+ if (depth != GL_NEGATIVE_ONE_TO_ONE && depth != GL_ZERO_TO_ONE) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glClipControl");
+ return;
+ }
+
+ if (ctx->Transform.ClipOrigin == origin &&
+ ctx->Transform.ClipDepthMode == depth)
+ return;
+
+ /* Affects transform state and the viewport transform */
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM | _NEW_VIEWPORT);
+
+ if (ctx->Transform.ClipOrigin != origin) {
+ ctx->Transform.ClipOrigin = origin;
+
+ /* Affects the winding order of the front face. */
+ ctx->NewState |= _NEW_POLYGON;
+
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ }
+
+ if (ctx->Transform.ClipDepthMode != depth) {
+ ctx->Transform.ClipDepthMode = depth;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx);
+ }