[Mesa-dev] [PATCH 10/40] mesa: Update viewport state for viewport_array
Ian Romanick
idr at freedesktop.org
Fri Jan 10 18:23:14 PST 2014
On 01/10/2014 05:59 PM, Kenneth Graunke wrote:
> On 01/10/2014 05:40 PM, Ian Romanick wrote:
>> From: Courtney Goeltzenleuchter <courtney at LunarG.com>
>>
>> Include DepthRange as well since it's state is lumped together with
>> viewport state. Updates all the drivers that reference Viewport state
>> in gl_context.
>>
>> v2 (idr): Rebase fixes. Also, don't have meta call _mesa_Viewport. We
>> don't want the extra validation overhead, and meta will only ever need
>> to change viewport 0 (while _mesa_Viewport updates all of them).
>>
>> v3 (idr): Remove spurious casts to float in _mesa_DepthRange.
>> gl_viewport_attrib::Near and gl_viewport_attrib::Far are double now,
>> just like nearval and farval. As result, the casts aren't just
>> unnecessary, they're wrong.
>>
>> Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
> [snip]
>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>> index da65d15..305b752 100644
>> --- a/src/mesa/main/mtypes.h
>> +++ b/src/mesa/main/mtypes.h
>> @@ -1429,9 +1429,9 @@ struct gl_transform_attrib
>> */
>> struct gl_viewport_attrib
>> {
>> - GLint X, Y; /**< position */
>> - GLsizei Width, Height; /**< size */
>> - GLfloat Near, Far; /**< Depth buffer range */
>> + GLfloat X, Y; /**< position */
>> + GLfloat Width, Height; /**< size */
>> + GLdouble Near, Far; /**< Depth buffer range */
>> GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
>> };
>>
>> @@ -3884,7 +3884,7 @@ struct gl_context
>> struct gl_stencil_attrib Stencil; /**< Stencil buffer attributes */
>> struct gl_texture_attrib Texture; /**< Texture attributes */
>> struct gl_transform_attrib Transform; /**< Transformation attributes */
>> - struct gl_viewport_attrib Viewport; /**< Viewport attributes */
>> + struct gl_viewport_attrib ViewportArray[MAX_VIEWPORTS]; /**< Viewport attributes */
>> /*@}*/
>>
>> /** \name Client attribute stack */
>
> This patch does four separate things:
>
> 1. Converts X/Y from GLint to GLfloat.
> 2. Converts Width/Height from GLsizei to GLfloat.
> 3. Converts Near/Far from GLfloat to GLdouble.
> 4. Converts Viewport to ViewportArray[]
>
> Each of those really ought to be a separate patch...
That's fair. I think I'd like to keep the first three together because
the all get passed together to _math_matrix_viewport. Changing them
piecemeal seems ugly.
How would you feel about squashing the next patch in with the patch that
changes the types?
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