#include "context.h"
+#include "enums.h"
#include "macros.h"
#include "mtypes.h"
#include "viewport.h"
+static void
+clamp_viewport(struct gl_context *ctx, GLfloat *x, GLfloat *y,
+ GLfloat *width, GLfloat *height)
+{
+ /* clamp width and height to the implementation dependent range */
+ *width = MIN2(*width, (GLfloat) ctx->Const.MaxViewportWidth);
+ *height = MIN2(*height, (GLfloat) ctx->Const.MaxViewportHeight);
+
+ /* The GL_ARB_viewport_array spec says:
+ *
+ * "The location of the viewport's bottom-left corner, given by (x,y),
+ * are clamped to be within the implementation-dependent viewport
+ * bounds range. The viewport bounds range [min, max] tuple may be
+ * determined by calling GetFloatv with the symbolic constant
+ * VIEWPORT_BOUNDS_RANGE (see section 6.1)."
+ */
+ if (_mesa_has_ARB_viewport_array(ctx) ||
+ _mesa_has_OES_viewport_array(ctx)) {
+ *x = CLAMP(*x,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ *y = CLAMP(*y,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ }
+}
+
static void
set_viewport_no_notify(struct gl_context *ctx, unsigned idx,
GLfloat x, GLfloat y,
GLfloat width, GLfloat height)
{
- /* clamp width and height to the implementation dependent range */
- width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
- height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
+ if (ctx->ViewportArray[idx].X == x &&
+ ctx->ViewportArray[idx].Width == width &&
+ ctx->ViewportArray[idx].Y == y &&
+ ctx->ViewportArray[idx].Height == height)
+ return;
+
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewViewport ? 0 : _NEW_VIEWPORT);
+ ctx->NewDriverState |= ctx->DriverFlags.NewViewport;
ctx->ViewportArray[idx].X = x;
ctx->ViewportArray[idx].Width = width;
ctx->ViewportArray[idx].Y = y;
ctx->ViewportArray[idx].Height = height;
- ctx->NewState |= _NEW_VIEWPORT;
+}
+
+struct gl_viewport_inputs {
+ GLfloat X, Y; /**< position */
+ GLfloat Width, Height; /**< size */
+};
-#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.
+struct gl_depthrange_inputs {
+ GLdouble Near, Far; /**< Depth buffer range */
+};
+
+static void
+viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei width,
+ GLsizei height)
+{
+ struct gl_viewport_inputs input = { x, y, width, height };
+
+ /* Clamp the viewport to the implementation dependent values. */
+ clamp_viewport(ctx, &input.X, &input.Y, &input.Width, &input.Height);
+
+ /* The GL_ARB_viewport_array spec says:
+ *
+ * "Viewport sets the parameters for all viewports to the same values
+ * and is equivalent (assuming no errors are generated) to:
+ *
+ * for (uint i = 0; i < MAX_VIEWPORTS; i++)
+ * ViewportIndexedf(i, 1, (float)x, (float)y, (float)w, (float)h);"
+ *
+ * Set all of the viewports supported by the implementation, but only
+ * signal the driver once at the end.
*/
- _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
+ for (unsigned i = 0; i < ctx->Const.MaxViewports; i++)
+ set_viewport_no_notify(ctx, i, input.X, input.Y, input.Width, input.Height);
+
+ if (ctx->Driver.Viewport)
+ ctx->Driver.Viewport(ctx);
}
/**
* Flushes the vertices and calls _mesa_set_viewport() with the given
* parameters.
*/
+void GLAPIENTRY
+_mesa_Viewport_no_error(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ viewport(ctx, x, y, width, height);
+}
+
void GLAPIENTRY
_mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
- unsigned i;
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
return;
}
- /* The GL_ARB_viewport_array spec says:
- *
- * "Viewport sets the parameters for all viewports to the same values
- * and is equivalent (assuming no errors are generated) to:
- *
- * for (uint i = 0; i < MAX_VIEWPORTS; i++)
- * ViewportIndexedf(i, 1, (float)x, (float)y, (float)w, (float)h);"
- *
- * Set all of the viewports supported by the implementation, but only
- * signal the driver once at the end.
- */
- for (i = 0; i < ctx->Const.MaxViewports; i++)
- set_viewport_no_notify(ctx, i, x, y, width, height);
-
- if (ctx->Driver.Viewport) {
- /* Many drivers will use this call to check for window size changes
- * and reallocate the z/stencil/accum/etc buffers if needed.
- */
- ctx->Driver.Viewport(ctx);
- }
+ viewport(ctx, x, y, width, height);
}
/**
- * 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.
_mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLfloat x, GLfloat y,
GLfloat width, GLfloat height)
{
+ clamp_viewport(ctx, &x, &y, &width, &height);
set_viewport_no_notify(ctx, idx, x, y, width, height);
- if (ctx->Driver.Viewport) {
- /* Many drivers will use this call to check for window size changes
- * and reallocate the z/stencil/accum/etc buffers if needed.
- */
+ if (ctx->Driver.Viewport)
ctx->Driver.Viewport(ctx);
+}
+
+static void
+viewport_array(struct gl_context *ctx, GLuint first, GLsizei count,
+ struct gl_viewport_inputs *inputs)
+{
+ for (GLsizei i = 0; i < count; i++) {
+ clamp_viewport(ctx, &inputs[i].X, &inputs[i].Y,
+ &inputs[i].Width, &inputs[i].Height);
+
+ set_viewport_no_notify(ctx, i + first, inputs[i].X, inputs[i].Y,
+ inputs[i].Width, inputs[i].Height);
}
+
+ if (ctx->Driver.Viewport)
+ ctx->Driver.Viewport(ctx);
+}
+
+void GLAPIENTRY
+_mesa_ViewportArrayv_no_error(GLuint first, GLsizei count, const GLfloat *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ struct gl_viewport_inputs *p = (struct gl_viewport_inputs *)v;
+ viewport_array(ctx, first, count, p);
+}
+
+void GLAPIENTRY
+_mesa_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
+{
+ int i;
+ struct gl_viewport_inputs *p = (struct gl_viewport_inputs *)v;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glViewportArrayv %d %d\n", first, count);
+
+ if ((first + count) > ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glViewportArrayv: first (%d) + count (%d) > MaxViewports "
+ "(%d)",
+ first, count, ctx->Const.MaxViewports);
+ return;
+ }
+
+ /* Verify width & height */
+ for (i = 0; i < count; i++) {
+ if (p[i].Width < 0 || p[i].Height < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glViewportArrayv: index (%d) width or height < 0 "
+ "(%f, %f)",
+ i + first, p[i].Width, p[i].Height);
+ return;
+ }
+ }
+
+ viewport_array(ctx, first, count, p);
+}
+
+static void
+viewport_indexed_err(struct gl_context *ctx, GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h, const char *function)
+{
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "%s(%d, %f, %f, %f, %f)\n",
+ function, index, x, y, w, h);
+
+ if (index >= ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "%s: index (%d) >= MaxViewports (%d)",
+ function, index, ctx->Const.MaxViewports);
+ return;
+ }
+
+ /* Verify width & height */
+ if (w < 0 || h < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "%s: index (%d) width or height < 0 (%f, %f)",
+ function, index, w, h);
+ return;
+ }
+
+ _mesa_set_viewport(ctx, index, x, y, w, h);
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedf_no_error(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_set_viewport(ctx, index, x, y, w, h);
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ viewport_indexed_err(ctx, index, x, y, w, h, "glViewportIndexedf");
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedfv_no_error(GLuint index, const GLfloat *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_set_viewport(ctx, index, v[0], v[1], v[2], v[3]);
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedfv(GLuint index, const GLfloat *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ viewport_indexed_err(ctx, index, v[0], v[1], v[2], v[3],
+ "glViewportIndexedfv");
}
static void
ctx->ViewportArray[idx].Far == farval)
return;
+ /* The depth range is needed by program state constants. */
+ FLUSH_VERTICES(ctx, _NEW_VIEWPORT);
+ ctx->NewDriverState |= ctx->DriverFlags.NewViewport;
+
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
unsigned i;
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, 0);
-
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
_mesa_DepthRange(nearval, farval);
}
+/**
+ * Update a range DepthRange values
+ *
+ * \param first starting array index
+ * \param count count of DepthRange items to update
+ * \param v pointer to memory containing
+ * GLclampd near and far clip-plane values
+ */
+static ALWAYS_INLINE void
+depth_range_arrayv(struct gl_context *ctx, GLuint first, GLsizei count,
+ const struct gl_depthrange_inputs *const inputs)
+{
+ for (GLsizei i = 0; i < count; i++)
+ set_depth_range_no_notify(ctx, i + first, inputs[i].Near, inputs[i].Far);
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+}
+
+void GLAPIENTRY
+_mesa_DepthRangeArrayv_no_error(GLuint first, GLsizei count, const GLclampd *v)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ const struct gl_depthrange_inputs *const p =
+ (struct gl_depthrange_inputs *)v;
+ depth_range_arrayv(ctx, first, count, p);
+}
+
+void GLAPIENTRY
+_mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
+{
+ const struct gl_depthrange_inputs *const p =
+ (struct gl_depthrange_inputs *) v;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthRangeArrayv %d %d\n", first, count);
+
+ if ((first + count) > ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDepthRangev: first (%d) + count (%d) >= MaxViewports (%d)",
+ first, count, ctx->Const.MaxViewports);
+ return;
+ }
+
+ depth_range_arrayv(ctx, first, count, p);
+}
+
+void GLAPIENTRY
+_mesa_DepthRangeArrayfvOES(GLuint first, GLsizei count, const GLfloat *v)
+{
+ int i;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthRangeArrayfv %d %d\n", first, count);
+
+ if ((first + count) > ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDepthRangeArrayfv: first (%d) + count (%d) >= MaxViewports (%d)",
+ first, count, ctx->Const.MaxViewports);
+ return;
+ }
+
+ for (i = 0; i < count; i++)
+ set_depth_range_no_notify(ctx, i + first, v[i * 2], v[i * 2 + 1]);
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+}
+
+/**
+ * Update a single DepthRange
+ *
+ * \param index array index to update
+ * \param nearval specifies the Z buffer value which should correspond to
+ * the near clip plane
+ * \param farval specifies the Z buffer value which should correspond to
+ * the far clip plane
+ */
+void GLAPIENTRY
+_mesa_DepthRangeIndexed_no_error(GLuint index, GLclampd nearval,
+ GLclampd farval)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_set_depth_range(ctx, index, nearval, farval);
+}
+
+
+void GLAPIENTRY
+_mesa_DepthRangeIndexed(GLuint index, GLclampd nearval, GLclampd farval)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthRangeIndexed(%d, %f, %f)\n",
+ index, nearval, farval);
+
+ if (index >= ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDepthRangeIndexed: index (%d) >= MaxViewports (%d)",
+ index, ctx->Const.MaxViewports);
+ return;
+ }
+
+ _mesa_set_depth_range(ctx, index, nearval, farval);
+}
+
+void GLAPIENTRY
+_mesa_DepthRangeIndexedfOES(GLuint index, GLfloat nearval, GLfloat farval)
+{
+ _mesa_DepthRangeIndexed(index, nearval, farval);
+}
+
/**
* Initialize the context viewport attribute group.
* \param ctx the GL context.
*/
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);
+ }
+
+ ctx->SubpixelPrecisionBias[0] = 0;
+ ctx->SubpixelPrecisionBias[1] = 0;
+}
+
+
+static ALWAYS_INLINE void
+clip_control(struct gl_context *ctx, GLenum origin, GLenum depth, bool no_error)
+{
+ if (ctx->Transform.ClipOrigin == origin &&
+ ctx->Transform.ClipDepthMode == depth)
+ return;
+
+ if (!no_error &&
+ origin != GL_LOWER_LEFT && origin != GL_UPPER_LEFT) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClipControl");
+ return;
+ }
+
+ if (!no_error &&
+ depth != GL_NEGATIVE_ONE_TO_ONE && depth != GL_ZERO_TO_ONE) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClipControl");
+ return;
+ }
+
+ /* Affects transform state and the viewport transform */
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewClipControl ? 0 :
+ _NEW_TRANSFORM | _NEW_VIEWPORT);
+ ctx->NewDriverState |= ctx->DriverFlags.NewClipControl;
+
+ if (ctx->Transform.ClipOrigin != origin) {
+ ctx->Transform.ClipOrigin = origin;
- _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0,
- 0.0F, 1.0F, depthMax);
+ /* Affects the winding order of the front face. */
+ if (ctx->DriverFlags.NewPolygonState)
+ ctx->NewDriverState |= ctx->DriverFlags.NewPolygonState;
+ else
+ 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);
}
}
-/**
- * Free the context viewport attribute group data.
- * \param ctx the GL context.
+void GLAPIENTRY
+_mesa_ClipControl_no_error(GLenum origin, GLenum depth)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ clip_control(ctx, origin, depth, true);
+}
+
+
+void GLAPIENTRY
+_mesa_ClipControl(GLenum origin, GLenum depth)
+{
+ 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;
+ }
+
+ clip_control(ctx, origin, depth, false);
+}
+
+/**
+ * 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_free_viewport_data(struct gl_context *ctx)
+void
+_mesa_get_viewport_xform(struct gl_context *ctx, unsigned i,
+ float scale[3], float translate[3])
{
- unsigned i;
+ 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;
+ }
+}
- for (i = 0; i < MAX_VIEWPORTS; i++)
- _math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
+
+static void
+subpixel_precision_bias(struct gl_context *ctx, GLuint xbits, GLuint ybits)
+{
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glSubpixelPrecisionBiasNV(%u, %u)\n", xbits, ybits);
+
+ ctx->SubpixelPrecisionBias[0] = xbits;
+ ctx->SubpixelPrecisionBias[1] = ybits;
+
+ FLUSH_VERTICES(ctx, 0);
+ ctx->NewDriverState |=
+ ctx->DriverFlags.NewNvConservativeRasterizationParams;
+}
+
+void GLAPIENTRY
+_mesa_SubpixelPrecisionBiasNV_no_error(GLuint xbits, GLuint ybits)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glSubpixelPrecisionBiasNV(%u, %u)\n", xbits, ybits);
+
+ subpixel_precision_bias(ctx, xbits, ybits);
}
+void GLAPIENTRY
+_mesa_SubpixelPrecisionBiasNV(GLuint xbits, GLuint ybits)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glSubpixelPrecisionBiasNV(%u, %u)\n", xbits, ybits);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!ctx->Extensions.NV_conservative_raster) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glSubpixelPrecisionBiasNV not supported");
+ return;
+ }
+
+ if (xbits > ctx->Const.MaxSubpixelPrecisionBiasBits) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glSubpixelPrecisionBiasNV");
+ return;
+ }
+
+ if (ybits > ctx->Const.MaxSubpixelPrecisionBiasBits) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glSubpixelPrecisionBiasNV");
+ return;
+ }
+
+ subpixel_precision_bias(ctx, xbits, ybits);
+}