#include "mtypes.h"
#include "viewport.h"
+static void
+set_viewport_no_notify(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[idx].X = x;
+ ctx->ViewportArray[idx].Width = width;
+ 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
+}
/**
* Set the viewport.
return;
}
- _mesa_set_viewport(ctx, 0, x, y, width, height);
+ set_viewport_no_notify(ctx, 0, 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);
+ }
}
_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[idx].X = x;
- ctx->ViewportArray[idx].Width = width;
- 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
+ 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