st_update_viewport( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
- GLfloat yScale, yBias;
unsigned i;
- /* _NEW_BUFFERS
- */
- if (st->state.fb_orientation == Y_0_TOP) {
- /* Drawing to a window. The corresponding gallium surface uses
- * Y=0=TOP but OpenGL is Y=0=BOTTOM. So we need to invert the viewport.
- */
- yScale = -1;
- yBias = (GLfloat)ctx->DrawBuffer->Height;
- }
- else {
- /* Drawing to an FBO where Y=0=BOTTOM, like OpenGL - don't invert */
- yScale = 1.0;
- yBias = 0.0;
- }
/* _NEW_VIEWPORT
*/
- for (i = 0; i < ctx->Const.MaxViewports; i++)
- {
- float scale[3], translate[3];
- _mesa_get_viewport_xform(ctx, i, scale, translate);
+ for (i = 0; i < ctx->Const.MaxViewports; i++) {
+ float *scale = st->state.viewport[i].scale;
+ float *translate = st->state.viewport[i].translate;
- st->state.viewport[i].scale[0] = scale[0];
- st->state.viewport[i].scale[1] = scale[1] * yScale;
- st->state.viewport[i].scale[2] = scale[2];
+ _mesa_get_viewport_xform(ctx, i, scale, translate);
- st->state.viewport[i].translate[0] = translate[0];
- st->state.viewport[i].translate[1] = translate[1] * yScale + yBias;
- st->state.viewport[i].translate[2] = translate[2];
+ /* _NEW_BUFFERS */
+ /* Drawing to a window where the coordinate system is upside down. */
+ if (st->state.fb_orientation == Y_0_TOP) {
+ scale[1] *= -1;
+ translate[1] = st->state.fb_height - translate[1];
+ }
}
cso_set_viewport(st->cso_context, &st->state.viewport[0]);