
145 * \param width width of the viewport rectangle.
146 * \param height height of the viewport rectangle.
147 */
148 void
149 _mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLfloat x, GLfloat y,
150 GLfloat width, GLfloat height)
151 {
152 set_viewport_no_notify(ctx, idx, x, y, width, height);
153
154 if (ctx->Driver.Viewport) {
155 /* Many drivers will use this call to check for window size changes
156 * and reallocate the z/stencil/accum/etc buffers if needed.
157 */
158 ctx->Driver.Viewport(ctx);
159 }
160 }
161
162 void GLAPIENTRY
163 _mesa_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
164 {
165 int i;
166 const struct gl_viewport_inputs *const p = (struct gl_viewport_inputs *) v;
167 GET_CURRENT_CONTEXT(ctx);
168
169 if (MESA_VERBOSE & VERBOSE_API)
170 _mesa_debug(ctx, "glViewportArrayv %d %d\n", first, count);
171
172 if ((first + count) > ctx->Const.MaxViewports) {
173 _mesa_error(ctx, GL_INVALID_VALUE,
174 "glViewportArrayv: first (%d) + count (%d) > MaxViewports "
175 "(%d)",
176 first, count, ctx->Const.MaxViewports);
177 return;
178 }
179
180 /* Verify width & height */
181 for (i = 0; i < count; i++) {
182 if (p[i].Width < 0 || p[i].Height < 0) {
183 _mesa_error(ctx, GL_INVALID_VALUE,
184 "glViewportArrayv: index (%d) width or height < 0 "
185 "(%f, %f)",
186 i + first, p[i].Width, p[i].Height);
187 return;
188 }
189 }
190
191 for (i = 0; i < count; i++)
192 set_viewport_no_notify(ctx, i + first,
193 p[i].X, p[i].Y,
194 p[i].Width, p[i].Height);
195
196 if (ctx->Driver.Viewport)
197 ctx->Driver.Viewport(ctx);
198 }
199
200 static void
201 ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
202 GLfloat w, GLfloat h, const char *function)
203 {
204 GET_CURRENT_CONTEXT(ctx);
205
206 if (MESA_VERBOSE & VERBOSE_API)
207 _mesa_debug(ctx, "%s(%d, %f, %f, %f, %f)\n",
208 function, index, x, y, w, h);
209
210 if (index >= ctx->Const.MaxViewports) {
211 _mesa_error(ctx, GL_INVALID_VALUE,
212 "%s: index (%d) >= MaxViewports (%d)",
213 function, index, ctx->Const.MaxViewports);
214 return;
215 }
216
217 /* Verify width & height */
218 if (w < 0 || h < 0) {
219 _mesa_error(ctx, GL_INVALID_VALUE,
220 "%s: index (%d) width or height < 0 (%f, %f)",
221 function, index, w, h);
222 return;
223 }
224
225 _mesa_set_viewport(ctx, index, x, y, w, h);
226 }
227
228 void GLAPIENTRY
229 _mesa_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
230 GLfloat w, GLfloat h)
231 {
232 ViewportIndexedf(index, x, y, w, h, "glViewportIndexedf");
233 }
234
235 void GLAPIENTRY
236 _mesa_ViewportIndexedfv(GLuint index, const GLfloat *v)
237 {
238 ViewportIndexedf(index, v[0], v[1], v[2], v[3], "glViewportIndexedfv");
239 }
240
241 static void
242 set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
243 GLclampd nearval, GLclampd farval)
244 {
245 if (ctx->ViewportArray[idx].Near == nearval &&
246 ctx->ViewportArray[idx].Far == farval)
247 return;
248
249 ctx->ViewportArray[idx].Near = CLAMP(nearval, 0.0, 1.0);
250 ctx->ViewportArray[idx].Far = CLAMP(farval, 0.0, 1.0);
251 ctx->NewState |= _NEW_VIEWPORT;
252
253 #if 1
254 /* XXX remove this someday. Currently the DRI drivers rely on
255 * the WindowMap matrix being up to date in the driver's Viewport
256 * and DepthRange functions.
257 */
258 _math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
259 ctx->ViewportArray[idx].X,
260 ctx->ViewportArray[idx].Y,
261 ctx->ViewportArray[idx].Width,
262 ctx->ViewportArray[idx].Height,
263 ctx->ViewportArray[idx].Near,
264 ctx->ViewportArray[idx].Far,
265 ctx->DrawBuffer->_DepthMaxF);
266 #endif
267 }
268
269 void
270 _mesa_set_depth_range(struct gl_context *ctx, unsigned idx,
271 GLclampd nearval, GLclampd farval)
272 {
273 set_depth_range_no_notify(ctx, idx, nearval, farval);
274
275 if (ctx->Driver.DepthRange)
276 ctx->Driver.DepthRange(ctx);
277 }
278
279 /**
280 * Called by glDepthRange
281 *
282 * \param nearval specifies the Z buffer value which should correspond to
283 * the near clip plane
284 * \param farval specifies the Z buffer value which should correspond to
285 * the far clip plane
286 */
287 void GLAPIENTRY
288 _mesa_DepthRange(GLclampd nearval, GLclampd farval)
289 {
290 unsigned i;
291 GET_CURRENT_CONTEXT(ctx);
292
293 FLUSH_VERTICES(ctx, 0);
294
295 if (MESA_VERBOSE&VERBOSE_API)
296 _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
297
298 /* The GL_ARB_viewport_array spec says:
299 *
300 * "DepthRange sets the depth range for all viewports to the same
301 * values and is equivalent (assuming no errors are generated) to:
302 *
303 * for (uint i = 0; i < MAX_VIEWPORTS; i++)
304 * DepthRangeIndexed(i, n, f);"
305 *
306 * Set the depth range for all of the viewports supported by the
307 * implementation, but only signal the driver once at the end.
308 */
309 for (i = 0; i < ctx->Const.MaxViewports; i++)
310 set_depth_range_no_notify(ctx, i, nearval, farval);
311
312 if (ctx->Driver.DepthRange) {
313 ctx->Driver.DepthRange(ctx);
314 }
315 }
316
317 void GLAPIENTRY
318 _mesa_DepthRangef(GLclampf nearval, GLclampf farval)
319 {
320 _mesa_DepthRange(nearval, farval);
321 }
322
323 /**
324 * Update a range DepthRange values
325 *
326 * \param first starting array index
327 * \param count count of DepthRange items to update
328 * \param v pointer to memory containing
329 * GLclampd near and far clip-plane values
330 */
331 void GLAPIENTRY
332 _mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
333 {
334 int i;
335 const struct gl_depthrange_inputs *const p =
336 (struct gl_depthrange_inputs *) v;
337 GET_CURRENT_CONTEXT(ctx);
338
339 if (MESA_VERBOSE & VERBOSE_API)
340 _mesa_debug(ctx, "glDepthRangeArrayv %d %d\n", first, count);
341
342 if ((first + count) > ctx->Const.MaxViewports) {
343 _mesa_error(ctx, GL_INVALID_VALUE,
344 "glDepthRangev: first (%d) + count (%d) >= MaxViewports (%d)",
345 first, count, ctx->Const.MaxViewports);
346 return;
347 }
348
349 for (i = 0; i < count; i++)
350 set_depth_range_no_notify(ctx, i + first, p[i].Near, p[i].Far);
351
352 if (ctx->Driver.DepthRange)
353 ctx->Driver.DepthRange(ctx);
354 }
355
356 /**
357 * Update a single DepthRange
358 *
359 * \param index array index to update
360 * \param nearval specifies the Z buffer value which should correspond to
361 * the near clip plane
362 * \param farval specifies the Z buffer value which should correspond to
363 * the far clip plane
364 */
365 void GLAPIENTRY
366 _mesa_DepthRangeIndexed(GLuint index, GLclampd nearval, GLclampd farval)
367 {
368 GET_CURRENT_CONTEXT(ctx);
369
370 if (MESA_VERBOSE & VERBOSE_API)
371 _mesa_debug(ctx, "glDepthRangeIndexed(%d, %f, %f)\n",
372 index, nearval, farval);
373
374 if (index >= ctx->Const.MaxViewports) {
375 _mesa_error(ctx, GL_INVALID_VALUE,
376 "glDepthRangeIndexed: index (%d) >= MaxViewports (%d)",
377 index, ctx->Const.MaxViewports);
378 return;
379 }
380
381 _mesa_set_depth_range(ctx, index, nearval, farval);
382 }
383
384 /**
385 * Initialize the context viewport attribute group.
386 * \param ctx the GL context.
387 */
388 void _mesa_init_viewport(struct gl_context *ctx)
389 {
390 GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
391 unsigned i;
392
393 /* Note: ctx->Const.MaxViewports may not have been set by the driver yet,
394 * so just initialize all of them.
395 */
396 for (i = 0; i < MAX_VIEWPORTS; i++) {
397 /* Viewport group */
398 ctx->ViewportArray[i].X = 0;
399 ctx->ViewportArray[i].Y = 0;
400 ctx->ViewportArray[i].Width = 0;
401 ctx->ViewportArray[i].Height = 0;
402 ctx->ViewportArray[i].Near = 0.0;
403 ctx->ViewportArray[i].Far = 1.0;
404 _math_matrix_ctr(&ctx->ViewportArray[i]._WindowMap);
405
406 _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0,
407 0.0F, 1.0F, depthMax);
408 }
409 }
410
411
412 /**
413 * Free the context viewport attribute group data.
414 * \param ctx the GL context.
415 */
416 void _mesa_free_viewport_data(struct gl_context *ctx)
417 {
418 unsigned i;
419
420 for (i = 0; i < MAX_VIEWPORTS; i++)
421 _math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
422 }
423