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>
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@@ -333,7 +333,24 @@ _mesa_DepthRangeArrayv(GLuint first, GLsizei count, const GLclampd *v)
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void GLAPIENTRY
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_mesa_DepthRangeArrayfvOES(GLuint first, GLsizei count, const GLfloat *v)
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{
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int i;
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GET_CURRENT_CONTEXT(ctx);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glDepthRangeArrayfv %d %d\n", first, count);
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if ((first + count) > ctx->Const.MaxViewports) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glDepthRangeArrayfv: first (%d) + count (%d) >= MaxViewports (%d)",
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first, count, ctx->Const.MaxViewports);
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return;
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}
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for (i = 0; i < count; i++)
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set_depth_range_no_notify(ctx, i + first, v[i * 2], v[i * 2 + 1]);
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if (ctx->Driver.DepthRange)
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ctx->Driver.DepthRange(ctx);
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}
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/**
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@@ -367,7 +384,7 @@ _mesa_DepthRangeIndexed(GLuint index, GLclampd nearval, GLclampd farval)
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void GLAPIENTRY
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_mesa_DepthRangeIndexedfOES(GLuint index, GLfloat nearval, GLfloat farval)
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{
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_mesa_DepthRangeIndexed(index, nearval, farval);
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}
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/**
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