1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker *
6*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker *
13*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker *
16*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker */
24*61046927SAndroid Build Coastguard Worker
25*61046927SAndroid Build Coastguard Worker
26*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
27*61046927SAndroid Build Coastguard Worker
28*61046927SAndroid Build Coastguard Worker #include "context.h"
29*61046927SAndroid Build Coastguard Worker #include "depth.h"
30*61046927SAndroid Build Coastguard Worker #include "enums.h"
31*61046927SAndroid Build Coastguard Worker #include "macros.h"
32*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
33*61046927SAndroid Build Coastguard Worker #include "state.h"
34*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
35*61046927SAndroid Build Coastguard Worker
36*61046927SAndroid Build Coastguard Worker #include "state_tracker/st_context.h"
37*61046927SAndroid Build Coastguard Worker
38*61046927SAndroid Build Coastguard Worker /**********************************************************************/
39*61046927SAndroid Build Coastguard Worker /***** API Functions *****/
40*61046927SAndroid Build Coastguard Worker /**********************************************************************/
41*61046927SAndroid Build Coastguard Worker
42*61046927SAndroid Build Coastguard Worker
43*61046927SAndroid Build Coastguard Worker
44*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ClearDepth(GLclampd depth)45*61046927SAndroid Build Coastguard Worker _mesa_ClearDepth( GLclampd depth )
46*61046927SAndroid Build Coastguard Worker {
47*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
48*61046927SAndroid Build Coastguard Worker
49*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
50*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glClearDepth(%f)\n", depth);
51*61046927SAndroid Build Coastguard Worker
52*61046927SAndroid Build Coastguard Worker ctx->PopAttribState |= GL_DEPTH_BUFFER_BIT;
53*61046927SAndroid Build Coastguard Worker ctx->Depth.Clear = CLAMP( depth, 0.0, 1.0 );
54*61046927SAndroid Build Coastguard Worker }
55*61046927SAndroid Build Coastguard Worker
56*61046927SAndroid Build Coastguard Worker
57*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ClearDepthf(GLclampf depth)58*61046927SAndroid Build Coastguard Worker _mesa_ClearDepthf( GLclampf depth )
59*61046927SAndroid Build Coastguard Worker {
60*61046927SAndroid Build Coastguard Worker _mesa_ClearDepth(depth);
61*61046927SAndroid Build Coastguard Worker }
62*61046927SAndroid Build Coastguard Worker
63*61046927SAndroid Build Coastguard Worker
64*61046927SAndroid Build Coastguard Worker static ALWAYS_INLINE void
depth_func(struct gl_context * ctx,GLenum func,bool no_error)65*61046927SAndroid Build Coastguard Worker depth_func(struct gl_context *ctx, GLenum func, bool no_error)
66*61046927SAndroid Build Coastguard Worker {
67*61046927SAndroid Build Coastguard Worker if (ctx->Depth.Func == func)
68*61046927SAndroid Build Coastguard Worker return;
69*61046927SAndroid Build Coastguard Worker
70*61046927SAndroid Build Coastguard Worker if (!no_error) {
71*61046927SAndroid Build Coastguard Worker switch (func) {
72*61046927SAndroid Build Coastguard Worker case GL_LESS: /* (default) pass if incoming z < stored z */
73*61046927SAndroid Build Coastguard Worker case GL_GEQUAL:
74*61046927SAndroid Build Coastguard Worker case GL_LEQUAL:
75*61046927SAndroid Build Coastguard Worker case GL_GREATER:
76*61046927SAndroid Build Coastguard Worker case GL_NOTEQUAL:
77*61046927SAndroid Build Coastguard Worker case GL_EQUAL:
78*61046927SAndroid Build Coastguard Worker case GL_ALWAYS:
79*61046927SAndroid Build Coastguard Worker case GL_NEVER:
80*61046927SAndroid Build Coastguard Worker break;
81*61046927SAndroid Build Coastguard Worker default:
82*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_ENUM, "glDepth.Func");
83*61046927SAndroid Build Coastguard Worker return;
84*61046927SAndroid Build Coastguard Worker }
85*61046927SAndroid Build Coastguard Worker }
86*61046927SAndroid Build Coastguard Worker
87*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT);
88*61046927SAndroid Build Coastguard Worker ctx->NewDriverState |= ST_NEW_DSA;
89*61046927SAndroid Build Coastguard Worker ctx->Depth.Func = func;
90*61046927SAndroid Build Coastguard Worker _mesa_update_allow_draw_out_of_order(ctx);
91*61046927SAndroid Build Coastguard Worker }
92*61046927SAndroid Build Coastguard Worker
93*61046927SAndroid Build Coastguard Worker
94*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DepthFunc_no_error(GLenum func)95*61046927SAndroid Build Coastguard Worker _mesa_DepthFunc_no_error(GLenum func)
96*61046927SAndroid Build Coastguard Worker {
97*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
98*61046927SAndroid Build Coastguard Worker depth_func(ctx, func, true);
99*61046927SAndroid Build Coastguard Worker }
100*61046927SAndroid Build Coastguard Worker
101*61046927SAndroid Build Coastguard Worker
102*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DepthFunc(GLenum func)103*61046927SAndroid Build Coastguard Worker _mesa_DepthFunc(GLenum func)
104*61046927SAndroid Build Coastguard Worker {
105*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
106*61046927SAndroid Build Coastguard Worker
107*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
108*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glDepthFunc %s\n", _mesa_enum_to_string(func));
109*61046927SAndroid Build Coastguard Worker
110*61046927SAndroid Build Coastguard Worker depth_func(ctx, func, false);
111*61046927SAndroid Build Coastguard Worker }
112*61046927SAndroid Build Coastguard Worker
113*61046927SAndroid Build Coastguard Worker
114*61046927SAndroid Build Coastguard Worker
115*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DepthMask(GLboolean flag)116*61046927SAndroid Build Coastguard Worker _mesa_DepthMask( GLboolean flag )
117*61046927SAndroid Build Coastguard Worker {
118*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
119*61046927SAndroid Build Coastguard Worker
120*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
121*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glDepthMask %d\n", flag);
122*61046927SAndroid Build Coastguard Worker
123*61046927SAndroid Build Coastguard Worker /*
124*61046927SAndroid Build Coastguard Worker * GL_TRUE indicates depth buffer writing is enabled (default)
125*61046927SAndroid Build Coastguard Worker * GL_FALSE indicates depth buffer writing is disabled
126*61046927SAndroid Build Coastguard Worker */
127*61046927SAndroid Build Coastguard Worker if (ctx->Depth.Mask == flag)
128*61046927SAndroid Build Coastguard Worker return;
129*61046927SAndroid Build Coastguard Worker
130*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT);
131*61046927SAndroid Build Coastguard Worker ctx->NewDriverState |= ST_NEW_DSA;
132*61046927SAndroid Build Coastguard Worker ctx->Depth.Mask = flag;
133*61046927SAndroid Build Coastguard Worker _mesa_update_allow_draw_out_of_order(ctx);
134*61046927SAndroid Build Coastguard Worker }
135*61046927SAndroid Build Coastguard Worker
136*61046927SAndroid Build Coastguard Worker
137*61046927SAndroid Build Coastguard Worker
138*61046927SAndroid Build Coastguard Worker /**
139*61046927SAndroid Build Coastguard Worker * Specified by the GL_EXT_depth_bounds_test extension.
140*61046927SAndroid Build Coastguard Worker */
141*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_DepthBoundsEXT(GLclampd zmin,GLclampd zmax)142*61046927SAndroid Build Coastguard Worker _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
143*61046927SAndroid Build Coastguard Worker {
144*61046927SAndroid Build Coastguard Worker GET_CURRENT_CONTEXT(ctx);
145*61046927SAndroid Build Coastguard Worker
146*61046927SAndroid Build Coastguard Worker if (MESA_VERBOSE & VERBOSE_API)
147*61046927SAndroid Build Coastguard Worker _mesa_debug(ctx, "glDepthBounds(%f, %f)\n", zmin, zmax);
148*61046927SAndroid Build Coastguard Worker
149*61046927SAndroid Build Coastguard Worker if (zmin > zmax) {
150*61046927SAndroid Build Coastguard Worker _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
151*61046927SAndroid Build Coastguard Worker return;
152*61046927SAndroid Build Coastguard Worker }
153*61046927SAndroid Build Coastguard Worker
154*61046927SAndroid Build Coastguard Worker zmin = SATURATE(zmin);
155*61046927SAndroid Build Coastguard Worker zmax = SATURATE(zmax);
156*61046927SAndroid Build Coastguard Worker
157*61046927SAndroid Build Coastguard Worker if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
158*61046927SAndroid Build Coastguard Worker return;
159*61046927SAndroid Build Coastguard Worker
160*61046927SAndroid Build Coastguard Worker FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT);
161*61046927SAndroid Build Coastguard Worker ctx->NewDriverState |= ST_NEW_DSA;
162*61046927SAndroid Build Coastguard Worker ctx->Depth.BoundsMin = zmin;
163*61046927SAndroid Build Coastguard Worker ctx->Depth.BoundsMax = zmax;
164*61046927SAndroid Build Coastguard Worker }
165*61046927SAndroid Build Coastguard Worker
166*61046927SAndroid Build Coastguard Worker
167*61046927SAndroid Build Coastguard Worker /**********************************************************************/
168*61046927SAndroid Build Coastguard Worker /***** Initialization *****/
169*61046927SAndroid Build Coastguard Worker /**********************************************************************/
170*61046927SAndroid Build Coastguard Worker
171*61046927SAndroid Build Coastguard Worker
172*61046927SAndroid Build Coastguard Worker /**
173*61046927SAndroid Build Coastguard Worker * Initialize the depth buffer attribute group in the given context.
174*61046927SAndroid Build Coastguard Worker */
175*61046927SAndroid Build Coastguard Worker void
_mesa_init_depth(struct gl_context * ctx)176*61046927SAndroid Build Coastguard Worker _mesa_init_depth(struct gl_context *ctx)
177*61046927SAndroid Build Coastguard Worker {
178*61046927SAndroid Build Coastguard Worker ctx->Depth.Test = GL_FALSE;
179*61046927SAndroid Build Coastguard Worker ctx->Depth.Clear = 1.0;
180*61046927SAndroid Build Coastguard Worker ctx->Depth.Func = GL_LESS;
181*61046927SAndroid Build Coastguard Worker ctx->Depth.Mask = GL_TRUE;
182*61046927SAndroid Build Coastguard Worker }
183