-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
+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;
}