/*
* 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 "imports.h"
#include "context.h"
#include "depth.h"
#include "enums.h"
#include "macros.h"
#include "mtypes.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;
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;
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;
}