#include "context.h"
+#include "enums.h"
#include "macros.h"
#include "mtypes.h"
#include "viewport.h"
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
}
struct gl_viewport_inputs {
/**
- * Set new viewport parameters and update derived state (the _WindowMap
- * matrix). Usually called from _mesa_Viewport().
+ * Set new viewport parameters and update derived state.
+ * Usually called from _mesa_Viewport().
*
* \param ctx GL context.
* \param idx Index of the viewport to be updated.
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
*/
void _mesa_init_viewport(struct gl_context *ctx)
{
- GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
unsigned i;
+ ctx->Transform.ClipOrigin = GL_LOWER_LEFT;
+ ctx->Transform.ClipDepthMode = GL_NEGATIVE_ONE_TO_ONE;
+
/* Note: ctx->Const.MaxViewports may not have been set by the driver yet,
* so just initialize all of them.
*/
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)
+extern void GLAPIENTRY
+_mesa_ClipControl(GLenum origin, GLenum depth)
{
- unsigned i;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE&VERBOSE_API)
+ _mesa_debug(ctx, "glClipControl(%s, %s)\n",
+ _mesa_enum_to_string(origin),
+ _mesa_enum_to_string(depth));
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!ctx->Extensions.ARB_clip_control) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glClipControl");
+ return;
+ }
+
+ if (origin != GL_LOWER_LEFT && origin != GL_UPPER_LEFT) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClipControl");
+ return;
+ }
- for (i = 0; i < MAX_VIEWPORTS; i++)
- _math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
+ if (depth != GL_NEGATIVE_ONE_TO_ONE && depth != GL_ZERO_TO_ONE) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClipControl");
+ return;
+ }
+
+ if (ctx->Transform.ClipOrigin == origin &&
+ ctx->Transform.ClipDepthMode == depth)
+ return;
+
+ /* Affects transform state and the viewport transform */
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM | _NEW_VIEWPORT);
+
+ if (ctx->Transform.ClipOrigin != origin) {
+ ctx->Transform.ClipOrigin = origin;
+
+ /* Affects the winding order of the front face. */
+ ctx->NewState |= _NEW_POLYGON;
+
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ }
+
+ if (ctx->Transform.ClipDepthMode != depth) {
+ ctx->Transform.ClipDepthMode = depth;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+ }
}
+/**
+ * Computes the scaling and the translation part of the
+ * viewport transform matrix of the \param i-th viewport
+ * and writes that into \param scale and \param translate.
+ */
+void
+_mesa_get_viewport_xform(struct gl_context *ctx, unsigned i,
+ float scale[3], float translate[3])
+{
+ float x = ctx->ViewportArray[i].X;
+ float y = ctx->ViewportArray[i].Y;
+ float half_width = 0.5f * ctx->ViewportArray[i].Width;
+ float half_height = 0.5f * ctx->ViewportArray[i].Height;
+ double n = ctx->ViewportArray[i].Near;
+ double f = ctx->ViewportArray[i].Far;
+
+ scale[0] = half_width;
+ translate[0] = half_width + x;
+ if (ctx->Transform.ClipOrigin == GL_UPPER_LEFT) {
+ scale[1] = -half_height;
+ } else {
+ scale[1] = half_height;
+ }
+ translate[1] = half_height + y;
+
+ if (ctx->Transform.ClipDepthMode == GL_NEGATIVE_ONE_TO_ONE) {
+ scale[2] = 0.5 * (f - n);
+ translate[2] = 0.5 * (n + f);
+ } else {
+ scale[2] = f - n;
+ translate[2] = n;
+ }
+}