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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 
     26 #include "glheader.h"
     27 #include "imports.h"
     28 #include "context.h"
     29 #include "depth.h"
     30 #include "enums.h"
     31 #include "macros.h"
     32 #include "mtypes.h"
     33 
     34 
     35 /**********************************************************************/
     36 /*****                          API Functions                     *****/
     37 /**********************************************************************/
     38 
     39 
     40 
     41 void GLAPIENTRY
     42 _mesa_ClearDepth( GLclampd depth )
     43 {
     44    GET_CURRENT_CONTEXT(ctx);
     45 
     46    if (MESA_VERBOSE & VERBOSE_API)
     47       _mesa_debug(ctx, "glClearDepth(%f)\n", depth);
     48 
     49    ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 );
     50 }
     51 
     52 
     53 void GLAPIENTRY
     54 _mesa_ClearDepthf( GLclampf depth )
     55 {
     56    _mesa_ClearDepth(depth);
     57 }
     58 
     59 
     60 static ALWAYS_INLINE void
     61 depth_func(struct gl_context *ctx, GLenum func, bool no_error)
     62 {
     63    if (ctx->Depth.Func == func)
     64       return;
     65 
     66    if (!no_error) {
     67       switch (func) {
     68       case GL_LESS:    /* (default) pass if incoming z < stored z */
     69       case GL_GEQUAL:
     70       case GL_LEQUAL:
     71       case GL_GREATER:
     72       case GL_NOTEQUAL:
     73       case GL_EQUAL:
     74       case GL_ALWAYS:
     75       case GL_NEVER:
     76          break;
     77       default:
     78          _mesa_error(ctx, GL_INVALID_ENUM, "glDepth.Func");
     79          return;
     80       }
     81    }
     82 
     83    FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
     84    ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
     85    ctx->Depth.Func = func;
     86 
     87    if (ctx->Driver.DepthFunc)
     88       ctx->Driver.DepthFunc(ctx, func);
     89 }
     90 
     91 
     92 void GLAPIENTRY
     93 _mesa_DepthFunc_no_error(GLenum func)
     94 {
     95    GET_CURRENT_CONTEXT(ctx);
     96    depth_func(ctx, func, true);
     97 }
     98 
     99 
    100 void GLAPIENTRY
    101 _mesa_DepthFunc(GLenum func)
    102 {
    103    GET_CURRENT_CONTEXT(ctx);
    104 
    105    if (MESA_VERBOSE & VERBOSE_API)
    106       _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_enum_to_string(func));
    107 
    108    depth_func(ctx, func, false);
    109 }
    110 
    111 
    112 
    113 void GLAPIENTRY
    114 _mesa_DepthMask( GLboolean flag )
    115 {
    116    GET_CURRENT_CONTEXT(ctx);
    117 
    118    if (MESA_VERBOSE & VERBOSE_API)
    119       _mesa_debug(ctx, "glDepthMask %d\n", flag);
    120 
    121    /*
    122     * GL_TRUE indicates depth buffer writing is enabled (default)
    123     * GL_FALSE indicates depth buffer writing is disabled
    124     */
    125    if (ctx->Depth.Mask == flag)
    126       return;
    127 
    128    FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
    129    ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
    130    ctx->Depth.Mask = flag;
    131 
    132    if (ctx->Driver.DepthMask)
    133       ctx->Driver.DepthMask( ctx, flag );
    134 }
    135 
    136 
    137 
    138 /**
    139  * Specified by the GL_EXT_depth_bounds_test extension.
    140  */
    141 void GLAPIENTRY
    142 _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
    143 {
    144    GET_CURRENT_CONTEXT(ctx);
    145 
    146    if (MESA_VERBOSE & VERBOSE_API)
    147       _mesa_debug(ctx, "glDepthBounds(%f, %f)\n", zmin, zmax);
    148 
    149    if (zmin > zmax) {
    150       _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
    151       return;
    152    }
    153 
    154    zmin = CLAMP(zmin, 0.0, 1.0);
    155    zmax = CLAMP(zmax, 0.0, 1.0);
    156 
    157    if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
    158       return;
    159 
    160    FLUSH_VERTICES(ctx, ctx->DriverFlags.NewDepth ? 0 : _NEW_DEPTH);
    161    ctx->NewDriverState |= ctx->DriverFlags.NewDepth;
    162    ctx->Depth.BoundsMin = (GLfloat) zmin;
    163    ctx->Depth.BoundsMax = (GLfloat) zmax;
    164 }
    165 
    166 
    167 /**********************************************************************/
    168 /*****                      Initialization                        *****/
    169 /**********************************************************************/
    170 
    171 
    172 /**
    173  * Initialize the depth buffer attribute group in the given context.
    174  */
    175 void
    176 _mesa_init_depth(struct gl_context *ctx)
    177 {
    178    ctx->Depth.Test = GL_FALSE;
    179    ctx->Depth.Clear = 1.0;
    180    ctx->Depth.Func = GL_LESS;
    181    ctx->Depth.Mask = GL_TRUE;
    182 }
    183