v4: Split out from a single megapatch. Suggested by Ken.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
v->value_int_4[3] = ctx->Viewport.Height;
break;
+ case GL_DEPTH_RANGE:
+ v->value_double_2[0] = ctx->Viewport.Near;
+ v->value_double_2[1] = ctx->Viewport.Far;
+ break;
+
case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
break;
[ "DEPTH_BITS", "BUFFER_INT(Visual.depthBits), extra_new_buffers" ],
[ "DEPTH_CLEAR_VALUE", "CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA" ],
[ "DEPTH_FUNC", "CONTEXT_ENUM(Depth.Func), NO_EXTRA" ],
- [ "DEPTH_RANGE", "CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA" ],
+ [ "DEPTH_RANGE", "LOC_CUSTOM, TYPE_DOUBLEN_2, 0, NO_EXTRA" ],
[ "DEPTH_TEST", "CONTEXT_BOOL(Depth.Test), NO_EXTRA" ],
[ "DEPTH_WRITEMASK", "CONTEXT_BOOL(Depth.Mask), NO_EXTRA" ],
[ "DITHER", "CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA" ],
{
GLint X, Y; /**< position */
GLsizei Width, Height; /**< size */
- GLfloat Near, Far; /**< Depth buffer range */
+ GLdouble Near, Far; /**< Depth buffer range */
GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
};
ctx->Viewport.Far == farval)
return;
- ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0);
- ctx->Viewport.Far = (GLfloat) CLAMP(farval, 0.0, 1.0);
+ ctx->Viewport.Near = CLAMP(nearval, 0.0, 1.0);
+ ctx->Viewport.Far = CLAMP(farval, 0.0, 1.0);
ctx->NewState |= _NEW_VIEWPORT;
#if 1
*/
void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
- GLfloat zNear, GLfloat zFar, GLfloat depthMax)
+ GLdouble zNear, GLdouble zFar, GLdouble depthMax)
{
m->m[MAT_SX] = (GLfloat) width / 2.0F;
m->m[MAT_TX] = m->m[MAT_SX] + x;
m->m[MAT_SY] = (GLfloat) height / 2.0F;
m->m[MAT_TY] = m->m[MAT_SY] + y;
- m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
- m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
+ m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0));
+ m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear));
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}
extern void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
- GLfloat zNear, GLfloat zFar, GLfloat depthMax);
+ GLdouble zNear, GLdouble zFar, GLdouble depthMax);
extern void
_math_matrix_set_identity( GLmatrix *dest );