From: Brian Paul Date: Wed, 29 Mar 2006 23:44:31 +0000 (+0000) Subject: Update the _WindowMap matrix in _mesa_set_viewport() and _mesa_DepthRange(). X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=75a8383e8d9940bd933dea1ef3b33d8321a6a723;p=mesa.git Update the _WindowMap matrix in _mesa_set_viewport() and _mesa_DepthRange(). This is a temporary fix for the DRI drivers. Should really only have to update the matrix via _mesa_update_state(). --- diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index 069c5c97389..ecd3732c933 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -575,18 +575,28 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y, return; } - /* clamp width, and height to implementation dependent range */ - width = CLAMP( width, 1, ctx->Const.MaxViewportWidth ); - height = CLAMP( height, 1, ctx->Const.MaxViewportHeight ); + /* clamp width and height to the implementation dependent range */ + width = CLAMP(width, 1, ctx->Const.MaxViewportWidth); + height = CLAMP(height, 1, ctx->Const.MaxViewportHeight); - /* Save viewport */ ctx->Viewport.X = x; ctx->Viewport.Width = width; ctx->Viewport.Y = y; ctx->Viewport.Height = height; - ctx->NewState |= _NEW_VIEWPORT; +#if 1 + /* XXX remove this someday. Currently the DRI drivers rely on + * the WindowMap matrix being up to date in the driver's Viewport + * and DepthRange functions. + */ + _math_matrix_viewport(&ctx->Viewport._WindowMap, + ctx->Viewport.X, ctx->Viewport.Y, + ctx->Viewport.Width, ctx->Viewport.Height, + ctx->Viewport.Near, ctx->Viewport.Far, + ctx->DrawBuffer->_DepthMaxF); +#endif + if (ctx->Driver.Viewport) { /* Many drivers will use this call to check for window size changes * and reallocate the z/stencil/accum/etc buffers if needed. @@ -597,7 +607,6 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y, #if _HAVE_FULL_GL -void GLAPIENTRY /** * Called by glDepthRange * @@ -606,6 +615,7 @@ void GLAPIENTRY * \param farval specifies the Z buffer value which should correspond to * the far clip plane */ +void GLAPIENTRY _mesa_DepthRange( GLclampd nearval, GLclampd farval ) { GET_CURRENT_CONTEXT(ctx); @@ -618,6 +628,18 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval ) ctx->Viewport.Far = (GLfloat) CLAMP( farval, 0.0, 1.0 ); ctx->NewState |= _NEW_VIEWPORT; +#if 1 + /* XXX remove this someday. Currently the DRI drivers rely on + * the WindowMap matrix being up to date in the driver's Viewport + * and DepthRange functions. + */ + _math_matrix_viewport(&ctx->Viewport._WindowMap, + ctx->Viewport.X, ctx->Viewport.Y, + ctx->Viewport.Width, ctx->Viewport.Height, + ctx->Viewport.Near, ctx->Viewport.Far, + ctx->DrawBuffer->_DepthMaxF); +#endif + if (ctx->Driver.DepthRange) { (*ctx->Driver.DepthRange)( ctx, nearval, farval ); }