#include "main/mtypes.h"
#include "main/macros.h"
#include "main/fbobject.h"
+#include "main/viewport.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
static void upload_sf_vp(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
struct brw_sf_viewport *sfv;
GLfloat y_scale, y_bias;
+ double scale[3], translate[3];
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
- const GLfloat *v = ctx->ViewportArray[0]._WindowMap.m;
sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
sizeof(*sfv), 32, &brw->sf.vp_offset);
/* _NEW_VIEWPORT */
- sfv->viewport.m00 = v[MAT_SX];
- sfv->viewport.m11 = v[MAT_SY] * y_scale;
- sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
- sfv->viewport.m30 = v[MAT_TX];
- sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
+ _mesa_get_viewport_xform(ctx, 0, scale, translate);
+ sfv->viewport.m00 = scale[0];
+ sfv->viewport.m11 = scale[1] * y_scale;
+ sfv->viewport.m22 = scale[2];
+ sfv->viewport.m30 = translate[0];
+ sfv->viewport.m31 = translate[1] * y_scale + y_bias;
+ sfv->viewport.m32 = translate[2];
/* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
* for DrawBuffer->_[XY]{min,max}
sf->sf6.scissor = 1;
/* _NEW_POLYGON */
- if (ctx->Polygon.FrontFace == GL_CCW)
- sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
- else
+ if (ctx->Polygon._FrontBit)
sf->sf5.front_winding = BRW_FRONTWINDING_CW;
+ else
+ sf->sf5.front_winding = BRW_FRONTWINDING_CCW;
/* _NEW_BUFFERS
* The viewport is inverted for rendering to a FBO, and that inverts