#include "main/mtypes.h"
#include "main/macros.h"
#include "main/fbobject.h"
+#include "main/viewport.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
static void upload_sf_vp(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
struct brw_sf_viewport *sfv;
GLfloat y_scale, y_bias;
+ double scale[3], translate[3];
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
- const GLfloat *v = ctx->ViewportArray[0]._WindowMap.m;
sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
sizeof(*sfv), 32, &brw->sf.vp_offset);
/* _NEW_VIEWPORT */
- sfv->viewport.m00 = v[MAT_SX];
- sfv->viewport.m11 = v[MAT_SY] * y_scale;
- sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
- sfv->viewport.m30 = v[MAT_TX];
- sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
+ _mesa_get_viewport_xform(ctx, 0, scale, translate);
+ sfv->viewport.m00 = scale[0];
+ sfv->viewport.m11 = scale[1] * y_scale;
+ sfv->viewport.m22 = scale[2];
+ sfv->viewport.m30 = translate[0];
+ sfv->viewport.m31 = translate[1] * y_scale + y_bias;
+ sfv->viewport.m32 = translate[2];
/* _NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT
* for DrawBuffer->_[XY]{min,max}
#include "brw_defines.h"
#include "intel_batchbuffer.h"
#include "main/fbobject.h"
+#include "main/viewport.h"
/* The clip VP defines the guardband region where expensive clipping is skipped
* and fragments are allowed to be generated and clipped out cheaply by the SF.
gen6_upload_sf_vp(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
struct brw_sf_viewport *sfv;
GLfloat y_scale, y_bias;
+ double scale[3], translate[3];
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
- const GLfloat *v = ctx->ViewportArray[0]._WindowMap.m;
sfv = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
sizeof(*sfv), 32, &brw->sf.vp_offset);
}
/* _NEW_VIEWPORT */
- sfv->viewport.m00 = v[MAT_SX];
- sfv->viewport.m11 = v[MAT_SY] * y_scale;
- sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
- sfv->viewport.m30 = v[MAT_TX];
- sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
+ _mesa_get_viewport_xform(ctx, 0, scale, translate);
+ sfv->viewport.m00 = scale[0];
+ sfv->viewport.m11 = scale[1] * y_scale;
+ sfv->viewport.m22 = scale[2];
+ sfv->viewport.m30 = translate[0];
+ sfv->viewport.m31 = translate[1] * y_scale + y_bias;
+ sfv->viewport.m32 = translate[2];
brw->ctx.NewDriverState |= BRW_NEW_SF_VP;
}
#include "brw_defines.h"
#include "intel_batchbuffer.h"
#include "main/fbobject.h"
+#include "main/viewport.h"
static void
gen7_upload_sf_clip_viewport(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
GLfloat y_scale, y_bias;
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
struct gen7_sf_clip_viewport *vp;
}
for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
- const GLfloat *const v = ctx->ViewportArray[i]._WindowMap.m;
+ double scale[3], translate[3];
+ _mesa_get_viewport_xform(ctx, i, scale, translate);
/* According to the "Vertex X,Y Clamping and Quantization" section of
* the Strips and Fans documentation, objects must not have a
vp[i].guardband.ymax = gby;
/* _NEW_VIEWPORT */
- vp[i].viewport.m00 = v[MAT_SX];
- vp[i].viewport.m11 = v[MAT_SY] * y_scale;
- vp[i].viewport.m22 = v[MAT_SZ] * depth_scale;
- vp[i].viewport.m30 = v[MAT_TX];
- vp[i].viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- vp[i].viewport.m32 = v[MAT_TZ] * depth_scale;
+ vp[i].viewport.m00 = scale[0];
+ vp[i].viewport.m11 = scale[1] * y_scale;
+ vp[i].viewport.m22 = scale[2];
+ vp[i].viewport.m30 = translate[0];
+ vp[i].viewport.m31 = translate[1] * y_scale + y_bias;
+ vp[i].viewport.m32 = translate[2];
}
BEGIN_BATCH(2);
#include "brw_defines.h"
#include "intel_batchbuffer.h"
#include "main/fbobject.h"
+#include "main/viewport.h"
static void
gen8_upload_sf_clip_viewport(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const GLfloat depth_scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
float y_scale, y_bias;
const bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
}
for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
- const GLfloat *const v = ctx->ViewportArray[i]._WindowMap.m;
+ double scale[3], translate[3];
+ _mesa_get_viewport_xform(ctx, i, scale, translate);
/* _NEW_VIEWPORT: Viewport Matrix Elements */
- vp[0] = v[MAT_SX]; /* m00 */
- vp[1] = v[MAT_SY] * y_scale; /* m11 */
- vp[2] = v[MAT_SZ] * depth_scale; /* m22 */
- vp[3] = v[MAT_TX]; /* m30 */
- vp[4] = v[MAT_TY] * y_scale + y_bias; /* m31 */
- vp[5] = v[MAT_TZ] * depth_scale; /* m32 */
+ vp[0] = scale[0]; /* m00 */
+ vp[1] = scale[1] * y_scale; /* m11 */
+ vp[2] = scale[2]; /* m22 */
+ vp[3] = translate[0]; /* m30 */
+ vp[4] = translate[1] * y_scale + y_bias; /* m31 */
+ vp[5] = translate[2]; /* m32 */
/* Reserved */
vp[6] = 0;