#elif GEN_GEN >= 8
/* _NEW_VIEWPORT | _NEW_BUFFERS: Screen Space Viewport
* The hardware will take the intersection of the drawing rectangle,
- * scissor rectangle, and the viewport extents. We don't need to be
- * smart, and can therefore just program the viewport extents.
+ * scissor rectangle, and the viewport extents. However, emitting
+ * 3DSTATE_DRAWING_RECTANGLE is expensive since it requires a full
+ * pipeline stall so we're better off just being a little more clever
+ * with our viewport so we can emit it once at context creation time.
*/
+ const float viewport_Xmin = MAX2(ctx->ViewportArray[i].X, 0);
+ const float viewport_Ymin = MAX2(ctx->ViewportArray[i].Y, 0);
const float viewport_Xmax =
- ctx->ViewportArray[i].X + ctx->ViewportArray[i].Width;
+ MIN2(ctx->ViewportArray[i].X + ctx->ViewportArray[i].Width, fb_width);
const float viewport_Ymax =
- ctx->ViewportArray[i].Y + ctx->ViewportArray[i].Height;
+ MIN2(ctx->ViewportArray[i].Y + ctx->ViewportArray[i].Height, fb_height);
if (render_to_fbo) {
- sfv.XMinViewPort = ctx->ViewportArray[i].X;
+ sfv.XMinViewPort = viewport_Xmin;
sfv.XMaxViewPort = viewport_Xmax - 1;
- sfv.YMinViewPort = ctx->ViewportArray[i].Y;
+ sfv.YMinViewPort = viewport_Ymin;
sfv.YMaxViewPort = viewport_Ymax - 1;
} else {
- sfv.XMinViewPort = ctx->ViewportArray[i].X;
+ sfv.XMinViewPort = viewport_Xmin;
sfv.XMaxViewPort = viewport_Xmax - 1;
sfv.YMinViewPort = fb_height - viewport_Ymax;
- sfv.YMaxViewPort = fb_height - ctx->ViewportArray[i].Y - 1;
+ sfv.YMaxViewPort = fb_height - viewport_Ymin - 1;
}
#endif