-/* $Id: depth.c,v 1.23 2000/11/05 18:40:57 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 5.1
+ *
+ * Copyright (C) 1999-2003 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* 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
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
#include "context.h"
-#include "enums.h"
#include "depth.h"
+#include "enums.h"
+#include "hash.h"
#include "macros.h"
-#include "mem.h"
-#include "types.h"
-#endif
-
+#include "mtypes.h"
/**********************************************************************/
-void
+void GLAPIENTRY
_mesa_ClearDepth( GLclampd depth )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth");
- ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ depth = CLAMP( depth, 0.0, 1.0 );
+
+ if (ctx->Depth.Clear == depth)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Clear = depth;
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
- ctx->NewState |= _NEW_DEPTH;
}
-void
+void GLAPIENTRY
_mesa_DepthFunc( GLenum func )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func));
+ _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:
- if (ctx->Depth.Func != func) {
- ctx->Depth.Func = func;
- ctx->NewState |= _NEW_DEPTH;
- ctx->_TriangleCaps &= ~DD_Z_NEVER;
- if (ctx->Driver.DepthFunc) {
- (*ctx->Driver.DepthFunc)( ctx, func );
- }
- }
- break;
- case GL_NEVER:
- if (ctx->Depth.Func != func) {
- ctx->Depth.Func = func;
- ctx->NewState |= _NEW_DEPTH;
- ctx->_TriangleCaps |= DD_Z_NEVER;
- if (ctx->Driver.DepthFunc) {
- (*ctx->Driver.DepthFunc)( ctx, func );
- }
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glDepth.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;
}
+
+ if (ctx->Depth.Func == func)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Func = func;
+
+ if (ctx->Driver.DepthFunc)
+ ctx->Driver.DepthFunc( ctx, func );
}
-void
+void GLAPIENTRY
_mesa_DepthMask( GLboolean flag )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- fprintf(stderr, "glDepthMask %d\n", flag);
+ _mesa_debug(ctx, "glDepthMask %d\n", flag);
/*
* GL_TRUE indicates depth buffer writing is enabled (default)
* GL_FALSE indicates depth buffer writing is disabled
*/
- if (ctx->Depth.Mask != flag) {
- ctx->Depth.Mask = flag;
- ctx->NewState |= _NEW_DEPTH;
- if (ctx->Driver.DepthMask) {
- (*ctx->Driver.DepthMask)( ctx, flag );
- }
+ if (ctx->Depth.Mask == flag)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Mask = flag;
+
+ if (ctx->Driver.DepthMask)
+ ctx->Driver.DepthMask( ctx, flag );
+}
+
+
+
+/* GL_EXT_depth_bounds_test */
+void GLAPIENTRY
+_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (zmin > zmax) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
+ return;
}
+
+ zmin = CLAMP(zmin, 0.0, 1.0);
+ zmax = CLAMP(zmax, 0.0, 1.0);
+
+ if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.BoundsMin = (GLfloat) zmin;
+ ctx->Depth.BoundsMax = (GLfloat) zmax;
}
+/**********************************************************************/
+/***** Initialization *****/
+/**********************************************************************/
+
+void _mesa_init_depth( GLcontext * ctx )
+{
+ /* Depth buffer group */
+ ctx->Depth.Test = GL_FALSE;
+ ctx->Depth.Clear = 1.0;
+ ctx->Depth.Func = GL_LESS;
+ ctx->Depth.Mask = GL_TRUE;
+ ctx->Depth.OcclusionTest = GL_FALSE;
+
+ /* 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->DepthMaxF = (GLfloat) ctx->DepthMax;
+ }
+ else if (ctx->Visual.depthBits < 32) {
+ ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
+ ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
+ }
+ else {
+ /* Special case since shift values greater than or equal to the
+ * number of bits in the left hand expression's type are undefined.
+ */
+ ctx->DepthMax = 0xffffffff;
+ 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;
+}