GLboolean saved_fp_enable;
struct gl_vertex_program *saved_vp;
GLboolean saved_vp_enable;
+
+ GLint saved_vp_x, saved_vp_y;
+ GLsizei saved_vp_width, saved_vp_height;
} meta;
GLint refcount;
#include "main/state.h"
#include "main/context.h"
#include "main/enable.h"
+#include "main/matrix.h"
#include "swrast/swrast.h"
#include "shader/arbprogram.h"
#include "shader/program.h"
return GL_FALSE;
}
+void
+intel_meta_set_passthrough_transform(struct intel_context *intel)
+{
+ GLcontext *ctx = &intel->ctx;
+
+ intel->meta.saved_vp_x = ctx->Viewport.X;
+ intel->meta.saved_vp_y = ctx->Viewport.Y;
+ intel->meta.saved_vp_width = ctx->Viewport.Width;
+ intel->meta.saved_vp_height = ctx->Viewport.Height;
+
+ _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+ _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+}
+
+void
+intel_meta_restore_transform(struct intel_context *intel)
+{
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+
+ _mesa_Viewport(intel->meta.saved_vp_x, intel->meta.saved_vp_y,
+ intel->meta.saved_vp_width, intel->meta.saved_vp_height);
+}
+
/**
* Set up a vertex program to pass through the position and first texcoord
* for pixel path.
#include "main/mtypes.h"
void intelInitPixelFuncs(struct dd_function_table *functions);
-
+void intel_meta_set_passthrough_transform(struct intel_context *intel);
+void intel_meta_restore_transform(struct intel_context *intel);
void intel_meta_set_passthrough_vertex_program(struct intel_context *intel);
void intel_meta_restore_vertex_program(struct intel_context *intel);
void intel_meta_set_fragment_program(struct intel_context *intel,
#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
-#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
}
/* Save GL state before we start setting up our drawing */
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_CURRENT_BIT |
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT |
GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT |
GL_CLIENT_PIXEL_STORE_BIT);
GL_ALPHA, GL_UNSIGNED_BYTE, a8_bitmap);
_mesa_free(a8_bitmap);
- _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
-
intel_meta_set_fragment_program(intel, &intel->meta.bitmap_fp, fp);
_mesa_ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0,
ctx->Current.RasterColor);
intel_meta_set_passthrough_vertex_program(intel);
+ intel_meta_set_passthrough_transform(intel);
vertices[0][0] = dst_x;
vertices[0][1] = dst_y;
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ intel_meta_restore_transform(intel);
intel_meta_restore_fragment_program(intel);
intel_meta_restore_vertex_program(intel);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
-
_mesa_PopClientAttrib();
_mesa_Disable(GL_TEXTURE_2D); /* asserted that it was disabled at entry */
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
#include "main/texobj.h"
#include "main/texstate.h"
#include "main/texparam.h"
-#include "main/matrix.h"
#include "main/varray.h"
#include "main/attrib.h"
#include "main/enable.h"
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
+ struct intel_context *intel = intel_context(ctx);
GLuint texname;
GLfloat vertices[4][4];
GLfloat texcoords[4][2];
return GL_FALSE;
}
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
_mesa_TexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format,
type, pixels);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
+ intel_meta_set_passthrough_transform(intel);
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
+ intel_meta_restore_transform(intel);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels)
{
+ struct intel_context *intel = intel_context(ctx);
GLuint texname, rb_name, fb_name, old_fb_name;
GLfloat vertices[4][2];
GLfloat texcoords[4][2];
return GL_FALSE;
}
- _mesa_PushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT | GL_TEXTURE_BIT |
+ _mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
old_fb_name = ctx->DrawBuffer->Name;
ctx->Unpack = old_unpack;
_mesa_free(stencil_pixels);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
+ intel_meta_set_passthrough_transform(intel);
vertices[0][0] = x;
vertices[0][1] = y;
_mesa_Enable(GL_TEXTURE_COORD_ARRAY);
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+ intel_meta_restore_transform(intel);
+
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
_mesa_PopClientAttrib();
_mesa_PopAttrib();