ctx->ViewportArray[0].Y != 0 ||
ctx->ViewportArray[0].Width != (float) ctx->DrawBuffer->Width ||
ctx->ViewportArray[0].Height != (float) ctx->DrawBuffer->Height) {
- _mesa_set_viewport(ctx, 0, 0,
+ _mesa_set_viewport(ctx, 0, 0, 0,
ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
}
/* save depth range state */
save->ViewportY != ctx->ViewportArray[0].Y ||
save->ViewportW != ctx->ViewportArray[0].Width ||
save->ViewportH != ctx->ViewportArray[0].Height) {
- _mesa_set_viewport(ctx, save->ViewportX, save->ViewportY,
+ _mesa_set_viewport(ctx, 0, save->ViewportX, save->ViewportY,
save->ViewportW, save->ViewportH);
}
_mesa_DepthRange(save->DepthNear, save->DepthFar);
}
/* setup viewport */
- _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
_mesa_DepthMask(GL_FALSE);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
- _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
_mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
_mesa_DepthMask(GL_FALSE);
_mesa_DepthFunc(GL_ALWAYS);
_mesa_DepthMask(GL_TRUE);
- _mesa_set_viewport(ctx, dstX, dstY, dstW, dstH);
+ _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
mask &= ~GL_DEPTH_BUFFER_BIT;
assert(dstHeight == ctx->DrawBuffer->Height);
/* setup viewport */
- _mesa_set_viewport(ctx, 0, 0, dstWidth, dstHeight);
+ _mesa_set_viewport(ctx, 0, 0, 0, dstWidth, dstHeight);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
_mesa_MatrixMode(GL_PROJECTION);
_mesa_LoadIdentity();
_mesa_Ortho(0.0, width, 0.0, height, -1.0, 1.0);
- _mesa_set_viewport(ctx, 0, 0, width, height);
+ _mesa_set_viewport(ctx, 0, 0, 0, width, height);
/* upload new vertex data */
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
return;
}
- _mesa_set_viewport(ctx, x, y, width, height);
+ _mesa_set_viewport(ctx, 0, x, y, width, height);
}
* matrix). Usually called from _mesa_Viewport().
*
* \param ctx GL context.
+ * \param idx Index of the viewport to be updated.
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
*/
void
-_mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
+_mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLint x, GLint y,
GLsizei width, GLsizei height)
{
/* clamp width and height to the implementation dependent range */
width = MIN2(width, (GLsizei) ctx->Const.MaxViewportWidth);
height = MIN2(height, (GLsizei) ctx->Const.MaxViewportHeight);
- ctx->ViewportArray[0].X = x;
- ctx->ViewportArray[0].Width = width;
- ctx->ViewportArray[0].Y = y;
- ctx->ViewportArray[0].Height = height;
+ ctx->ViewportArray[idx].X = x;
+ ctx->ViewportArray[idx].Width = width;
+ ctx->ViewportArray[idx].Y = y;
+ ctx->ViewportArray[idx].Height = height;
ctx->NewState |= _NEW_VIEWPORT;
#if 1
* the WindowMap matrix being up to date in the driver's Viewport
* and DepthRange functions.
*/
- _math_matrix_viewport(&ctx->ViewportArray[0]._WindowMap,
- ctx->ViewportArray[0].X, ctx->ViewportArray[0].Y,
- ctx->ViewportArray[0].Width, ctx->ViewportArray[0].Height,
- ctx->ViewportArray[0].Near, ctx->ViewportArray[0].Far,
+ _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