i915tex: Recalculate viewport related hardware state in intelWindowMoved().

This fixes vertically displaced rendering with some apps like Google Earth.

Simplify other parts of the function somewhat.
This commit is contained in:
Michel Dänzer 2006-12-07 11:03:48 +01:00
parent 94136651c3
commit 7a10d66590

View file

@ -36,6 +36,7 @@
#include "intel_batchbuffer.h"
#include "context.h"
#include "utils.h"
#include "drirenderbuffer.h"
#include "framebuffer.h"
#include "swrast/swrast.h"
#include "vblank.h"
@ -183,6 +184,8 @@ void
intelWindowMoved(struct intel_context *intel)
{
GLcontext *ctx = &intel->ctx;
__DRIdrawablePrivate *dPriv = intel->driDrawable;
GLframebuffer *drawFb = (GLframebuffer *) dPriv->driverPrivate;
if (!intel->ctx.DrawBuffer) {
/* when would this happen? -BP */
@ -194,7 +197,7 @@ intelWindowMoved(struct intel_context *intel)
}
else {
/* drawing to a window */
switch (intel->ctx.DrawBuffer->_ColorDrawBufferMask[0]) {
switch (drawFb->_ColorDrawBufferMask[0]) {
case BUFFER_BIT_FRONT_LEFT:
intelSetFrontClipRects(intel);
break;
@ -207,14 +210,11 @@ intelWindowMoved(struct intel_context *intel)
}
}
/* this update Mesa's notion of window size */
if (ctx->WinSysDrawBuffer) {
_mesa_resize_framebuffer(ctx, ctx->WinSysDrawBuffer,
intel->driDrawable->w, intel->driDrawable->h);
}
/* Update Mesa's notion of window size */
driUpdateFramebufferSize(ctx, dPriv);
drawFb->Initialized = GL_TRUE; /* XXX remove someday */
if (intel->intelScreen->driScrnPriv->ddxMinor >= 7 && intel->driDrawable) {
__DRIdrawablePrivate *dPriv = intel->driDrawable;
if (intel->intelScreen->driScrnPriv->ddxMinor >= 7) {
drmI830Sarea *sarea = intel->sarea;
drm_clip_rect_t drw_rect = { .x1 = dPriv->x, .x2 = dPriv->x + dPriv->w,
.y1 = dPriv->y, .y2 = dPriv->y + dPriv->h };
@ -245,6 +245,9 @@ intelWindowMoved(struct intel_context *intel)
/* Update hardware scissor */
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
/* Re-calculate viewport related state */
ctx->Driver.DepthRange( ctx, ctx->Viewport.Near, ctx->Viewport.Far );
}