test version of startmenu root with big icons
[reactos.git] / reactos / lib / mesa32 / src / main / depth.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.1
4 *
5 * Copyright (C) 1999-2004 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
42 void 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
61 void 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
97 void 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 /* GL_EXT_depth_bounds_test */
123 void GLAPIENTRY
124 _mesa_DepthBoundsEXT( GLclampd zmin, GLclampd zmax )
125 {
126 GET_CURRENT_CONTEXT(ctx);
127 ASSERT_OUTSIDE_BEGIN_END(ctx);
128
129 if (zmin > zmax) {
130 _mesa_error(ctx, GL_INVALID_VALUE, "glDepthBoundsEXT(zmin > zmax)");
131 return;
132 }
133
134 zmin = CLAMP(zmin, 0.0, 1.0);
135 zmax = CLAMP(zmax, 0.0, 1.0);
136
137 if (ctx->Depth.BoundsMin == zmin && ctx->Depth.BoundsMax == zmax)
138 return;
139
140 FLUSH_VERTICES(ctx, _NEW_DEPTH);
141 ctx->Depth.BoundsMin = (GLfloat) zmin;
142 ctx->Depth.BoundsMax = (GLfloat) zmax;
143 }
144
145
146 /**********************************************************************/
147 /***** Initialization *****/
148 /**********************************************************************/
149
150 void _mesa_init_depth( GLcontext * ctx )
151 {
152 /* Depth buffer group */
153 ctx->Depth.Test = GL_FALSE;
154 ctx->Depth.Clear = 1.0;
155 ctx->Depth.Func = GL_LESS;
156 ctx->Depth.Mask = GL_TRUE;
157 ctx->Depth.OcclusionTest = GL_FALSE;
158
159 /* Z buffer stuff */
160 if (ctx->Visual.depthBits == 0) {
161 /* Special case. Even if we don't have a depth buffer we need
162 * good values for DepthMax for Z vertex transformation purposes
163 * and for per-fragment fog computation.
164 */
165 ctx->DepthMax = 1 << 16;
166 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
167 }
168 else if (ctx->Visual.depthBits < 32) {
169 ctx->DepthMax = (1 << ctx->Visual.depthBits) - 1;
170 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
171 }
172 else {
173 /* Special case since shift values greater than or equal to the
174 * number of bits in the left hand expression's type are undefined.
175 */
176 ctx->DepthMax = 0xffffffff;
177 ctx->DepthMaxF = (GLfloat) ctx->DepthMax;
178 }
179 ctx->MRD = 1.0; /* Minimum resolvable depth value, for polygon offset */
180 }