/************************************************************************** * * 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 "main/context.h" #include "st_context.h" #include "st_atom.h" #include "pipe/p_context.h" #include "cso_cache/cso_context.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 ) { struct gl_context *ctx = st->ctx; GLfloat yScale, yBias; /* _NEW_BUFFERS */ if (st_fb_orientation(ctx->DrawBuffer) == 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 */ { GLfloat x = (GLfloat)ctx->Viewport.X; GLfloat y = (GLfloat)ctx->Viewport.Y; GLfloat z = ctx->Viewport.Near; GLfloat half_width = (GLfloat)ctx->Viewport.Width * 0.5f; GLfloat half_height = (GLfloat)ctx->Viewport.Height * 0.5f; GLfloat half_depth = (GLfloat)(ctx->Viewport.Far - ctx->Viewport.Near) * 0.5f; st->state.viewport.scale[0] = half_width; st->state.viewport.scale[1] = half_height * yScale; st->state.viewport.scale[2] = half_depth; st->state.viewport.scale[3] = 1.0; st->state.viewport.translate[0] = half_width + x; st->state.viewport.translate[1] = (half_height + y) * yScale + yBias; st->state.viewport.translate[2] = half_depth + z; st->state.viewport.translate[3] = 0.0; cso_set_viewport(st->cso_context, &st->state.viewport); } } const struct st_tracked_state st_update_viewport = { "st_update_viewport", /* name */ { /* dirty */ _NEW_BUFFERS | _NEW_VIEWPORT, /* mesa */ 0, /* st */ }, update_viewport /* update */ };