aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/mesa/main/viewport.c
diff options
context:
space:
mode:
Diffstat (limited to 'mesalib/src/mesa/main/viewport.c')
-rw-r--r--mesalib/src/mesa/main/viewport.c347
1 files changed, 292 insertions, 55 deletions
diff --git a/mesalib/src/mesa/main/viewport.c b/mesalib/src/mesa/main/viewport.c
index 3aaab2d46..6545bf68a 100644
--- a/mesalib/src/mesa/main/viewport.c
+++ b/mesalib/src/mesa/main/viewport.c
@@ -34,6 +34,60 @@
#include "mtypes.h"
#include "viewport.h"
+static void
+set_viewport_no_notify(struct gl_context *ctx, unsigned idx,
+ GLfloat x, GLfloat y,
+ GLfloat width, GLfloat height)
+{
+ /* clamp width and height to the implementation dependent range */
+ width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
+ height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
+
+ /* The GL_ARB_viewport_array spec says:
+ *
+ * "The location of the viewport's bottom-left corner, given by (x,y),
+ * are clamped to be within the implementation-dependent viewport
+ * bounds range. The viewport bounds range [min, max] tuple may be
+ * determined by calling GetFloatv with the symbolic constant
+ * VIEWPORT_BOUNDS_RANGE (see section 6.1)."
+ */
+ if (ctx->Extensions.ARB_viewport_array) {
+ x = CLAMP(x,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ y = CLAMP(y,
+ ctx->Const.ViewportBounds.Min, ctx->Const.ViewportBounds.Max);
+ }
+
+ ctx->ViewportArray[idx].X = x;
+ ctx->ViewportArray[idx].Width = width;
+ ctx->ViewportArray[idx].Y = y;
+ ctx->ViewportArray[idx].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->ViewportArray[idx]._WindowMap,
+ ctx->ViewportArray[idx].X,
+ ctx->ViewportArray[idx].Y,
+ ctx->ViewportArray[idx].Width,
+ ctx->ViewportArray[idx].Height,
+ ctx->ViewportArray[idx].Near,
+ ctx->ViewportArray[idx].Far,
+ ctx->DrawBuffer->_DepthMaxF);
+#endif
+}
+
+struct gl_viewport_inputs {
+ GLfloat X, Y; /**< position */
+ GLfloat Width, Height; /**< size */
+};
+
+struct gl_depthrange_inputs {
+ GLdouble Near, Far; /**< Depth buffer range */
+};
/**
* Set the viewport.
@@ -45,9 +99,39 @@
void GLAPIENTRY
_mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
+ unsigned i;
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
- _mesa_set_viewport(ctx, x, y, width, height);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
+
+ if (width < 0 || height < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glViewport(%d, %d, %d, %d)", x, y, width, height);
+ return;
+ }
+
+ /* The GL_ARB_viewport_array spec says:
+ *
+ * "Viewport sets the parameters for all viewports to the same values
+ * and is equivalent (assuming no errors are generated) to:
+ *
+ * for (uint i = 0; i < MAX_VIEWPORTS; i++)
+ * ViewportIndexedf(i, 1, (float)x, (float)y, (float)w, (float)h);"
+ *
+ * Set all of the viewports supported by the implementation, but only
+ * signal the driver once at the end.
+ */
+ for (i = 0; i < ctx->Const.MaxViewports; i++)
+ set_viewport_no_notify(ctx, i, x, y, width, height);
+
+ 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.
+ */
+ ctx->Driver.Viewport(ctx);
+ }
}
@@ -56,31 +140,114 @@ _mesa_Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
* matrix). Usually called from _mesa_Viewport().
*
* \param ctx GL context.
+ * \param idx Index of the viewport to be updated.
* \param x, y coordinates of the lower left corner of the viewport rectangle.
* \param width width of the viewport rectangle.
* \param height height of the viewport rectangle.
*/
void
-_mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
- GLsizei width, GLsizei height)
+_mesa_set_viewport(struct gl_context *ctx, unsigned idx, GLfloat x, GLfloat y,
+ GLfloat width, GLfloat height)
{
+ set_viewport_no_notify(ctx, idx, x, y, width, height);
+
+ 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.
+ */
+ ctx->Driver.Viewport(ctx);
+ }
+}
+
+void GLAPIENTRY
+_mesa_ViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
+{
+ int i;
+ const struct gl_viewport_inputs *const p = (struct gl_viewport_inputs *) v;
+ GET_CURRENT_CONTEXT(ctx);
+
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
+ _mesa_debug(ctx, "glViewportArrayv %d %d\n", first, count);
- if (width < 0 || height < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glViewport(%d, %d, %d, %d)", x, y, width, height);
+ if ((first + count) > ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glViewportArrayv: first (%d) + count (%d) > MaxViewports "
+ "(%d)",
+ first, count, ctx->Const.MaxViewports);
return;
}
- /* clamp width and height to the implementation dependent range */
- width = MIN2(width, (GLsizei) ctx->Const.MaxViewportWidth);
- height = MIN2(height, (GLsizei) ctx->Const.MaxViewportHeight);
+ /* Verify width & height */
+ for (i = 0; i < count; i++) {
+ if (p[i].Width < 0 || p[i].Height < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glViewportArrayv: index (%d) width or height < 0 "
+ "(%f, %f)",
+ i + first, p[i].Width, p[i].Height);
+ return;
+ }
+ }
+
+ for (i = 0; i < count; i++)
+ set_viewport_no_notify(ctx, i + first,
+ p[i].X, p[i].Y,
+ p[i].Width, p[i].Height);
+
+ if (ctx->Driver.Viewport)
+ ctx->Driver.Viewport(ctx);
+}
- ctx->Viewport.X = x;
- ctx->Viewport.Width = width;
- ctx->Viewport.Y = y;
- ctx->Viewport.Height = height;
+static void
+ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h, const char *function)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "%s(%d, %f, %f, %f, %f)\n",
+ function, index, x, y, w, h);
+
+ if (index >= ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "%s: index (%d) >= MaxViewports (%d)",
+ function, index, ctx->Const.MaxViewports);
+ return;
+ }
+
+ /* Verify width & height */
+ if (w < 0 || h < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "%s: index (%d) width or height < 0 (%f, %f)",
+ function, index, w, h);
+ return;
+ }
+
+ _mesa_set_viewport(ctx, index, x, y, w, h);
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedf(GLuint index, GLfloat x, GLfloat y,
+ GLfloat w, GLfloat h)
+{
+ ViewportIndexedf(index, x, y, w, h, "glViewportIndexedf");
+}
+
+void GLAPIENTRY
+_mesa_ViewportIndexedfv(GLuint index, const GLfloat *v)
+{
+ ViewportIndexedf(index, v[0], v[1], v[2], v[3], "glViewportIndexedfv");
+}
+
+static void
+set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
+ GLclampd nearval, GLclampd farval)
+{
+ if (ctx->ViewportArray[idx].Near == nearval &&
+ ctx->ViewportArray[idx].Far == farval)
+ return;
+
+ ctx->ViewportArray[idx].Near = CLAMP(nearval, 0.0, 1.0);
+ ctx->ViewportArray[idx].Far = CLAMP(farval, 0.0, 1.0);
ctx->NewState |= _NEW_VIEWPORT;
#if 1
@@ -88,21 +255,26 @@ _mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
* 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,
+ _math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
+ ctx->ViewportArray[idx].X,
+ ctx->ViewportArray[idx].Y,
+ ctx->ViewportArray[idx].Width,
+ ctx->ViewportArray[idx].Height,
+ ctx->ViewportArray[idx].Near,
+ ctx->ViewportArray[idx].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.
- */
- ctx->Driver.Viewport(ctx);
- }
}
+void
+_mesa_set_depth_range(struct gl_context *ctx, unsigned idx,
+ GLclampd nearval, GLclampd farval)
+{
+ set_depth_range_no_notify(ctx, idx, nearval, farval);
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+}
/**
* Called by glDepthRange
@@ -115,6 +287,7 @@ _mesa_set_viewport(struct gl_context *ctx, GLint x, GLint y,
void GLAPIENTRY
_mesa_DepthRange(GLclampd nearval, GLclampd farval)
{
+ unsigned i;
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
@@ -122,25 +295,19 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval)
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
- if (ctx->Viewport.Near == nearval &&
- ctx->Viewport.Far == farval)
- return;
-
- ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0);
- 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.
+ /* The GL_ARB_viewport_array spec says:
+ *
+ * "DepthRange sets the depth range for all viewports to the same
+ * values and is equivalent (assuming no errors are generated) to:
+ *
+ * for (uint i = 0; i < MAX_VIEWPORTS; i++)
+ * DepthRangeIndexed(i, n, f);"
+ *
+ * Set the depth range for all of the viewports supported by the
+ * implementation, but only signal the driver once at the end.
*/
- _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
+ for (i = 0; i < ctx->Const.MaxViewports; i++)
+ set_depth_range_no_notify(ctx, i, nearval, farval);
if (ctx->Driver.DepthRange) {
ctx->Driver.DepthRange(ctx);
@@ -153,6 +320,67 @@ _mesa_DepthRangef(GLclampf nearval, GLclampf farval)
_mesa_DepthRange(nearval, farval);
}
+/**
+ * Update a range DepthRange values
+ *
+ * \param first starting array index
+ * \param count count of DepthRange items to update
+ * \param v pointer to memory containing
+ * GLclampd near and far clip-plane values
+ */
+void GLAPIENTRY
+_mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
+{
+ int i;
+ const struct gl_depthrange_inputs *const p =
+ (struct gl_depthrange_inputs *) v;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthRangeArrayv %d %d\n", first, count);
+
+ if ((first + count) > ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDepthRangev: first (%d) + count (%d) >= MaxViewports (%d)",
+ first, count, ctx->Const.MaxViewports);
+ return;
+ }
+
+ for (i = 0; i < count; i++)
+ set_depth_range_no_notify(ctx, i + first, p[i].Near, p[i].Far);
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+}
+
+/**
+ * Update a single DepthRange
+ *
+ * \param index array index to update
+ * \param nearval specifies the Z buffer value which should correspond to
+ * the near clip plane
+ * \param farval specifies the Z buffer value which should correspond to
+ * the far clip plane
+ */
+void GLAPIENTRY
+_mesa_DepthRangeIndexed(GLuint index, GLclampd nearval, GLclampd farval)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthRangeIndexed(%d, %f, %f)\n",
+ index, nearval, farval);
+
+ if (index >= ctx->Const.MaxViewports) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDepthRangeIndexed: index (%d) >= MaxViewports (%d)",
+ index, ctx->Const.MaxViewports);
+ return;
+ }
+
+ _mesa_set_depth_range(ctx, index, nearval, farval);
+}
+
/**
* Initialize the context viewport attribute group.
* \param ctx the GL context.
@@ -160,18 +388,24 @@ _mesa_DepthRangef(GLclampf nearval, GLclampf farval)
void _mesa_init_viewport(struct gl_context *ctx)
{
GLfloat depthMax = 65535.0F; /* sorf of arbitrary */
+ unsigned i;
- /* Viewport group */
- ctx->Viewport.X = 0;
- ctx->Viewport.Y = 0;
- ctx->Viewport.Width = 0;
- ctx->Viewport.Height = 0;
- ctx->Viewport.Near = 0.0;
- ctx->Viewport.Far = 1.0;
- _math_matrix_ctr(&ctx->Viewport._WindowMap);
-
- _math_matrix_viewport(&ctx->Viewport._WindowMap, 0, 0, 0, 0,
- 0.0F, 1.0F, depthMax);
+ /* Note: ctx->Const.MaxViewports may not have been set by the driver yet,
+ * so just initialize all of them.
+ */
+ for (i = 0; i < MAX_VIEWPORTS; i++) {
+ /* Viewport group */
+ ctx->ViewportArray[i].X = 0;
+ ctx->ViewportArray[i].Y = 0;
+ ctx->ViewportArray[i].Width = 0;
+ ctx->ViewportArray[i].Height = 0;
+ ctx->ViewportArray[i].Near = 0.0;
+ ctx->ViewportArray[i].Far = 1.0;
+ _math_matrix_ctr(&ctx->ViewportArray[i]._WindowMap);
+
+ _math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0,
+ 0.0F, 1.0F, depthMax);
+ }
}
@@ -181,6 +415,9 @@ void _mesa_init_viewport(struct gl_context *ctx)
*/
void _mesa_free_viewport_data(struct gl_context *ctx)
{
- _math_matrix_dtr(&ctx->Viewport._WindowMap);
+ unsigned i;
+
+ for (i = 0; i < MAX_VIEWPORTS; i++)
+ _math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
}