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Diffstat (limited to 'src/mesa/drivers/dri/intel/intel_pixel_draw.c')
-rw-r--r--src/mesa/drivers/dri/intel/intel_pixel_draw.c67
1 files changed, 31 insertions, 36 deletions
diff --git a/src/mesa/drivers/dri/intel/intel_pixel_draw.c b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
index d80069dd58..a6b6824164 100644
--- a/src/mesa/drivers/dri/intel/intel_pixel_draw.c
+++ b/src/mesa/drivers/dri/intel/intel_pixel_draw.c
@@ -45,6 +45,7 @@
#include "main/depth.h"
#include "main/hash.h"
#include "main/blend.h"
+#include "main/viewport.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
@@ -70,7 +71,6 @@ intel_texture_drawpixels(GLcontext * ctx,
struct intel_context *intel = intel_context(ctx);
GLuint texname;
GLfloat vertices[4][4];
- GLfloat texcoords[4][2];
GLfloat z;
GLint old_active_texture;
GLenum internalFormat;
@@ -129,7 +129,7 @@ intel_texture_drawpixels(GLcontext * ctx,
}
_mesa_PushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT |
- GL_CURRENT_BIT);
+ GL_CURRENT_BIT | GL_VIEWPORT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
/* XXX: pixel store stuff */
@@ -150,11 +150,14 @@ intel_texture_drawpixels(GLcontext * ctx,
_mesa_TexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format,
type, pixels);
- intel_meta_set_passthrough_transform(intel);
+ meta_set_passthrough_transform(&intel->meta);
/* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
z = -1.0 + 2.0 * ctx->Current.RasterPos[2];
+ /* RasterPos[2] already takes into account the DepthRange mapping. */
+ _mesa_DepthRange(0.0, 1.0);
+
/* Create the vertex buffer based on the current raster pos. The x and y
* we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
* We also apply the depth. However, the W component is already multiplied
@@ -177,23 +180,14 @@ intel_texture_drawpixels(GLcontext * ctx,
vertices[3][2] = z;
vertices[3][3] = 1.0;
- texcoords[0][0] = 0.0;
- texcoords[0][1] = 0.0;
- texcoords[1][0] = 1.0;
- texcoords[1][1] = 0.0;
- texcoords[2][0] = 1.0;
- texcoords[2][1] = 1.0;
- texcoords[3][0] = 0.0;
- texcoords[3][1] = 1.0;
-
_mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
- _mesa_ClientActiveTextureARB(GL_TEXTURE0);
- _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
- _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
+ meta_set_default_texrect(&intel->meta);
+
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- intel_meta_restore_transform(intel);
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_PopClientAttrib();
@@ -216,14 +210,14 @@ intel_stencil_drawpixels(GLcontext * ctx,
struct intel_context *intel = intel_context(ctx);
GLuint texname, rb_name, fb_name, old_fb_name;
GLfloat vertices[4][2];
- GLfloat texcoords[4][2];
struct intel_renderbuffer *irb;
struct intel_renderbuffer *depth_irb;
struct gl_renderbuffer *rb;
struct gl_pixelstore_attrib old_unpack;
GLstencil *stencil_pixels;
- int row;
+ int row, y1, y2;
GLint old_active_texture;
+ GLboolean rendering_to_fbo = ctx->DrawBuffer->Name != 0;
if (format != GL_STENCIL_INDEX)
return GL_FALSE;
@@ -358,34 +352,35 @@ intel_stencil_drawpixels(GLcontext * ctx,
ctx->Unpack = old_unpack;
_mesa_free(stencil_pixels);
- intel_meta_set_passthrough_transform(intel);
+ meta_set_passthrough_transform(&intel->meta);
+ /* Since we're rendering to the framebuffer as if it was an FBO,
+ * if it's the window system we have to flip the coordinates.
+ */
+ if (rendering_to_fbo) {
+ y1 = y;
+ y2 = y + height * ctx->Pixel.ZoomY;
+ } else {
+ y1 = irb->Base.Height - (y + height * ctx->Pixel.ZoomY);
+ y2 = irb->Base.Height - y;
+ }
vertices[0][0] = x;
- vertices[0][1] = y;
+ vertices[0][1] = y1;
vertices[1][0] = x + width * ctx->Pixel.ZoomX;
- vertices[1][1] = y;
+ vertices[1][1] = y1;
vertices[2][0] = x + width * ctx->Pixel.ZoomX;
- vertices[2][1] = y + height * ctx->Pixel.ZoomY;
+ vertices[2][1] = y2;
vertices[3][0] = x;
- vertices[3][1] = y + height * ctx->Pixel.ZoomY;
-
- texcoords[0][0] = 0.0;
- texcoords[0][1] = 0.0;
- texcoords[1][0] = 1.0;
- texcoords[1][1] = 0.0;
- texcoords[2][0] = 1.0;
- texcoords[2][1] = 1.0;
- texcoords[3][0] = 0.0;
- texcoords[3][1] = 1.0;
+ vertices[3][1] = y2;
_mesa_VertexPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &vertices);
- _mesa_ClientActiveTextureARB(GL_TEXTURE0);
- _mesa_TexCoordPointer(2, GL_FLOAT, 2 * sizeof(GLfloat), &texcoords);
_mesa_Enable(GL_VERTEX_ARRAY);
- _mesa_Enable(GL_TEXTURE_COORD_ARRAY);
+ meta_set_default_texrect(&intel->meta);
+
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- intel_meta_restore_transform(intel);
+ meta_restore_texcoords(&intel->meta);
+ meta_restore_transform(&intel->meta);
_mesa_ActiveTextureARB(GL_TEXTURE0_ARB + old_active_texture);
_mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT, old_fb_name);