move viewport Y inversion to state tracker
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@@ -189,22 +189,9 @@ static void i915_set_viewport_state( struct pipe_context *pipe,
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const struct pipe_viewport_state *viewport )
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{
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struct i915_context *i915 = i915_context(pipe);
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float sy, ty;
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i915->viewport = *viewport; /* struct copy */
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/* Negate Y scale to flip image vertically.
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* The NDC Y coords prior to viewport transformation are in the range
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* [y=-1=bottom, y=1=top]
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* Intel window coords are in the range [y=0=top, y=H-1=bottom] where H
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* is the window height.
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* Use the viewport transformation to invert Y.
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*/
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sy = viewport->scale[1];
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ty = viewport->translate[1];
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i915->viewport.scale[1] = -sy;
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i915->viewport.translate[1] = i915->framebuffer.cbufs[0]->height - ty;
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/* pass the viewport info to the draw module */
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draw_set_viewport_state(i915->draw, &i915->viewport);
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@@ -33,9 +33,6 @@
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#include "st_atom.h"
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/**
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* Update the viewport transformation matrix. Depends on:
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* - viewport pos/size
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@@ -45,49 +42,37 @@
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static void update_viewport( struct st_context *st )
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{
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GLcontext *ctx = st->ctx;
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const GLframebuffer *DrawBuffer = ctx->DrawBuffer;
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GLfloat yScale = 1.0;
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GLfloat yBias = 0.0;
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GLfloat yScale, yBias;
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/* Negate Y scale to flip image vertically.
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* The NDC Y coords prior to viewport transformation are in the range
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* [y=-1=bottom, y=1=top]
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* Hardware window coords are in the range [y=0=top, y=H-1=bottom] where H
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* is the window height.
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* Use the viewport transformation to invert Y.
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*/
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/* _NEW_BUFFERS
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*/
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if (DrawBuffer) {
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#if 0
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if (DrawBuffer->Name) {
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/* User created FBO */
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struct st_renderbuffer *irb
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= st_renderbuffer(DrawBuffer->_ColorDrawBuffers[0][0]);
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if (irb && !irb->RenderToTexture) {
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/* y=0=top */
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yScale = -1.0;
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yBias = irb->Base.Height;
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}
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else {
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/* y=0=bottom */
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yScale = 1.0;
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yBias = 0.0;
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}
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}
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else
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{
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/* window buffer, y=0=top */
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yScale = -1.0;
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yBias = DrawBuffer->Height;
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}
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#endif
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if (ctx->DrawBuffer) {
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yScale = -1;
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yBias = ctx->DrawBuffer->Height ;
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}
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else {
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/* we won't be rendering anything */
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yScale = 1.0;
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yBias = 0.0;
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}
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/* _NEW_VIEWPORT
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*/
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{
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/* _NEW_VIEWPORT
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*/
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GLfloat x = ctx->Viewport.X;
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GLfloat y = ctx->Viewport.Y;
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GLfloat z = ctx->Viewport.Near;
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GLfloat half_width = ctx->Viewport.Width / 2.0;
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GLfloat half_height = ctx->Viewport.Height / 2.0;
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GLfloat half_depth = (ctx->Viewport.Far - ctx->Viewport.Near) / 2.0;
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struct pipe_viewport_state vp;
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vp.scale[0] = half_width;
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@@ -95,9 +80,9 @@ static void update_viewport( struct st_context *st )
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vp.scale[2] = half_depth;
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vp.scale[3] = 1.0;
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vp.translate[0] = (half_width + x);
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vp.translate[0] = half_width + x;
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vp.translate[1] = (half_height + y) * yScale + yBias;
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vp.translate[2] = (half_depth + z);
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vp.translate[2] = half_depth + z;
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vp.translate[3] = 0.0;
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if (memcmp(&vp, &st->state.viewport, sizeof(vp)) != 0) {
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