mesa: add implementations for new float depth functions

This just up-converts them to doubles. Not great, but this is what all
the other variants also do.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Ilia Mirkin
2016-09-16 13:52:18 -04:00
parent 381b15dc20
commit 0f01aa8033
+18 -1
View File
@@ -333,7 +333,24 @@ _mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
void GLAPIENTRY
_mesa_DepthRangeArrayfvOES(GLuint first, GLsizei count, const GLfloat *v)
{
int i;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glDepthRangeArrayfv %d %d\n", first, count);
if ((first + count) > ctx->Const.MaxViewports) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glDepthRangeArrayfv: first (%d) + count (%d) >= MaxViewports (%d)",
first, count, ctx->Const.MaxViewports);
return;
}
for (i = 0; i < count; i++)
set_depth_range_no_notify(ctx, i + first, v[i * 2], v[i * 2 + 1]);
if (ctx->Driver.DepthRange)
ctx->Driver.DepthRange(ctx);
}
/**
@@ -367,7 +384,7 @@ _mesa_DepthRangeIndexed(GLuint index, GLclampd nearval, GLclampd farval)
void GLAPIENTRY
_mesa_DepthRangeIndexedfOES(GLuint index, GLfloat nearval, GLfloat farval)
{
_mesa_DepthRangeIndexed(index, nearval, farval);
}
/**