Set viewport state so viewport matches window dims.
trivial/readpixels.c works again.
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@@ -265,6 +265,7 @@ clear_with_quad(GLcontext *ctx,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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struct st_context *st = ctx->st;
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struct pipe_context *pipe = ctx->st->pipe;
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const GLfloat x0 = ctx->DrawBuffer->_Xmin;
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const GLfloat y0 = ctx->DrawBuffer->_Ymin;
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const GLfloat x1 = ctx->DrawBuffer->_Xmax;
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@@ -274,7 +275,7 @@ clear_with_quad(GLcontext *ctx,
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{
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struct pipe_alpha_test_state alpha_test;
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memset(&alpha_test, 0, sizeof(alpha_test));
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st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
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pipe->set_alpha_test_state(pipe, &alpha_test);
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}
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/* blend state: RGBA masking */
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@@ -293,7 +294,7 @@ clear_with_quad(GLcontext *ctx,
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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}
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st->pipe->set_blend_state(st->pipe, &blend);
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pipe->set_blend_state(pipe, &blend);
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}
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/* depth state: always pass */
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@@ -305,7 +306,7 @@ clear_with_quad(GLcontext *ctx,
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depth_test.writemask = 1;
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depth_test.func = PIPE_FUNC_ALWAYS;
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}
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st->pipe->set_depth_state(st->pipe, &depth_test);
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pipe->set_depth_state(pipe, &depth_test);
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}
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/* setup state: nothing */
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@@ -319,7 +320,7 @@ clear_with_quad(GLcontext *ctx,
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if (ctx->Scissor.Enabled)
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setup.scissor = 1;
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#endif
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st->pipe->set_setup_state(st->pipe, &setup);
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pipe->set_setup_state(pipe, &setup);
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}
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/* stencil state: always set to ref value */
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@@ -336,7 +337,7 @@ clear_with_quad(GLcontext *ctx,
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stencil_test.value_mask[0] = 0xff;
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stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
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}
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st->pipe->set_stencil_state(st->pipe, &stencil_test);
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pipe->set_stencil_state(pipe, &stencil_test);
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}
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/* fragment shader state: color pass-through program */
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@@ -350,7 +351,7 @@ clear_with_quad(GLcontext *ctx,
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fs.inputs_read = stfp->Base.Base.InputsRead;
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fs.tokens = &stfp->tokens[0];
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fs.constants = NULL;
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st->pipe->set_fs_state(st->pipe, &fs);
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pipe->set_fs_state(pipe, &fs);
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}
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/* vertex shader state: color/position pass-through */
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@@ -365,20 +366,37 @@ clear_with_quad(GLcontext *ctx,
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vs.outputs_written = stvp->Base.Base.OutputsWritten;
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vs.tokens = &stvp->tokens[0];
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vs.constants = NULL;
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st->pipe->set_vs_state(st->pipe, &vs);
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pipe->set_vs_state(pipe, &vs);
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}
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/* viewport state: viewport matching window dims */
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{
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const float width = ctx->DrawBuffer->Width;
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const float height = ctx->DrawBuffer->Height;
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5 * width;
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vp.scale[1] = -0.5 * height;
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vp.scale[2] = 0.5;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.5 * width;
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vp.translate[1] = 0.5 * height;
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vp.translate[2] = 0.5;
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vp.translate[3] = 0.0;
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pipe->set_viewport_state(pipe, &vp);
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}
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore pipe state */
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st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
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st->pipe->set_blend_state(st->pipe, &st->state.blend);
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st->pipe->set_depth_state(st->pipe, &st->state.depth);
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st->pipe->set_fs_state(st->pipe, &st->state.fs);
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st->pipe->set_vs_state(st->pipe, &st->state.vs);
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st->pipe->set_setup_state(st->pipe, &st->state.setup);
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st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
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pipe->set_alpha_test_state(pipe, &st->state.alpha_test);
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pipe->set_blend_state(pipe, &st->state.blend);
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pipe->set_depth_state(pipe, &st->state.depth);
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pipe->set_fs_state(pipe, &st->state.fs);
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pipe->set_vs_state(pipe, &st->state.vs);
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pipe->set_setup_state(pipe, &st->state.setup);
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pipe->set_stencil_state(pipe, &st->state.stencil);
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pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
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/* OR:
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st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
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*/
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