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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "context.h"
#include "colormac.h"
#include "st_context.h"
#include "pipe/p_context.h"
#include "st_atom.h"
/**
* Update the viewport transformation matrix. Depends on:
* - viewport pos/size
* - depthrange
* - window pos/size or FBO size
*/
static void update_viewport( struct st_context *st )
{
GLcontext *ctx = st->ctx;
GLfloat yScale, yBias;
/* Negate Y scale to flip image vertically.
* The NDC Y coords prior to viewport transformation are in the range
* [y=-1=bottom, y=1=top]
* Hardware window coords are in the range [y=0=top, y=H-1=bottom] where H
* is the window height.
* Use the viewport transformation to invert Y.
*/
/* _NEW_BUFFERS
*/
if (ctx->DrawBuffer) {
yScale = -1;
yBias = ctx->DrawBuffer->Height ;
}
else {
/* we won't be rendering anything */
yScale = 1.0;
yBias = 0.0;
}
/* _NEW_VIEWPORT
*/
{
GLfloat x = ctx->Viewport.X;
GLfloat y = ctx->Viewport.Y;
GLfloat z = ctx->Viewport.Near;
GLfloat half_width = ctx->Viewport.Width / 2.0;
GLfloat half_height = ctx->Viewport.Height / 2.0;
GLfloat half_depth = (ctx->Viewport.Far - ctx->Viewport.Near) / 2.0;
struct pipe_viewport_state vp;
vp.scale[0] = half_width;
vp.scale[1] = half_height * yScale;
vp.scale[2] = half_depth;
vp.scale[3] = 1.0;
vp.translate[0] = half_width + x;
vp.translate[1] = (half_height + y) * yScale + yBias;
vp.translate[2] = half_depth + z;
vp.translate[3] = 0.0;
if (memcmp(&vp, &st->state.viewport, sizeof(vp)) != 0) {
st->state.viewport = vp;
st->pipe->set_viewport_state(st->pipe, &vp);
}
}
}
const struct st_tracked_state st_update_viewport = {
.dirty = {
.mesa = _NEW_BUFFERS | _NEW_VIEWPORT,
.st = 0,
},
.update = update_viewport
};
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