/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.3
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
-void
+void GLAPIENTRY
_mesa_ClearDepth( GLclampd depth )
{
GET_CURRENT_CONTEXT(ctx);
- GLfloat tmp = (GLfloat) CLAMP( depth, 0.0, 1.0 );
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Depth.Clear == tmp)
+ depth = CLAMP( depth, 0.0, 1.0 );
+
+ if (ctx->Depth.Clear == depth)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
- ctx->Depth.Clear = tmp;
+ ctx->Depth.Clear = depth;
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
}
-void
+void GLAPIENTRY
_mesa_DepthFunc( GLenum func )
{
GET_CURRENT_CONTEXT(ctx);
-void
+void GLAPIENTRY
_mesa_DepthMask( GLboolean flag )
{
GET_CURRENT_CONTEXT(ctx);
-/* GL_EXT_depth_bounds_test */
-void
+/**
+ * Specified by the GL_EXT_depth_bounds_test extension.
+ */
+void GLAPIENTRY
_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
{
GET_CURRENT_CONTEXT(ctx);
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
- ctx->Depth.BoundsMin = zmin;
- ctx->Depth.BoundsMax = zmax;
+ ctx->Depth.BoundsMin = (GLfloat) zmin;
+ ctx->Depth.BoundsMax = (GLfloat) zmax;
}
/***** Initialization *****/
/**********************************************************************/
+
+/**
+ * Initialize the depth buffer attribute group in the given context.
+ */
void _mesa_init_depth( GLcontext * ctx )
{
/* Depth buffer group */
ctx->Depth.Mask = GL_TRUE;
ctx->Depth.OcclusionTest = GL_FALSE;
+ /* XXX this is now per-framebuffer state */
+#if 00
/* Z buffer stuff */
if (ctx->Visual.depthBits == 0) {
/* Special case. Even if we don't have a depth buffer we need
* good values for DepthMax for Z vertex transformation purposes
* and for per-fragment fog computation.
*/
- ctx->DepthMax = 1 << 16;
+ ctx->DepthMax = (1 << 16) - 1;
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
else if (ctx->Visual.depthBits < 32) {
ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
}
ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
-
-#if FEATURE_ARB_occlusion_query
- ctx->Occlusion.QueryObjects = _mesa_NewHashTable();
#endif
- ctx->OcclusionResult = GL_FALSE;
- ctx->OcclusionResultSaved = GL_FALSE;
}