/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
_mesa_ClearDepth( GLclampd depth )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
- depth = CLAMP( depth, 0.0, 1.0 );
-
- if (ctx->Depth.Clear == depth)
- return;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glClearDepth(%f)\n", depth);
- FLUSH_VERTICES(ctx, _NEW_DEPTH);
- ctx->Depth.Clear = depth;
- if (ctx->Driver.ClearDepth)
- (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
+ ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 );
}
-
void GLAPIENTRY
-_mesa_DepthFunc( GLenum func )
+_mesa_ClearDepthf( GLclampf depth )
{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ _mesa_ClearDepth(depth);
+}
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));
-
- switch (func) {
- case GL_LESS: /* (default) pass if incoming z < stored z */
- case GL_GEQUAL:
- case GL_LEQUAL:
- case GL_GREATER:
- case GL_NOTEQUAL:
- case GL_EQUAL:
- case GL_ALWAYS:
- case GL_NEVER:
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
- return;
- }
+static ALWAYS_INLINE void
+depth_func(struct gl_context *ctx, GLenum func, bool no_error)
+{
if (ctx->Depth.Func == func)
return;
- FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ if (!no_error) {
+ switch (func) {
+ case GL_LESS: /* (default) pass if incoming z < stored z */
+ case GL_GEQUAL:
+ case GL_LEQUAL:
+ case GL_GREATER:
+ case GL_NOTEQUAL:
+ case GL_EQUAL:
+ case GL_ALWAYS:
+ case GL_NEVER:
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glDepth.Func");
+ return;
+ }
+ }
+
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
+ ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
ctx->Depth.Func = func;
if (ctx->Driver.DepthFunc)
- ctx->Driver.DepthFunc( ctx, func );
+ ctx->Driver.DepthFunc(ctx, func);
+}
+
+
+void GLAPIENTRY
+_mesa_DepthFunc_no_error(GLenum func)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ depth_func(ctx, func, true);
+}
+
+
+void GLAPIENTRY
+_mesa_DepthFunc(GLenum func)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_enum_to_string(func));
+
+ depth_func(ctx, func, false);
}
_mesa_DepthMask( GLboolean flag )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glDepthMask %d\n", flag);
if (ctx->Depth.Mask == flag)
return;
- FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
+ ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
ctx->Depth.Mask = flag;
if (ctx->Driver.DepthMask)
_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glDepthBounds(%f, %f)\n", zmin, zmax);
if (zmin > zmax) {
_mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
return;
- FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
+ ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
ctx->Depth.BoundsMin = (GLfloat) zmin;
ctx->Depth.BoundsMax = (GLfloat) zmax;
}
* Initialize the depth buffer attribute group in the given context.
*/
void
-_mesa_init_depth(GLcontext *ctx)
+_mesa_init_depth(struct gl_context *ctx)
{
ctx->Depth.Test = GL_FALSE;
ctx->Depth.Clear = 1.0;