/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 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 * 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. */ #include "glheader.h" #include "context.h" #include "depth.h" #include "enums.h" #include "macros.h" #include "mtypes.h" #include "state.h" /**********************************************************************/ /***** API Functions *****/ /**********************************************************************/ void GLAPIENTRY _mesa_ClearDepth( GLclampd depth ) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glClearDepth(%f)\n", depth); ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 ); } void GLAPIENTRY _mesa_ClearDepthf( GLclampf depth ) { _mesa_ClearDepth(depth); } static ALWAYS_INLINE void depth_func(struct gl_context *ctx, GLenum func, bool no_error) { if (ctx->Depth.Func == func) return; if (!no_error) { 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: case GL_NEVER: break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glDepth.Func"); return; } } FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH); ctx->NewDriverState |= ctx->DriverFlags.NewDepth; ctx->Depth.Func = func; _mesa_update_allow_draw_out_of_order(ctx); if (ctx->Driver.DepthFunc) ctx->Driver.DepthFunc(ctx, func); } void GLAPIENTRY _mesa_DepthFunc_no_error(GLenum func) { GET_CURRENT_CONTEXT(ctx); depth_func(ctx, func, true); } void GLAPIENTRY _mesa_DepthFunc(GLenum func) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_enum_to_string(func)); depth_func(ctx, func, false); } void GLAPIENTRY _mesa_DepthMask( GLboolean flag ) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _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) return; FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH); ctx->NewDriverState |= ctx->DriverFlags.NewDepth; ctx->Depth.Mask = flag; _mesa_update_allow_draw_out_of_order(ctx); if (ctx->Driver.DepthMask) ctx->Driver.DepthMask( ctx, flag ); } /** * Specified by the GL_EXT_depth_bounds_test extension. */ void GLAPIENTRY _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax ) { GET_CURRENT_CONTEXT(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)"); 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, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH); ctx->NewDriverState |= ctx->DriverFlags.NewDepth; 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(struct gl_context *ctx) { ctx->Depth.Test = GL_FALSE; ctx->Depth.Clear = 1.0; ctx->Depth.Func = GL_LESS; ctx->Depth.Mask = GL_TRUE; }