mesa: Refactor viewport transform computation.

This is for preparation of ARB_clip_control.

v3:
Add comments.

Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
This commit is contained in:
Mathias Fröhlich 2014-09-21 18:09:21 +02:00
parent 8c7ac377b7
commit 6340e609a3
7 changed files with 73 additions and 61 deletions

View file

@ -34,6 +34,7 @@
#include "main/dd.h"
#include "main/state.h"
#include "main/stencil.h"
#include "main/viewport.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
@ -401,26 +402,17 @@ void
intelCalcViewport(struct gl_context * ctx)
{
struct intel_context *intel = intel_context(ctx);
double scale[3], translate[3];
_mesa_get_viewport_xform(ctx, 0, scale, translate);
if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
_math_matrix_viewport(&intel->ViewportMatrix,
ctx->ViewportArray[0].X,
ctx->DrawBuffer->Height - ctx->ViewportArray[0].Y,
ctx->ViewportArray[0].Width,
-ctx->ViewportArray[0].Height,
ctx->ViewportArray[0].Near,
ctx->ViewportArray[0].Far,
1.0);
} else {
_math_matrix_viewport(&intel->ViewportMatrix,
ctx->ViewportArray[0].X,
ctx->ViewportArray[0].Y,
ctx->ViewportArray[0].Width,
ctx->ViewportArray[0].Height,
ctx->ViewportArray[0].Near,
ctx->ViewportArray[0].Far,
1.0);
scale[1] = -scale[1];
translate[1] = ctx->DrawBuffer->Height - translate[1];
}
_math_matrix_viewport(&intel->ViewportMatrix,
scale, translate, 1.0);
}

View file

@ -51,6 +51,7 @@
#include "texobj.h"
#include "texstate.h"
#include "varray.h"
#include "viewport.h"
#include "blend.h"
@ -281,11 +282,11 @@ update_viewport_matrix(struct gl_context *ctx)
* NOTE: RasterPos uses this.
*/
for (i = 0; i < ctx->Const.MaxViewports; i++) {
double scale[3], translate[3];
_mesa_get_viewport_xform(ctx, i, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap,
ctx->ViewportArray[i].X, ctx->ViewportArray[i].Y,
ctx->ViewportArray[i].Width, ctx->ViewportArray[i].Height,
ctx->ViewportArray[i].Near, ctx->ViewportArray[i].Far,
depthMax);
scale, translate, depthMax);
}
}

View file

@ -39,6 +39,8 @@ set_viewport_no_notify(struct gl_context *ctx, unsigned idx,
GLfloat x, GLfloat y,
GLfloat width, GLfloat height)
{
double scale[3], translate[3];
/* clamp width and height to the implementation dependent range */
width = MIN2(width, (GLfloat) ctx->Const.MaxViewportWidth);
height = MIN2(height, (GLfloat) ctx->Const.MaxViewportHeight);
@ -75,14 +77,9 @@ set_viewport_no_notify(struct gl_context *ctx, unsigned idx,
* the WindowMap matrix being up to date in the driver's Viewport
* and DepthRange functions.
*/
_mesa_get_viewport_xform(ctx, idx, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
ctx->ViewportArray[idx].X,
ctx->ViewportArray[idx].Y,
ctx->ViewportArray[idx].Width,
ctx->ViewportArray[idx].Height,
ctx->ViewportArray[idx].Near,
ctx->ViewportArray[idx].Far,
ctx->DrawBuffer->_DepthMaxF);
scale, translate, ctx->DrawBuffer->_DepthMaxF);
#endif
}
@ -248,6 +245,8 @@ static void
set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
GLclampd nearval, GLclampd farval)
{
double scale[3], translate[3];
if (ctx->ViewportArray[idx].Near == nearval &&
ctx->ViewportArray[idx].Far == farval)
return;
@ -261,14 +260,9 @@ set_depth_range_no_notify(struct gl_context *ctx, unsigned idx,
* the WindowMap matrix being up to date in the driver's Viewport
* and DepthRange functions.
*/
_mesa_get_viewport_xform(ctx, idx, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[idx]._WindowMap,
ctx->ViewportArray[idx].X,
ctx->ViewportArray[idx].Y,
ctx->ViewportArray[idx].Width,
ctx->ViewportArray[idx].Height,
ctx->ViewportArray[idx].Near,
ctx->ViewportArray[idx].Far,
ctx->DrawBuffer->_DepthMaxF);
scale, translate, ctx->DrawBuffer->_DepthMaxF);
#endif
}
@ -400,6 +394,8 @@ void _mesa_init_viewport(struct gl_context *ctx)
* so just initialize all of them.
*/
for (i = 0; i < MAX_VIEWPORTS; i++) {
double scale[3], translate[3];
/* Viewport group */
ctx->ViewportArray[i].X = 0;
ctx->ViewportArray[i].Y = 0;
@ -409,8 +405,9 @@ void _mesa_init_viewport(struct gl_context *ctx)
ctx->ViewportArray[i].Far = 1.0;
_math_matrix_ctr(&ctx->ViewportArray[i]._WindowMap);
_math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap, 0, 0, 0, 0,
0.0F, 1.0F, depthMax);
_mesa_get_viewport_xform(ctx, i, scale, translate);
_math_matrix_viewport(&ctx->ViewportArray[i]._WindowMap,
scale, translate, depthMax);
}
}
@ -427,3 +424,26 @@ void _mesa_free_viewport_data(struct gl_context *ctx)
_math_matrix_dtr(&ctx->ViewportArray[i]._WindowMap);
}
/**
* Computes the scaling and the translation part of the
* viewport transform matrix of the \param i-th viewport
* and writes that into \param scale and \param translate.
*/
void
_mesa_get_viewport_xform(struct gl_context *ctx, unsigned i,
double scale[3], double translate[3])
{
double x = ctx->ViewportArray[i].X;
double y = ctx->ViewportArray[i].Y;
double half_width = 0.5*ctx->ViewportArray[i].Width;
double half_height = 0.5*ctx->ViewportArray[i].Height;
double n = ctx->ViewportArray[i].Near;
double f = ctx->ViewportArray[i].Far;
scale[0] = half_width;
translate[0] = half_width + x;
scale[1] = half_height;
translate[1] = half_height + y;
scale[2] = 0.5*(f - n);
translate[2] = 0.5*(n + f);
}

View file

@ -71,5 +71,8 @@ _mesa_init_viewport(struct gl_context *ctx);
extern void
_mesa_free_viewport_data(struct gl_context *ctx);
extern void
_mesa_get_viewport_xform(struct gl_context *ctx, unsigned i,
double scale[3], double translate[3]);
#endif

View file

@ -1110,16 +1110,15 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
* Transforms Normalized Device Coords to window/Z values.
*/
void
_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y,
GLfloat width, GLfloat height,
GLdouble zNear, GLdouble zFar, GLdouble depthMax)
_math_matrix_viewport(GLmatrix *m, const double scale[3],
const double translate[3], double depthMax)
{
m->m[MAT_SX] = width / 2.0F;
m->m[MAT_TX] = m->m[MAT_SX] + x;
m->m[MAT_SY] = height / 2.0F;
m->m[MAT_TY] = m->m[MAT_SY] + y;
m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0));
m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear));
m->m[MAT_SX] = scale[0];
m->m[MAT_TX] = translate[0];
m->m[MAT_SY] = scale[1];
m->m[MAT_TY] = translate[1];
m->m[MAT_SZ] = depthMax*scale[2];
m->m[MAT_TZ] = depthMax*translate[2];
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}

View file

@ -122,8 +122,8 @@ _math_matrix_frustum( GLmatrix *mat,
GLfloat nearval, GLfloat farval );
extern void
_math_matrix_viewport(GLmatrix *m, GLfloat x, GLfloat y, GLfloat width, GLfloat height,
GLdouble zNear, GLdouble zFar, GLdouble depthMax);
_math_matrix_viewport( GLmatrix *m, const double scale[3],
const double translate[3], double depthMax );
extern void
_math_matrix_set_identity( GLmatrix *dest );

View file

@ -27,6 +27,7 @@
#include "main/context.h"
#include "main/viewport.h"
#include "st_context.h"
#include "st_atom.h"
#include "pipe/p_context.h"
@ -63,21 +64,17 @@ update_viewport( struct st_context *st )
*/
for (i = 0; i < ctx->Const.MaxViewports; i++)
{
GLfloat x = ctx->ViewportArray[i].X;
GLfloat y = ctx->ViewportArray[i].Y;
GLfloat z = ctx->ViewportArray[i].Near;
GLfloat half_width = ctx->ViewportArray[i].Width * 0.5f;
GLfloat half_height = ctx->ViewportArray[i].Height * 0.5f;
GLfloat half_depth = (GLfloat)(ctx->ViewportArray[i].Far - ctx->ViewportArray[i].Near) * 0.5f;
st->state.viewport[i].scale[0] = half_width;
st->state.viewport[i].scale[1] = half_height * yScale;
st->state.viewport[i].scale[2] = half_depth;
double scale[3], translate[3];
_mesa_get_viewport_xform(ctx, i, scale, translate);
st->state.viewport[i].scale[0] = scale[0];
st->state.viewport[i].scale[1] = scale[1] * yScale;
st->state.viewport[i].scale[2] = scale[2];
st->state.viewport[i].scale[3] = 1.0;
st->state.viewport[i].translate[0] = half_width + x;
st->state.viewport[i].translate[1] = (half_height + y) * yScale + yBias;
st->state.viewport[i].translate[2] = half_depth + z;
st->state.viewport[i].translate[0] = translate[0];
st->state.viewport[i].translate[1] = translate[1] * yScale + yBias;
st->state.viewport[i].translate[2] = translate[2];
st->state.viewport[i].translate[3] = 0.0;
}