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Set viewport state so viewport matches window dims.

trivial/readpixels.c works again.
tags/mesa_20090313
Brian 18 years ago
parent
commit
d640198b2d
2 changed files with 49 additions and 14 deletions
  1. 32
    14
      src/mesa/state_tracker/st_cb_clear.c
  2. 17
    0
      src/mesa/state_tracker/st_cb_drawpixels.c

+ 32
- 14
src/mesa/state_tracker/st_cb_clear.c View File

@@ -265,6 +265,7 @@ clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = ctx->st->pipe;
const GLfloat x0 = ctx->DrawBuffer->_Xmin;
const GLfloat y0 = ctx->DrawBuffer->_Ymin;
const GLfloat x1 = ctx->DrawBuffer->_Xmax;
@@ -274,7 +275,7 @@ clear_with_quad(GLcontext *ctx,
{
struct pipe_alpha_test_state alpha_test;
memset(&alpha_test, 0, sizeof(alpha_test));
st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
pipe->set_alpha_test_state(pipe, &alpha_test);
}

/* blend state: RGBA masking */
@@ -293,7 +294,7 @@ clear_with_quad(GLcontext *ctx,
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
st->pipe->set_blend_state(st->pipe, &blend);
pipe->set_blend_state(pipe, &blend);
}

/* depth state: always pass */
@@ -305,7 +306,7 @@ clear_with_quad(GLcontext *ctx,
depth_test.writemask = 1;
depth_test.func = PIPE_FUNC_ALWAYS;
}
st->pipe->set_depth_state(st->pipe, &depth_test);
pipe->set_depth_state(pipe, &depth_test);
}

/* setup state: nothing */
@@ -319,7 +320,7 @@ clear_with_quad(GLcontext *ctx,
if (ctx->Scissor.Enabled)
setup.scissor = 1;
#endif
st->pipe->set_setup_state(st->pipe, &setup);
pipe->set_setup_state(pipe, &setup);
}

/* stencil state: always set to ref value */
@@ -336,7 +337,7 @@ clear_with_quad(GLcontext *ctx,
stencil_test.value_mask[0] = 0xff;
stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);
pipe->set_stencil_state(pipe, &stencil_test);
}

/* fragment shader state: color pass-through program */
@@ -350,7 +351,7 @@ clear_with_quad(GLcontext *ctx,
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
fs.constants = NULL;
st->pipe->set_fs_state(st->pipe, &fs);
pipe->set_fs_state(pipe, &fs);
}

/* vertex shader state: color/position pass-through */
@@ -365,20 +366,37 @@ clear_with_quad(GLcontext *ctx,
vs.outputs_written = stvp->Base.Base.OutputsWritten;
vs.tokens = &stvp->tokens[0];
vs.constants = NULL;
st->pipe->set_vs_state(st->pipe, &vs);
pipe->set_vs_state(pipe, &vs);
}

/* viewport state: viewport matching window dims */
{
const float width = ctx->DrawBuffer->Width;
const float height = ctx->DrawBuffer->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 0.5;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.5;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}

/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);

/* Restore pipe state */
st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
st->pipe->set_blend_state(st->pipe, &st->state.blend);
st->pipe->set_depth_state(st->pipe, &st->state.depth);
st->pipe->set_fs_state(st->pipe, &st->state.fs);
st->pipe->set_vs_state(st->pipe, &st->state.vs);
st->pipe->set_setup_state(st->pipe, &st->state.setup);
st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
pipe->set_alpha_test_state(pipe, &st->state.alpha_test);
pipe->set_blend_state(pipe, &st->state.blend);
pipe->set_depth_state(pipe, &st->state.depth);
pipe->set_fs_state(pipe, &st->state.fs);
pipe->set_vs_state(pipe, &st->state.vs);
pipe->set_setup_state(pipe, &st->state.setup);
pipe->set_stencil_state(pipe, &st->state.stencil);
pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
/* OR:
st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
*/

+ 17
- 0
src/mesa/state_tracker/st_cb_drawpixels.c View File

@@ -364,6 +364,22 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_sampler_state(pipe, unit, &sampler);
}

/* viewport state: viewport matching window dims */
{
const float width = ctx->DrawBuffer->Width;
const float height = ctx->DrawBuffer->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 0.5;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.5;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}

/* mipmap tree state: */
{
mt = make_mipmap_tree(ctx->st, width, height, format, type,
@@ -389,6 +405,7 @@ draw_textured_quad(GLcontext *ctx, GLint x, GLint y, GLfloat z,
pipe->set_vs_state(pipe, &ctx->st->state.vs);
pipe->set_texture_state(pipe, unit, ctx->st->state.texture[unit]);
pipe->set_sampler_state(pipe, unit, &ctx->st->state.sampler[unit]);
pipe->set_viewport_state(pipe, &ctx->st->state.viewport);

free_mipmap_tree(pipe, mt);
}

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