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 (ctx->Extensions.ARB_viewport_array) {
+ x = CLAMP(x,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ y = CLAMP(y,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ }
+
ctx->ViewportArray[idx].X = x;
ctx->ViewportArray[idx].Width = width;
ctx->ViewportArray[idx].Y = y;
#endif
}
+struct gl_viewport_inputs {
+ GLfloat X, Y; /**< position */
+ GLfloat Width, Height; /**< size */
+};
+
+struct gl_depthrange_inputs {
+ GLdouble Near, Far; /**< Depth buffer range */
+};
+
/**
* Set the viewport.
* \sa Called via glViewport() or display list execution.
}
}
+void GLAPIENTRY
+_mesa_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
+{
+ int i;
+ const struct gl_viewport_inputs *const 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;
+ }
+ }
+
+ for (i = 0; i < count; i++)
+ set_viewport_no_notify(ctx, i + first,
+ p[i].X, p[i].Y,
+ p[i].Width, p[i].Height);
+
+ if (ctx->Driver.Viewport)
+ ctx->Driver.Viewport(ctx);
+}
+
+static void
+ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h, const char *function)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ 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(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h)
+{
+ ViewportIndexedf(index, x, y, w, h, "glViewportIndexedf");
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedfv(GLuint index, const GLfloat *v)
+{
+ ViewportIndexedf(index, v[0], v[1], v[2], v[3], "glViewportIndexedfv");
+}
+
static void
set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
GLclampd nearval, GLclampd 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
+ */
+void GLAPIENTRY
+_mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
+{
+ int i;
+ 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;
+ }
+
+ for (i = 0; i < count; i++)
+ set_depth_range_no_notify(ctx, i + first, p[i].Near, p[i].Far);
+
+ 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(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);
+}
+
/**
* Initialize the context viewport attribute group.
* \param ctx the GL context.