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authorCourtney Goeltzenleuchter <courtney@LunarG.com>2013-11-13 16:24:56 -0700
committerIan Romanick <ian.d.romanick@intel.com>2014-01-20 11:31:53 -0800
commit5b84226c31e941219422f6d60c31524081b7a188 (patch)
treeddebed7b00cfdb732f4f252907998eea5c4202cf /src/mesa/math
parentd4dc359875126c432e46e3d1da8610a066d21302 (diff)
mesa: Converty gl_viewport_attrib::X, ::Y, ::Width, and ::Height to float
v4: Split out from a single megapatch. Suggested by Ken. Also make meta's save_state::ViewportX, ::ViewportY, ::ViewportW, and ::ViewportH to match gl_viewport_attrib. Signed-off-by: Courtney Goeltzenleuchter <courtney@LunarG.com> Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/math')
-rw-r--r--src/mesa/math/m_matrix.c7
-rw-r--r--src/mesa/math/m_matrix.h2
2 files changed, 5 insertions, 4 deletions
diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c
index 38fa51ec1b7..e512e456fbd 100644
--- a/src/mesa/math/m_matrix.c
+++ b/src/mesa/math/m_matrix.c
@@ -1110,12 +1110,13 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
* Transforms Normalized Device Coords to window/Z values.
*/
void
-_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
+_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y,
+ GLfloat width, GLfloat height,
GLdouble zNear, GLdouble zFar, GLdouble depthMax)
{
- m->m[MAT_SX] = (GLfloat) width / 2.0F;
+ m->m[MAT_SX] = width / 2.0F;
m->m[MAT_TX] = m->m[MAT_SX] + x;
- m->m[MAT_SY] = (GLfloat) height / 2.0F;
+ m->m[MAT_SY] = height / 2.0F;
m->m[MAT_TY] = m->m[MAT_SY] + y;
m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0));
m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear));
diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h
index fc65f84dcf4..dddce70190f 100644
--- a/src/mesa/math/m_matrix.h
+++ b/src/mesa/math/m_matrix.h
@@ -122,7 +122,7 @@ _math_matrix_frustum( GLmatrix *mat,
GLfloat nearval, GLfloat farval );
extern void
-_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
+_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, GLfloat width, GLfloat height,
GLdouble zNear, GLdouble zFar, GLdouble depthMax);
extern void