clip.ScreenSpaceViewportYMax = 1;
clip.ViewportXYClipTestEnable = true;
- clip.ViewportZClipTestEnable = !ctx->Transform.DepthClamp;
+ clip.ViewportZClipTestEnable = !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar);
/* _NEW_TRANSFORM */
if (GEN_GEN == 5 || GEN_IS_G4X) {
clip.UserClipDistanceCullTestEnableBitmask =
brw_vue_prog_data(brw->vs.base.prog_data)->cull_distance_mask;
- clip.ViewportZClipTestEnable = !ctx->Transform.DepthClamp;
+ clip.ViewportZClipTestEnable = !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar);
#endif
/* _NEW_LIGHT */
for (unsigned i = 0; i < viewport_count; i++) {
/* _NEW_VIEWPORT | _NEW_TRANSFORM */
const struct gl_viewport_attrib *vp = &ctx->ViewportArray[i];
- if (ctx->Transform.DepthClamp) {
+ if (ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar) {
ccv.MinimumDepth = MIN2(vp->Near, vp->Far);
ccv.MaximumDepth = MAX2(vp->Near, vp->Far);
} else {
raster.ScissorRectangleEnable = ctx->Scissor.EnableFlags;
/* _NEW_TRANSFORM */
- if (!ctx->Transform.DepthClamp) {
+ if (!(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar)) {
#if GEN_GEN >= 9
raster.ViewportZFarClipTestEnable = true;
raster.ViewportZNearClipTestEnable = true;
GLbitfield ClipPlanes;
GLboolean ColorMaterial;
GLboolean CullFace;
- GLboolean DepthClamp;
+ GLboolean DepthClampNear;
+ GLboolean DepthClampFar;
GLboolean DepthTest;
GLboolean Dither;
GLboolean Fog;
attr->ClipPlanes = ctx->Transform.ClipPlanesEnabled;
attr->ColorMaterial = ctx->Light.ColorMaterialEnabled;
attr->CullFace = ctx->Polygon.CullFlag;
- attr->DepthClamp = ctx->Transform.DepthClamp;
+ attr->DepthClampNear = ctx->Transform.DepthClampNear;
+ attr->DepthClampFar = ctx->Transform.DepthClampFar;
attr->DepthTest = ctx->Depth.Test;
attr->Dither = ctx->Color.DitherFlag;
attr->Fog = ctx->Fog.Enabled;
TEST_AND_UPDATE(ctx->Light.ColorMaterialEnabled, enable->ColorMaterial,
GL_COLOR_MATERIAL);
TEST_AND_UPDATE(ctx->Polygon.CullFlag, enable->CullFace, GL_CULL_FACE);
- TEST_AND_UPDATE(ctx->Transform.DepthClamp, enable->DepthClamp,
- GL_DEPTH_CLAMP);
+
+ if (!ctx->Extensions.AMD_depth_clamp_separate) {
+ TEST_AND_UPDATE(ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar,
+ enable->DepthClampNear && enable->DepthClampFar,
+ GL_DEPTH_CLAMP);
+ } else {
+ TEST_AND_UPDATE(ctx->Transform.DepthClampNear, enable->DepthClampNear,
+ GL_DEPTH_CLAMP_NEAR_AMD);
+ TEST_AND_UPDATE(ctx->Transform.DepthClampFar, enable->DepthClampFar,
+ GL_DEPTH_CLAMP_FAR_AMD);
+ }
+
TEST_AND_UPDATE(ctx->Depth.Test, enable->DepthTest, GL_DEPTH_TEST);
TEST_AND_UPDATE(ctx->Color.DitherFlag, enable->Dither, GL_DITHER);
TEST_AND_UPDATE(ctx->Fog.Enabled, enable->Fog, GL_FOG);
if (xform->RescaleNormals != ctx->Transform.RescaleNormals)
_mesa_set_enable(ctx, GL_RESCALE_NORMAL_EXT,
ctx->Transform.RescaleNormals);
- if (xform->DepthClamp != ctx->Transform.DepthClamp)
- _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
- ctx->Transform.DepthClamp);
+
+ if (!ctx->Extensions.AMD_depth_clamp_separate) {
+ if (xform->DepthClampNear != ctx->Transform.DepthClampNear &&
+ xform->DepthClampFar != ctx->Transform.DepthClampFar) {
+ _mesa_set_enable(ctx, GL_DEPTH_CLAMP,
+ ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar);
+ }
+ } else {
+ if (xform->DepthClampNear != ctx->Transform.DepthClampNear)
+ _mesa_set_enable(ctx, GL_DEPTH_CLAMP_NEAR_AMD,
+ ctx->Transform.DepthClampNear);
+ if (xform->DepthClampFar != ctx->Transform.DepthClampFar)
+ _mesa_set_enable(ctx, GL_DEPTH_CLAMP_FAR_AMD,
+ ctx->Transform.DepthClampFar);
+ }
+
if (ctx->Extensions.ARB_clip_control)
_mesa_ClipControl(xform->ClipOrigin, xform->ClipDepthMode);
}
if (!_mesa_is_desktop_gl(ctx))
goto invalid_enum_error;
CHECK_EXTENSION(ARB_depth_clamp, cap);
- if (ctx->Transform.DepthClamp == state)
+ if (ctx->Transform.DepthClampNear == state &&
+ ctx->Transform.DepthClampFar == state)
return;
FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepthClamp ? 0 :
_NEW_TRANSFORM);
ctx->NewDriverState |= ctx->DriverFlags.NewDepthClamp;
- ctx->Transform.DepthClamp = state;
+ ctx->Transform.DepthClampNear = state;
+ ctx->Transform.DepthClampFar = state;
break;
case GL_FRAGMENT_SHADER_ATI:
if (!_mesa_is_desktop_gl(ctx))
goto invalid_enum_error;
CHECK_EXTENSION(ARB_depth_clamp);
- return ctx->Transform.DepthClamp;
+ return ctx->Transform.DepthClampNear ||
+ ctx->Transform.DepthClampFar;
case GL_FRAGMENT_SHADER_ATI:
if (ctx->API != API_OPENGL_COMPAT)
v->value_int_4[3] = GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3);
break;
+ case GL_DEPTH_CLAMP:
+ v->value_bool = ctx->Transform.DepthClampNear || ctx->Transform.DepthClampFar;
+ break;
+
case GL_EDGE_FLAG:
v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0F;
break;
[ "DEPTH_BOUNDS_EXT", "CONTEXT_FLOAT2(Depth.BoundsMin), extra_EXT_depth_bounds_test" ],
# GL_ARB_depth_clamp
- [ "DEPTH_CLAMP", "CONTEXT_BOOL(Transform.DepthClamp), extra_ARB_depth_clamp" ],
+ [ "DEPTH_CLAMP", "LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_ARB_depth_clamp" ],
# GL_ATI_fragment_shader
[ "FRAGMENT_SHADER_ATI", "CONTEXT_BOOL(ATIFragmentShader.Enabled), extra_ATI_fragment_shader" ],
GLboolean Normalize; /**< Normalize all normals? */
GLboolean RescaleNormals; /**< GL_EXT_rescale_normal */
GLboolean RasterPositionUnclipped; /**< GL_IBM_rasterpos_clip */
- GLboolean DepthClamp; /**< GL_ARB_depth_clamp */
GLboolean DepthClampNear; /**< GL_AMD_depth_clamp_separate */
GLboolean DepthClampFar; /**< GL_AMD_depth_clamp_separate */
/** GL_ARB_clip_control */
/**
- * Clip a point against the far/near Z clipping planes.
+ * Clip a point against the near Z clipping planes.
*
* \param v vertex vector describing the point to clip.
*
* \return zero if outside view volume, or one if inside.
*/
static GLuint
-viewclip_point_z( const GLfloat v[] )
+viewclip_point_near_z( const GLfloat v[] )
{
- if (v[2] > v[3] || v[2] < -v[3] ) {
+ if (v[2] < -v[3]) {
+ return 0;
+ }
+ else {
+ return 1;
+ }
+}
+
+
+/**
+ * Clip a point against the far Z clipping planes.
+ *
+ * \param v vertex vector describing the point to clip.
+ *
+ * \return zero if outside view volume, or one if inside.
+ */
+static GLuint
+viewclip_point_far_z( const GLfloat v[] )
+{
+ if (v[2] > v[3]) {
return 0;
}
else {
TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye );
/* clip to view volume. */
- if (!ctx->Transform.DepthClamp) {
- if (viewclip_point_z(clip) == 0) {
+ if (!ctx->Transform.DepthClampNear) {
+ if (viewclip_point_near_z(clip) == 0) {
+ ctx->Current.RasterPosValid = GL_FALSE;
+ return;
+ }
+ }
+ if (!ctx->Transform.DepthClampFar) {
+ if (viewclip_point_far_z(clip) == 0) {
ctx->Current.RasterPosValid = GL_FALSE;
return;
}
ctx->Current.RasterPos[2] = ndc[2] * scale[2] + translate[2];
ctx->Current.RasterPos[3] = clip[3];
- if (ctx->Transform.DepthClamp) {
- ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
- ctx->ViewportArray[0].Near,
- ctx->ViewportArray[0].Far);
+ if (ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar) {
+ ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3],
+ ctx->ViewportArray[0].Near,
+ ctx->ViewportArray[0].Far);
+ } else {
+ /* Clamp against near and far plane separately */
+ if (ctx->Transform.DepthClampNear) {
+ ctx->Current.RasterPos[3] = MAX2(ctx->Current.RasterPos[3],
+ ctx->ViewportArray[0].Near);
+ }
+
+ if (ctx->Transform.DepthClampFar) {
+ ctx->Current.RasterPos[3] = MIN2(ctx->Current.RasterPos[3],
+ ctx->ViewportArray[0].Far);
+ }
}
/* compute raster distance */
}
/* _NEW_TRANSFORM */
- raster->depth_clip = !ctx->Transform.DepthClamp;
+ raster->depth_clip = !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar);
raster->clip_plane_enable = ctx->Transform.ClipPlanesEnabled;
raster->clip_halfz = (ctx->Transform.ClipDepthMode == GL_ZERO_TO_ONE);
ctx->Color._ClampFragmentColor;
rasterizer.half_pixel_center = 1;
rasterizer.bottom_edge_rule = 1;
- rasterizer.depth_clip = !ctx->Transform.DepthClamp;
+ rasterizer.depth_clip = !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar);
rasterizer.scissor = ctx->Scissor.EnableFlags;
cso_set_rasterizer(cso, &rasterizer);
}
if (!(span->arrayMask & SPAN_Z))
_swrast_span_interpolate_z(ctx, span);
- if (ctx->Transform.DepthClamp)
+ if (ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar)
_swrast_depth_clamp_span(ctx, span);
if (_mesa_stencil_is_enabled(ctx)) {
store->clipmask,
&store->ormask,
&store->andmask,
- !ctx->Transform.DepthClamp );
+ !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar) );
}
else {
VB->NdcPtr = NULL;
store->clipmask,
&store->ormask,
&store->andmask,
- !ctx->Transform.DepthClamp );
+ !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar) );
}
if (store->andmask) {
/* Neither the x86 nor sparc asm cliptest functions have been updated
* for ARB_depth_clamp, so force the C paths.
*/
- if (ctx->Transform.DepthClamp) {
+ if (ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar) {
static GLboolean c_funcs_installed = GL_FALSE;
if (!c_funcs_installed) {
init_c_cliptest();
store->clipmask,
&store->ormask,
&store->andmask,
- !ctx->Transform.DepthClamp );
+ !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar) );
}
else {
VB->NdcPtr = NULL;
store->clipmask,
&store->ormask,
&store->andmask,
- !ctx->Transform.DepthClamp );
+ !(ctx->Transform.DepthClampNear &&
+ ctx->Transform.DepthClampFar) );
}
if (store->andmask)