static void hgl_viewport(struct gl_context* glContext, GLint x, GLint y, GLsizei width, GLsizei height) { TRACE("%s(glContext: %p, x: %d, y: %d, w: %d, h: %d\n", __func__, glContext, x, y, width, height); _mesa_check_init_viewport(glContext, width, height); struct gl_framebuffer *draw = glContext->WinSysDrawBuffer; struct gl_framebuffer *read = glContext->WinSysReadBuffer; if (draw) _mesa_resize_framebuffer(glContext, draw, width, height); if (read) _mesa_resize_framebuffer(glContext, read, width, height); }
static void hgl_viewport(struct gl_context* glContext) { // TODO: We should try to eliminate this function GLint x = glContext->ViewportArray[0].X; GLint y = glContext->ViewportArray[0].Y; GLint width = glContext->ViewportArray[0].Width; GLint height = glContext->ViewportArray[0].Height; TRACE("%s(glContext: %p, x: %d, y: %d, w: %d, h: %d\n", __func__, glContext, x, y, width, height); _mesa_check_init_viewport(glContext, width, height); struct gl_framebuffer *draw = glContext->WinSysDrawBuffer; struct gl_framebuffer *read = glContext->WinSysReadBuffer; if (draw) _mesa_resize_framebuffer(glContext, draw, width, height); if (read) _mesa_resize_framebuffer(glContext, read, width, height); }
/** * Bind the given context to the given drawBuffer and readBuffer and * make it the current context for the calling thread. * We'll render into the drawBuffer and read pixels from the * readBuffer (i.e. glRead/CopyPixels, glCopyTexImage, etc). * * We check that the context's and framebuffer's visuals are compatible * and return immediately if they're not. * * \param newCtx the new GL context. If NULL then there will be no current GL * context. * \param drawBuffer the drawing framebuffer * \param readBuffer the reading framebuffer */ GLboolean _mesa_make_current( GLcontext *newCtx, GLframebuffer *drawBuffer, GLframebuffer *readBuffer ) { if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(newCtx, "_mesa_make_current()\n"); /* Check that the context's and framebuffer's visuals are compatible. */ if (newCtx && drawBuffer && newCtx->WinSysDrawBuffer != drawBuffer) { if (!check_compatible(newCtx, drawBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and drawbuffer"); return GL_FALSE; } } if (newCtx && readBuffer && newCtx->WinSysReadBuffer != readBuffer) { if (!check_compatible(newCtx, readBuffer)) { _mesa_warning(newCtx, "MakeCurrent: incompatible visuals for context and readbuffer"); return GL_FALSE; } } /* We used to call _glapi_check_multithread() here. Now do it in drivers */ _glapi_set_context((void *) newCtx); ASSERT(_mesa_get_current_context() == newCtx); if (!newCtx) { _glapi_set_dispatch(NULL); /* none current */ } else { _glapi_set_dispatch(newCtx->CurrentDispatch); if (drawBuffer && readBuffer) { /* TODO: check if newCtx and buffer's visual match??? */ ASSERT(drawBuffer->Name == 0); ASSERT(readBuffer->Name == 0); _mesa_reference_framebuffer(&newCtx->WinSysDrawBuffer, drawBuffer); _mesa_reference_framebuffer(&newCtx->WinSysReadBuffer, readBuffer); /* * Only set the context's Draw/ReadBuffer fields if they're NULL * or not bound to a user-created FBO. */ if (!newCtx->DrawBuffer || newCtx->DrawBuffer->Name == 0) { /* KW: merge conflict here, revisit. */ /* fix up the fb fields - these will end up wrong otherwise * if the DRIdrawable changes, and everything relies on them. * This is a bit messy (same as needed in _mesa_BindFramebufferEXT) */ unsigned int i; GLenum buffers[MAX_DRAW_BUFFERS]; _mesa_reference_framebuffer(&newCtx->DrawBuffer, drawBuffer); for(i = 0; i < newCtx->Const.MaxDrawBuffers; i++) { buffers[i] = newCtx->Color.DrawBuffer[i]; } _mesa_drawbuffers(newCtx, newCtx->Const.MaxDrawBuffers, buffers, NULL); } if (!newCtx->ReadBuffer || newCtx->ReadBuffer->Name == 0) { _mesa_reference_framebuffer(&newCtx->ReadBuffer, readBuffer); } /* XXX only set this flag if we're really changing the draw/read * framebuffer bindings. */ newCtx->NewState |= _NEW_BUFFERS; #if 1 /* We want to get rid of these lines: */ #if _HAVE_FULL_GL if (!drawBuffer->Initialized) { initialize_framebuffer_size(newCtx, drawBuffer); } if (readBuffer != drawBuffer && !readBuffer->Initialized) { initialize_framebuffer_size(newCtx, readBuffer); } _mesa_resizebuffers(newCtx); #endif #else /* We want the drawBuffer and readBuffer to be initialized by * the driver. * This generally means the Width and Height match the actual * window size and the renderbuffers (both hardware and software * based) are allocated to match. The later can generally be * done with a call to _mesa_resize_framebuffer(). * * It's theoretically possible for a buffer to have zero width * or height, but for now, assert check that the driver did what's * expected of it. */ ASSERT(drawBuffer->Width > 0); ASSERT(drawBuffer->Height > 0); #endif if (drawBuffer) { _mesa_check_init_viewport(newCtx, drawBuffer->Width, drawBuffer->Height); } } if (newCtx->FirstTimeCurrent) { check_context_limits(newCtx); /* We can use this to help debug user's problems. Tell them to set * the MESA_INFO env variable before running their app. Then the * first time each context is made current we'll print some useful * information. */ if (_mesa_getenv("MESA_INFO")) { _mesa_print_info(); } newCtx->FirstTimeCurrent = GL_FALSE; } } return GL_TRUE; }