depth.c revision 7117f1b4
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5 4 * 5 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the "Software"), 9 * to deal in the Software without restriction, including without limitation 10 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 11 * and/or sell copies of the Software, and to permit persons to whom the 12 * Software is furnished to do so, subject to the following conditions: 13 * 14 * The above copyright notice and this permission notice shall be included 15 * in all copies or substantial portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 22 * CONNECTION WITH THE SOFTWARE OR THE USE OR 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 "hash.h" 32#include "macros.h" 33#include "mtypes.h" 34 35 36/**********************************************************************/ 37/***** API Functions *****/ 38/**********************************************************************/ 39 40 41 42void GLAPIENTRY 43_mesa_ClearDepth( GLclampd depth ) 44{ 45 GET_CURRENT_CONTEXT(ctx); 46 ASSERT_OUTSIDE_BEGIN_END(ctx); 47 48 depth = CLAMP( depth, 0.0, 1.0 ); 49 50 if (ctx->Depth.Clear == depth) 51 return; 52 53 FLUSH_VERTICES(ctx, _NEW_DEPTH); 54 ctx->Depth.Clear = depth; 55 if (ctx->Driver.ClearDepth) 56 (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear ); 57} 58 59 60 61void GLAPIENTRY 62_mesa_DepthFunc( GLenum func ) 63{ 64 GET_CURRENT_CONTEXT(ctx); 65 ASSERT_OUTSIDE_BEGIN_END(ctx); 66 67 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 68 _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func)); 69 70 switch (func) { 71 case GL_LESS: /* (default) pass if incoming z < stored z */ 72 case GL_GEQUAL: 73 case GL_LEQUAL: 74 case GL_GREATER: 75 case GL_NOTEQUAL: 76 case GL_EQUAL: 77 case GL_ALWAYS: 78 case GL_NEVER: 79 break; 80 default: 81 _mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" ); 82 return; 83 } 84 85 if (ctx->Depth.Func == func) 86 return; 87 88 FLUSH_VERTICES(ctx, _NEW_DEPTH); 89 ctx->Depth.Func = func; 90 91 if (ctx->Driver.DepthFunc) 92 ctx->Driver.DepthFunc( ctx, func ); 93} 94 95 96 97void GLAPIENTRY 98_mesa_DepthMask( GLboolean flag ) 99{ 100 GET_CURRENT_CONTEXT(ctx); 101 ASSERT_OUTSIDE_BEGIN_END(ctx); 102 103 if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) 104 _mesa_debug(ctx, "glDepthMask %d\n", flag); 105 106 /* 107 * GL_TRUE indicates depth buffer writing is enabled (default) 108 * GL_FALSE indicates depth buffer writing is disabled 109 */ 110 if (ctx->Depth.Mask == flag) 111 return; 112 113 FLUSH_VERTICES(ctx, _NEW_DEPTH); 114 ctx->Depth.Mask = flag; 115 116 if (ctx->Driver.DepthMask) 117 ctx->Driver.DepthMask( ctx, flag ); 118} 119 120 121 122/** 123 * Specified by the GL_EXT_depth_bounds_test extension. 124 */ 125void GLAPIENTRY 126_mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax ) 127{ 128 GET_CURRENT_CONTEXT(ctx); 129 ASSERT_OUTSIDE_BEGIN_END(ctx); 130 131 if (zmin > zmax) { 132 _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)"); 133 return; 134 } 135 136 zmin = CLAMP(zmin, 0.0, 1.0); 137 zmax = CLAMP(zmax, 0.0, 1.0); 138 139 if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax) 140 return; 141 142 FLUSH_VERTICES(ctx, _NEW_DEPTH); 143 ctx->Depth.BoundsMin = (GLfloat) zmin; 144 ctx->Depth.BoundsMax = (GLfloat) zmax; 145} 146 147 148/**********************************************************************/ 149/***** Initialization *****/ 150/**********************************************************************/ 151 152 153/** 154 * Initialize the depth buffer attribute group in the given context. 155 */ 156void _mesa_init_depth( GLcontext * ctx ) 157{ 158 /* Depth buffer group */ 159 ctx->Depth.Test = GL_FALSE; 160 ctx->Depth.Clear = 1.0; 161 ctx->Depth.Func = GL_LESS; 162 ctx->Depth.Mask = GL_TRUE; 163 164 /* XXX this is now per-framebuffer state */ 165#if 00 166 /* Z buffer stuff */ 167 if (ctx->Visual.depthBits == 0) { 168 /* Special case. Even if we don't have a depth buffer we need 169 * good values for DepthMax for Z vertex transformation purposes 170 * and for per-fragment fog computation. 171 */ 172 ctx->DepthMax = (1 << 16) - 1; 173 ctx->DepthMaxF = (GLfloat) ctx->DepthMax; 174 } 175 else if (ctx->Visual.depthBits < 32) { 176 ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1; 177 ctx->DepthMaxF = (GLfloat) ctx->DepthMax; 178 } 179 else { 180 /* Special case since shift values greater than or equal to the 181 * number of bits in the left hand expression's type are undefined. 182 */ 183 ctx->DepthMax = 0xffffffff; 184 ctx->DepthMaxF = (GLfloat) ctx->DepthMax; 185 } 186 ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */ 187#endif 188} 189