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>
This commit is contained in:
Courtney Goeltzenleuchter 2013-11-13 16:24:56 -07:00 committed by Ian Romanick
parent 0e60d85029
commit d4dc359875
6 changed files with 13 additions and 8 deletions

View file

@ -697,6 +697,11 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu
v->value_int_4[3] = ctx->Viewport.Height; v->value_int_4[3] = ctx->Viewport.Height;
break; break;
case GL_DEPTH_RANGE:
v->value_double_2[0] = ctx->Viewport.Near;
v->value_double_2[1] = ctx->Viewport.Far;
break;
case GL_ACTIVE_STENCIL_FACE_EXT: case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT; v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
break; break;

View file

@ -11,7 +11,7 @@ descriptor=[
[ "DEPTH_BITS", "BUFFER_INT(Visual.depthBits), extra_new_buffers" ], [ "DEPTH_BITS", "BUFFER_INT(Visual.depthBits), extra_new_buffers" ],
[ "DEPTH_CLEAR_VALUE", "CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA" ], [ "DEPTH_CLEAR_VALUE", "CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA" ],
[ "DEPTH_FUNC", "CONTEXT_ENUM(Depth.Func), NO_EXTRA" ], [ "DEPTH_FUNC", "CONTEXT_ENUM(Depth.Func), NO_EXTRA" ],
[ "DEPTH_RANGE", "CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA" ], [ "DEPTH_RANGE", "LOC_CUSTOM, TYPE_DOUBLEN_2, 0, NO_EXTRA" ],
[ "DEPTH_TEST", "CONTEXT_BOOL(Depth.Test), NO_EXTRA" ], [ "DEPTH_TEST", "CONTEXT_BOOL(Depth.Test), NO_EXTRA" ],
[ "DEPTH_WRITEMASK", "CONTEXT_BOOL(Depth.Mask), NO_EXTRA" ], [ "DEPTH_WRITEMASK", "CONTEXT_BOOL(Depth.Mask), NO_EXTRA" ],
[ "DITHER", "CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA" ], [ "DITHER", "CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA" ],

View file

@ -1434,7 +1434,7 @@ struct gl_viewport_attrib
{ {
GLint X, Y; /**< position */ GLint X, Y; /**< position */
GLsizei Width, Height; /**< size */ GLsizei Width, Height; /**< size */
GLfloat Near, Far; /**< Depth buffer range */ GLdouble Near, Far; /**< Depth buffer range */
GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */ GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
}; };

View file

@ -127,8 +127,8 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval)
ctx->Viewport.Far == farval) ctx->Viewport.Far == farval)
return; return;
ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0); ctx->Viewport.Near = CLAMP(nearval, 0.0, 1.0);
ctx->Viewport.Far = (GLfloat) CLAMP(farval, 0.0, 1.0); ctx->Viewport.Far = CLAMP(farval, 0.0, 1.0);
ctx->NewState |= _NEW_VIEWPORT; ctx->NewState |= _NEW_VIEWPORT;
#if 1 #if 1

View file

@ -1111,14 +1111,14 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
*/ */
void void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
GLfloat zNear, GLfloat zFar, GLfloat depthMax) GLdouble zNear, GLdouble zFar, GLdouble depthMax)
{ {
m->m[MAT_SX] = (GLfloat) width / 2.0F; m->m[MAT_SX] = (GLfloat) width / 2.0F;
m->m[MAT_TX] = m->m[MAT_SX] + x; m->m[MAT_TX] = m->m[MAT_SX] + x;
m->m[MAT_SY] = (GLfloat) height / 2.0F; m->m[MAT_SY] = (GLfloat) height / 2.0F;
m->m[MAT_TY] = m->m[MAT_SY] + y; m->m[MAT_TY] = m->m[MAT_SY] + y;
m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F); m->m[MAT_SZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0));
m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear); m->m[MAT_TZ] = (GLfloat) (depthMax * ((zFar - zNear) / 2.0 + zNear));
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION; m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT; m->type = MATRIX_3D_NO_ROT;
} }

View file

@ -123,7 +123,7 @@ _math_matrix_frustum( GLmatrix *mat,
extern void extern void
_math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height,
GLfloat zNear, GLfloat zFar, GLfloat depthMax); GLdouble zNear, GLdouble zFar, GLdouble depthMax);
extern void extern void
_math_matrix_set_identity( GLmatrix *dest ); _math_matrix_set_identity( GLmatrix *dest );