Commit c664302c authored by Brian's avatar Brian

Fix problem with initial viewport/scissor size.

If an app never called glViewport, the viewport size was always 0 by 0 pixels.
Now pass initial size to st_create_framebuffer() and initialize the viewport
and scissor bounds in st_make_current().
This could also be fixed by ensuring the gl_framebuffers passed to
_mesa_make_current() were initialized to the right size.  But that involves
allocating the renderbuffers/pipe_surfaces earlier and that runs into some
other issues ATM.
Also remove obsolete createRenderbuffers param to st_create_framebuffer().
parent 1575763a
......@@ -297,10 +297,12 @@ intelCreateBuffer(__DRIscreenPrivate * driScrnPriv,
else
stencilFormat = PIPE_FORMAT_NONE;
intelfb->stfb = st_create_framebuffer(visual, GL_TRUE,
intelfb->stfb = st_create_framebuffer(visual,
colorFormat,
depthFormat,
stencilFormat,
driDrawPriv->w,
driDrawPriv->h,
(void*) intelfb);
if (!intelfb->stfb) {
free(intelfb);
......
......@@ -207,7 +207,7 @@ static GLboolean window_exists( XMesaDisplay *dpy, Window win )
}
static Status
get_drawable_size( XMesaDisplay *dpy, Drawable d, GLuint *width, GLuint *height )
get_drawable_size( XMesaDisplay *dpy, Drawable d, uint *width, uint *height )
{
Window root;
Status stat;
......@@ -323,6 +323,7 @@ create_xmesa_buffer(XMesaDrawable d, BufferType type,
XMesaBuffer b;
GLframebuffer *fb;
enum pipe_format colorFormat, depthFormat, stencilFormat;
uint width, height;
ASSERT(type == WINDOW || type == PIXMAP || type == PBUFFER);
......@@ -359,11 +360,14 @@ create_xmesa_buffer(XMesaDrawable d, BufferType type,
}
get_drawable_size(vis->display, d, &width, &height);
/*
* Create framebuffer, but we'll plug in our own renderbuffers below.
*/
b->stfb = st_create_framebuffer(&vis->mesa_visual, GL_TRUE,
b->stfb = st_create_framebuffer(&vis->mesa_visual,
colorFormat, depthFormat, stencilFormat,
width, height,
(void *) b);
fb = &b->stfb->Base;
......
......@@ -28,6 +28,8 @@
#include "main/imports.h"
#include "main/context.h"
#include "main/extensions.h"
#include "main/matrix.h"
#include "main/buffers.h"
#include "vbo/vbo.h"
#include "shader/shader_api.h"
#include "st_public.h"
......@@ -163,7 +165,19 @@ void st_make_current(struct st_context *st,
struct st_framebuffer *read)
{
if (st) {
GLboolean firstTime = st->ctx->FirstTimeCurrent;
_mesa_make_current(st->ctx, &draw->Base, &read->Base);
/* Need to initialize viewport here since draw->Base->Width/Height
* will still be zero at this point.
* This could be improved, but would require rather extensive work
* elsewhere (allocate rb surface storage sooner)
*/
if (firstTime) {
GLuint w = draw->InitWidth, h = draw->InitHeight;
_mesa_set_viewport(st->ctx, 0, 0, w, h);
_mesa_set_scissor(st->ctx, 0, 0, w, h);
}
}
else {
_mesa_make_current(NULL, NULL, NULL);
......
......@@ -191,6 +191,7 @@ struct st_framebuffer
{
GLframebuffer Base;
void *Private;
GLuint InitWidth, InitHeight;
};
......
......@@ -37,80 +37,79 @@
struct st_framebuffer *
st_create_framebuffer( const __GLcontextModes *visual,
boolean createRenderbuffers, /* XXX remove? */
enum pipe_format colorFormat,
enum pipe_format depthFormat,
enum pipe_format stencilFormat,
uint width, uint height,
void *private)
{
struct st_framebuffer *stfb = CALLOC_STRUCT(st_framebuffer);
if (stfb) {
_mesa_initialize_framebuffer(&stfb->Base, visual);
if (createRenderbuffers) {
{
/* fake frontbuffer */
/* XXX allocation should only happen in the unusual case
it's actually needed */
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
{
/* fake frontbuffer */
/* XXX allocation should only happen in the unusual case
it's actually needed */
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_FRONT_LEFT, rb);
}
if (visual->doubleBufferMode) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
if (visual->doubleBufferMode) {
struct gl_renderbuffer *rb
= st_new_renderbuffer_fb(colorFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_BACK_LEFT, rb);
}
if (visual->depthBits == 24 && visual->stencilBits == 8) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
= st_new_renderbuffer_fb(depthFormat);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
}
else {
/* separate depth and/or stencil */
if (visual->depthBits == 24 && visual->stencilBits == 8) {
/* combined depth/stencil buffer */
struct gl_renderbuffer *depthStencilRb
if (visual->depthBits == 32) {
/* 32-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
/* note: bind RB to two attachment points */
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, depthStencilRb);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else {
/* separate depth and/or stencil */
if (visual->depthBits == 32) {
/* 32-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits == 24) {
/* 24-bit depth buffer, ignore stencil bits */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits > 0) {
/* 16-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
if (visual->stencilBits > 0) {
/* 8-bit stencil */
struct gl_renderbuffer *stencilRb
= st_new_renderbuffer_fb(stencilFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
}
else if (visual->depthBits == 24) {
/* 24-bit depth buffer, ignore stencil bits */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
else if (visual->depthBits > 0) {
/* 16-bit depth buffer */
struct gl_renderbuffer *depthRb
= st_new_renderbuffer_fb(depthFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_DEPTH, depthRb);
}
if (visual->accumRedBits > 0) {
/* 16-bit/channel accum */
struct gl_renderbuffer *accumRb
= st_new_renderbuffer_fb(PIPE_FORMAT_R16G16B16A16_SNORM);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb);
if (visual->stencilBits > 0) {
/* 8-bit stencil */
struct gl_renderbuffer *stencilRb
= st_new_renderbuffer_fb(stencilFormat);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_STENCIL, stencilRb);
}
}
stfb->Base.Initialized = GL_TRUE;
if (visual->accumRedBits > 0) {
/* 16-bit/channel accum */
struct gl_renderbuffer *accumRb
= st_new_renderbuffer_fb(PIPE_FORMAT_R16G16B16A16_SNORM);
_mesa_add_renderbuffer(&stfb->Base, BUFFER_ACCUM, accumRb);
}
stfb->Base.Initialized = GL_TRUE;
stfb->InitWidth = width;
stfb->InitHeight = height;
stfb->Private = private;
}
return stfb;
......
......@@ -55,10 +55,10 @@ void st_copy_context_state(struct st_context *dst, struct st_context *src,
uint mask);
struct st_framebuffer *st_create_framebuffer( const __GLcontextModes *visual,
boolean createRenderbuffers,
enum pipe_format colorFormat,
enum pipe_format depthFormat,
enum pipe_format stencilFormat,
uint width, uint height,
void *privateData);
void st_resize_framebuffer( struct st_framebuffer *stfb,
......
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