mesa: Convert gl_viewport_attrib::Near and ::Far to double
v4: Split out from a single megapatch. Suggested by Ken. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -697,6 +697,11 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu
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v->value_int_4[3] = ctx->Viewport.Height;
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break;
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case GL_DEPTH_RANGE:
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v->value_double_2[0] = ctx->Viewport.Near;
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v->value_double_2[1] = ctx->Viewport.Far;
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break;
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case GL_ACTIVE_STENCIL_FACE_EXT:
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v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
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break;
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@ -11,7 +11,7 @@ descriptor=[
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[ "DEPTH_BITS", "BUFFER_INT(Visual.depthBits), extra_new_buffers" ],
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[ "DEPTH_CLEAR_VALUE", "CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA" ],
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[ "DEPTH_FUNC", "CONTEXT_ENUM(Depth.Func), NO_EXTRA" ],
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[ "DEPTH_RANGE", "CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA" ],
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[ "DEPTH_RANGE", "LOC_CUSTOM, TYPE_DOUBLEN_2, 0, NO_EXTRA" ],
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[ "DEPTH_TEST", "CONTEXT_BOOL(Depth.Test), NO_EXTRA" ],
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[ "DEPTH_WRITEMASK", "CONTEXT_BOOL(Depth.Mask), NO_EXTRA" ],
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[ "DITHER", "CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA" ],
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@ -1434,7 +1434,7 @@ struct gl_viewport_attrib
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{
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GLint X, Y; /**< position */
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GLsizei Width, Height; /**< size */
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GLfloat Near, Far; /**< Depth buffer range */
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GLdouble Near, Far; /**< Depth buffer range */
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GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
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};
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@ -127,8 +127,8 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval)
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ctx->Viewport.Far == farval)
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return;
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ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0);
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ctx->Viewport.Far = (GLfloat) CLAMP(farval, 0.0, 1.0);
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ctx->Viewport.Near = CLAMP(nearval, 0.0, 1.0);
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ctx->Viewport.Far = CLAMP(farval, 0.0, 1.0);
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ctx->NewState |= _NEW_VIEWPORT;
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#if 1
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@ -1111,14 +1111,14 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
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*/
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void
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_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
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GLfloat zNear, GLfloat zFar, GLfloat depthMax)
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GLdouble zNear, GLdouble zFar, GLdouble depthMax)
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{
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m->m[MAT_SX] = (GLfloat) width / 2.0F;
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m->m[MAT_TX] = m->m[MAT_SX] + x;
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m->m[MAT_SY] = (GLfloat) height / 2.0F;
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m->m[MAT_TY] = m->m[MAT_SY] + y;
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m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F);
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m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear);
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m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0));
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m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear));
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m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
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m->type = MATRIX_3D_NO_ROT;
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}
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@ -123,7 +123,7 @@ _math_matrix_frustum( GLmatrix *mat,
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extern void
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_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
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GLfloat zNear, GLfloat zFar, GLfloat depthMax);
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GLdouble zNear, GLdouble zFar, GLdouble depthMax);
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extern void
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_math_matrix_set_identity( GLmatrix *dest );
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