#include "main/depth.h"
#include "main/hash.h"
#include "main/blend.h"
+#include "main/viewport.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
- GL_CURRENT_BIT);
+ GL_CURRENT_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
_mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
type, pixels);
- intel_meta_set_passthrough_transform(intel);
+ meta_set_passthrough_transform(&intel->meta);
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
+ /* RasterPos[2] already takes into account the DepthRange mapping. */
+ _mesa_DepthRange(0.0, 1.0);
+
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
* We also apply the depth. However, the W component is already multiplied
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_VERTEX_ARRAY);
- intel_meta_set_default_texrect(intel);
+ meta_set_default_texrect(&intel->meta);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- intel_meta_restore_texcoords(intel);
- intel_meta_restore_transform(intel);
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
ctx->Unpack = old_unpack;
_mesa_free(stencil_pixels);
- intel_meta_set_passthrough_transform(intel);
+ meta_set_passthrough_transform(&intel->meta);
/* Since we're rendering to the framebuffer as if it was an FBO,
* if it's the window system we have to flip the coordinates.
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_VERTEX_ARRAY);
- intel_meta_set_default_texrect(intel);
+ meta_set_default_texrect(&intel->meta);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- intel_meta_restore_texcoords(intel);
- intel_meta_restore_transform(intel);
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);