gallium: Remove bypass_vs_clip_and_viewport from rasteriser state.

Needs testing.
This commit is contained in:
Michal Krol
2010-02-22 21:36:22 +01:00
parent 2467354842
commit 63cb6f59ea
25 changed files with 266 additions and 407 deletions

View File

@@ -65,9 +65,6 @@ st_init_clear(struct st_context *st)
memset(&st->clear.raster, 0, sizeof(st->clear.raster));
st->clear.raster.gl_rasterization_rules = 1;
/* rasterizer state: bypass vertex shader, clipping and viewport */
st->clear.raster.bypass_vs_clip_and_viewport = 1;
/* fragment shader state: color pass-through program */
st->clear.fs =
util_make_fragment_passthrough_shader(pipe);
@@ -104,9 +101,7 @@ st_destroy_clear(struct st_context *st)
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords with y=0=bottom. These will be passed
* through unmodified to the rasterizer as we have set
* rasterizer->bypass_vs_clip_and_viewport.
* Coords are clip coords with y=0=bottom.
*/
static void
draw_quad(GLcontext *ctx,
@@ -192,18 +187,13 @@ clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
GLfloat y0, y1;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
}
else {
y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
}
const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat) fb->Width;
const GLfloat fb_height = (GLfloat) fb->Height;
const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
/*
printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
@@ -218,6 +208,7 @@ clear_with_quad(GLcontext *ctx,
cso_save_stencil_ref(st->cso_context);
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
cso_save_viewport(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
@@ -273,6 +264,21 @@ clear_with_quad(GLcontext *ctx,
cso_set_rasterizer(st->cso_context, &st->clear.raster);
/* viewport state: viewport matching window dims */
{
const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
struct pipe_viewport_state vp;
vp.scale[0] = 0.5f * fb_width;
vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
vp.scale[2] = 1.0f;
vp.scale[3] = 1.0f;
vp.translate[0] = 0.5f * fb_width;
vp.translate[1] = 0.5f * fb_height;
vp.translate[2] = 0.0f;
vp.translate[3] = 0.0f;
cso_set_viewport(st->cso_context, &vp);
}
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
@@ -284,9 +290,9 @@ clear_with_quad(GLcontext *ctx,
cso_restore_stencil_ref(st->cso_context);
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
cso_restore_viewport(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
}