struct brw_cc_viewport *ccv;
ccv = brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
- sizeof(*ccv), 32, &brw->cc.vp_offset);
+ sizeof(*ccv) * ctx->Const.MaxViewports, 32,
+ &brw->cc.vp_offset);
/* _NEW_TRANSFORM */
- if (ctx->Transform.DepthClamp) {
- /* _NEW_VIEWPORT */
- ccv->min_depth = MIN2(ctx->ViewportArray[0].Near, ctx->ViewportArray[0].Far);
- ccv->max_depth = MAX2(ctx->ViewportArray[0].Near, ctx->ViewportArray[0].Far);
- } else {
- ccv->min_depth = 0.0;
- ccv->max_depth = 1.0;
+ for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
+ if (ctx->Transform.DepthClamp) {
+ /* _NEW_VIEWPORT */
+ ccv[i].min_depth = MIN2(ctx->ViewportArray[i].Near,
+ ctx->ViewportArray[i].Far);
+ ccv[i].max_depth = MAX2(ctx->ViewportArray[i].Near,
+ ctx->ViewportArray[i].Far);
+ } else {
+ ccv[i].min_depth = 0.0;
+ ccv[i].max_depth = 1.0;
+ }
}
brw->state.dirty.cache |= CACHE_NEW_CC_VP;
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);
- const GLfloat *v = ctx->ViewportArray[0]._WindowMap.m;
struct gen7_sf_clip_viewport *vp;
vp = brw_state_batch(brw, AUB_TRACE_SF_VP_STATE,
- sizeof(*vp), 64, &brw->sf.vp_offset);
+ sizeof(*vp) * ctx->Const.MaxViewports, 64,
+ &brw->sf.vp_offset);
/* Also assign to clip.vp_offset in case something uses it. */
brw->clip.vp_offset = brw->sf.vp_offset;
- /* According to the "Vertex X,Y Clamping and Quantization" section of the
- * Strips and Fans documentation, objects must not have a screen-space
- * extents of over 8192 pixels, or they may be mis-rasterized. The maximum
- * screen space coordinates of a small object may larger, but we have no
- * way to enforce the object size other than through clipping.
- *
- * If you're surprised that we set clip to -gbx to +gbx and it seems like
- * we'll end up with 16384 wide, note that for a 8192-wide render target,
- * we'll end up with a normal (-1, 1) clip volume that just covers the
- * drawable.
- */
- const float maximum_guardband_extent = 8192;
- float gbx = maximum_guardband_extent / ctx->ViewportArray[0].Width;
- float gby = maximum_guardband_extent / ctx->ViewportArray[0].Height;
-
- vp->guardband.xmin = -gbx;
- vp->guardband.xmax = gbx;
- vp->guardband.ymin = -gby;
- vp->guardband.ymax = gby;
-
/* _NEW_BUFFERS */
if (render_to_fbo) {
y_scale = 1.0;
y_bias = ctx->DrawBuffer->Height;
}
- /* _NEW_VIEWPORT */
- vp->viewport.m00 = v[MAT_SX];
- vp->viewport.m11 = v[MAT_SY] * y_scale;
- vp->viewport.m22 = v[MAT_SZ] * depth_scale;
- vp->viewport.m30 = v[MAT_TX];
- vp->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
- vp->viewport.m32 = v[MAT_TZ] * depth_scale;
+ for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) {
+ const GLfloat *const v = ctx->ViewportArray[i]._WindowMap.m;
+
+ /* According to the "Vertex X,Y Clamping and Quantization" section of
+ * the Strips and Fans documentation, objects must not have a
+ * screen-space extents of over 8192 pixels, or they may be
+ * mis-rasterized. The maximum screen space coordinates of a small
+ * object may larger, but we have no way to enforce the object size
+ * other than through clipping.
+ *
+ * If you're surprised that we set clip to -gbx to +gbx and it seems
+ * like we'll end up with 16384 wide, note that for a 8192-wide render
+ * target, we'll end up with a normal (-1, 1) clip volume that just
+ * covers the drawable.
+ */
+ const float maximum_guardband_extent = 8192;
+ const float gbx = maximum_guardband_extent / ctx->ViewportArray[i].Width;
+ const float gby = maximum_guardband_extent / ctx->ViewportArray[i].Height;
+
+ vp[i].guardband.xmin = -gbx;
+ vp[i].guardband.xmax = gbx;
+ vp[i].guardband.ymin = -gby;
+ 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;
+ }
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CL << 16 | (2 - 2));