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Lines Matching refs:Viewport

36  * Update the viewport transformation matrix.  Depends on:
37 * - viewport pos/size
51 * Y=0=TOP but OpenGL is Y=0=BOTTOM. So we need to invert the viewport.
65 GLfloat x = (GLfloat)ctx->Viewport.X;
66 GLfloat y = (GLfloat)ctx->Viewport.Y;
67 GLfloat z = ctx->Viewport.Near;
68 GLfloat half_width = (GLfloat)ctx->Viewport.Width * 0.5f;
69 GLfloat half_height = (GLfloat)ctx->Viewport.Height * 0.5f;
70 GLfloat half_depth = (GLfloat)(ctx->Viewport.Far - ctx->Viewport.Near) * 0.5f;
72 st->state.viewport.scale[0] = half_width;
73 st->state.viewport.scale[1] = half_height * yScale;
74 st->state.viewport.scale[2] = half_depth;
75 st->state.viewport.scale[3] = 1.0;
77 st->state.viewport.translate[0] = half_width + x;
78 st->state.viewport.translate[1] = (half_height + y) * yScale + yBias;
79 st->state.viewport.translate[2] = half_depth + z;
80 st->state.viewport.translate[3] = 0.0;
82 cso_set_viewport(st->cso_context, &st->state.viewport);