const struct pipe_viewport_state *viewport )
{
struct i915_context *i915 = i915_context(pipe);
- float sy, ty;
i915->viewport = *viewport; /* struct copy */
- /* Negate Y scale to flip image vertically.
- * The NDC Y coords prior to viewport transformation are in the range
- * [y=-1=bottom, y=1=top]
- * Intel window coords are in the range [y=0=top, y=H-1=bottom] where H
- * is the window height.
- * Use the viewport transformation to invert Y.
- */
- sy = viewport->scale[1];
- ty = viewport->translate[1];
- i915->viewport.scale[1] = -sy;
- i915->viewport.translate[1] = i915->framebuffer.cbufs[0]->height - ty;
-
/* pass the viewport info to the draw module */
draw_set_viewport_state(i915->draw, &i915->viewport);
#include "st_atom.h"
-
-
-
/**
* Update the viewport transformation matrix. Depends on:
* - viewport pos/size
static void update_viewport( struct st_context *st )
{
GLcontext *ctx = st->ctx;
- const GLframebuffer *DrawBuffer = ctx->DrawBuffer;
- GLfloat yScale = 1.0;
- GLfloat yBias = 0.0;
+ GLfloat yScale, yBias;
- /* _NEW_BUFFERS
+ /* Negate Y scale to flip image vertically.
+ * The NDC Y coords prior to viewport transformation are in the range
+ * [y=-1=bottom, y=1=top]
+ * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where H
+ * is the window height.
+ * Use the viewport transformation to invert Y.
*/
- if (DrawBuffer) {
-#if 0
- if (DrawBuffer->Name) {
- /* User created FBO */
- struct st_renderbuffer *irb
- = st_renderbuffer(DrawBuffer->_ColorDrawBuffers[0][0]);
- if (irb && !irb->RenderToTexture) {
- /* y=0=top */
- yScale = -1.0;
- yBias = irb->Base.Height;
- }
- else {
- /* y=0=bottom */
- yScale = 1.0;
- yBias = 0.0;
- }
- }
- else
- {
- /* window buffer, y=0=top */
- yScale = -1.0;
- yBias = DrawBuffer->Height;
- }
-#endif
+ /* _NEW_BUFFERS
+ */
+ if (ctx->DrawBuffer) {
+ yScale = -1;
+ yBias = ctx->DrawBuffer->Height ;
+ }
+ else {
+ /* we won't be rendering anything */
+ yScale = 1.0;
+ yBias = 0.0;
}
+ /* _NEW_VIEWPORT
+ */
{
- /* _NEW_VIEWPORT
- */
GLfloat x = ctx->Viewport.X;
GLfloat y = ctx->Viewport.Y;
GLfloat z = ctx->Viewport.Near;
GLfloat half_width = ctx->Viewport.Width / 2.0;
GLfloat half_height = ctx->Viewport.Height / 2.0;
GLfloat half_depth = (ctx->Viewport.Far - ctx->Viewport.Near) / 2.0;
-
struct pipe_viewport_state vp;
vp.scale[0] = half_width;
vp.scale[2] = half_depth;
vp.scale[3] = 1.0;
- vp.translate[0] = (half_width + x);
+ vp.translate[0] = half_width + x;
vp.translate[1] = (half_height + y) * yScale + yBias;
- vp.translate[2] = (half_depth + z);
+ vp.translate[2] = half_depth + z;
vp.translate[3] = 0.0;
if (memcmp(&vp, &st->state.viewport, sizeof(vp)) != 0) {