/*
* 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_ClearDepthf( GLclampf depth )
+{
+ _mesa_ClearDepth(depth);
+}
+
void GLAPIENTRY
_mesa_DepthFunc( GLenum func )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));
+ _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_enum_to_string(func));
+
+ if (ctx->Depth.Func == func)
+ return;
switch (func) {
case GL_LESS: /* (default) pass if incoming z < stored z */
return;
}
- if (ctx->Depth.Func == func)
- return;
-
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Func = func;
_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);
_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)");
* 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;