Move the computation of the viewport matrix into a new update_viewport_matrix()

function since the matrix depends on the viewport params and the framebuffer's
depth buffer resolution.
Fixes some renderbuffer / depth range issues.
This simplifies the _mesa_set_viewport() and _mesa_DepthRange() functions too.
This commit is contained in:
Brian Paul
2006-03-29 03:59:34 +00:00
parent b687531f69
commit 519a2e7cb7
3 changed files with 34 additions and 48 deletions

View File

@@ -552,6 +552,7 @@ _mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
_mesa_set_viewport(ctx, x, y, width, height);
}
/**
* Set new viewport parameters and update derived state (the _WindowMap
* matrix). Usually called from _mesa_Viewport().
@@ -560,22 +561,11 @@ _mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
* \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.
*
* Verifies the parameters, clamps them to the implementation dependent range
* and updates __GLcontextRec::Viewport. Computes the scale and bias values for
* the drivers and notifies the driver via the dd_function_table::Viewport
* callback.
*/
void
_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
const GLfloat n = ctx->Viewport.Near;
const GLfloat f = ctx->Viewport.Far;
ASSERT(depthMax > 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
@@ -595,20 +585,6 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
ctx->Viewport.Y = y;
ctx->Viewport.Height = height;
/* XXX send transposed width/height to Driver.Viewport() below??? */
if (ctx->_RotateMode) {
GLint tmp, tmps;
tmp = x; x = y; y = tmp;
tmps = width; width = height; height = tmps;
}
/* Compute scale and bias values. This is really driver-specific
* and should be maintained elsewhere if at all.
* NOTE: RasterPos uses this.
*/
_math_matrix_viewport(&ctx->Viewport._WindowMap, x, y, width, height,
n, f, depthMax);
ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.Viewport) {
@@ -622,36 +598,24 @@ _mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
#if _HAVE_FULL_GL
void GLAPIENTRY
/**
* Called by glDepthRange
*
* \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
*/
_mesa_DepthRange( GLclampd nearval, GLclampd farval )
{
/*
* nearval - specifies mapping of the near clipping plane to window
* coordinates, default is 0
* farval - specifies mapping of the far clipping plane to window
* coordinates, default is 1
*
* After clipping and div by w, z coords are in -1.0 to 1.0,
* corresponding to near and far clipping planes. glDepthRange
* specifies a linear mapping of the normalized z coords in
* this range to window z coords.
*/
GLfloat depthMax;
GLfloat n, f;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
depthMax = ctx->DrawBuffer->_DepthMaxF;
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
ctx->Viewport.Near = n;
ctx->Viewport.Far = f;
ctx->Viewport._WindowMap.m[MAT_SZ] = depthMax * ((f - n) / 2.0F);
ctx->Viewport._WindowMap.m[MAT_TZ] = depthMax * ((f - n) / 2.0F + n);
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 (ctx->Driver.DepthRange) {

View File

@@ -2855,7 +2855,6 @@ struct __GLcontextRec
GLfloat _ModelViewInvScale;
GLboolean _NeedEyeCoords;
GLboolean _ForceEyeCoords;
GLboolean _RotateMode;
GLenum _CurrentProgram; /* currently executing program */
struct gl_shine_tab *_ShineTable[2]; /**< Active shine tables */

View File

@@ -945,6 +945,26 @@ update_program(GLcontext *ctx)
}
static void
update_viewport_matrix(GLcontext *ctx)
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
ASSERT(depthMax > 0);
/* Compute scale and bias values. This is really driver-specific
* and should be maintained elsewhere if at all.
* NOTE: RasterPos uses this.
*/
_math_matrix_viewport(&ctx->Viewport._WindowMap,
ctx->Viewport.X, ctx->Viewport.Y,
ctx->Viewport.Width, ctx->Viewport.Height,
ctx->Viewport.Near, ctx->Viewport.Far,
depthMax);
}
/**
* If __GLcontextRec::NewState is non-zero then this function \b must be called
* before rendering any primitive. Basically, function pointers and
@@ -1002,6 +1022,9 @@ _mesa_update_state( GLcontext *ctx )
if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
update_arrays( ctx );
if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
update_viewport_matrix(ctx);
if (ctx->_MaintainTexEnvProgram) {
if (new_state & (_NEW_TEXTURE | _DD_NEW_SEPARATE_SPECULAR | _NEW_FOG))
_mesa_UpdateTexEnvProgram(ctx);