2 * Mesa 3-D graphics library
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
35 /**********************************************************************/
36 /***** API Functions *****/
37 /**********************************************************************/
42 _mesa_ClearDepth( GLclampd depth
)
44 GET_CURRENT_CONTEXT(ctx
);
46 if (MESA_VERBOSE
& VERBOSE_API
)
47 _mesa_debug(ctx
, "glClearDepth(%f)\n", depth
);
49 ctx
->Depth
.Clear
= CLAMP( depth
, 0.0, 1.0 );
54 _mesa_ClearDepthf( GLclampf depth
)
56 _mesa_ClearDepth(depth
);
60 static ALWAYS_INLINE
void
61 depth_func(struct gl_context
*ctx
, GLenum func
, bool no_error
)
63 if (ctx
->Depth
.Func
== func
)
68 case GL_LESS
: /* (default) pass if incoming z < stored z */
78 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDepth.Func");
83 FLUSH_VERTICES(ctx
, ctx
->DriverFlags
.NewDepth
? 0 : _NEW_DEPTH
);
84 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewDepth
;
85 ctx
->Depth
.Func
= func
;
87 if (ctx
->Driver
.DepthFunc
)
88 ctx
->Driver
.DepthFunc(ctx
, func
);
93 _mesa_DepthFunc_no_error(GLenum func
)
95 GET_CURRENT_CONTEXT(ctx
);
96 depth_func(ctx
, func
, true);
101 _mesa_DepthFunc(GLenum func
)
103 GET_CURRENT_CONTEXT(ctx
);
105 if (MESA_VERBOSE
& VERBOSE_API
)
106 _mesa_debug(ctx
, "glDepthFunc %s\n", _mesa_enum_to_string(func
));
108 depth_func(ctx
, func
, false);
114 _mesa_DepthMask( GLboolean flag
)
116 GET_CURRENT_CONTEXT(ctx
);
118 if (MESA_VERBOSE
& VERBOSE_API
)
119 _mesa_debug(ctx
, "glDepthMask %d\n", flag
);
122 * GL_TRUE indicates depth buffer writing is enabled (default)
123 * GL_FALSE indicates depth buffer writing is disabled
125 if (ctx
->Depth
.Mask
== flag
)
128 FLUSH_VERTICES(ctx
, ctx
->DriverFlags
.NewDepth
? 0 : _NEW_DEPTH
);
129 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewDepth
;
130 ctx
->Depth
.Mask
= flag
;
132 if (ctx
->Driver
.DepthMask
)
133 ctx
->Driver
.DepthMask( ctx
, flag
);
139 * Specified by the GL_EXT_depth_bounds_test extension.
142 _mesa_DepthBoundsEXT( GLclampd zmin
, GLclampd zmax
)
144 GET_CURRENT_CONTEXT(ctx
);
146 if (MESA_VERBOSE
& VERBOSE_API
)
147 _mesa_debug(ctx
, "glDepthBounds(%f, %f)\n", zmin
, zmax
);
150 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDepthBoundsEXT(zmin > zmax)");
154 zmin
= CLAMP(zmin
, 0.0, 1.0);
155 zmax
= CLAMP(zmax
, 0.0, 1.0);
157 if (ctx
->Depth
.BoundsMin
== zmin
&& ctx
->Depth
.BoundsMax
== zmax
)
160 FLUSH_VERTICES(ctx
, ctx
->DriverFlags
.NewDepth
? 0 : _NEW_DEPTH
);
161 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewDepth
;
162 ctx
->Depth
.BoundsMin
= (GLfloat
) zmin
;
163 ctx
->Depth
.BoundsMax
= (GLfloat
) zmax
;
167 /**********************************************************************/
168 /***** Initialization *****/
169 /**********************************************************************/
173 * Initialize the depth buffer attribute group in the given context.
176 _mesa_init_depth(struct gl_context
*ctx
)
178 ctx
->Depth
.Test
= GL_FALSE
;
179 ctx
->Depth
.Clear
= 1.0;
180 ctx
->Depth
.Func
= GL_LESS
;
181 ctx
->Depth
.Mask
= GL_TRUE
;