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-rw-r--r--src/mesa/main/get.c5
-rw-r--r--src/mesa/main/get_hash_params.py2
-rw-r--r--src/mesa/main/mtypes.h2
-rw-r--r--src/mesa/main/viewport.c4
4 files changed, 9 insertions, 4 deletions
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c
index 2189b31..ad6096b 100644
--- a/src/mesa/main/get.c
+++ b/src/mesa/main/get.c
@@ -697,6 +697,11 @@ find_custom_value(struct gl_context *ctx, const struct value_desc *d, union valu
v->value_int_4[3] = ctx->Viewport.Height;
break;
+ case GL_DEPTH_RANGE:
+ v->value_double_2[0] = ctx->Viewport.Near;
+ v->value_double_2[1] = ctx->Viewport.Far;
+ break;
+
case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
break;
diff --git a/src/mesa/main/get_hash_params.py b/src/mesa/main/get_hash_params.py
index 6fcd4f6..8e2fdae 100644
--- a/src/mesa/main/get_hash_params.py
+++ b/src/mesa/main/get_hash_params.py
@@ -11,7 +11,7 @@ descriptor=[
[ "DEPTH_BITS", "BUFFER_INT(Visual.depthBits), extra_new_buffers" ],
[ "DEPTH_CLEAR_VALUE", "CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA" ],
[ "DEPTH_FUNC", "CONTEXT_ENUM(Depth.Func), NO_EXTRA" ],
- [ "DEPTH_RANGE", "CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA" ],
+ [ "DEPTH_RANGE", "LOC_CUSTOM, TYPE_DOUBLEN_2, 0, NO_EXTRA" ],
[ "DEPTH_TEST", "CONTEXT_BOOL(Depth.Test), NO_EXTRA" ],
[ "DEPTH_WRITEMASK", "CONTEXT_BOOL(Depth.Mask), NO_EXTRA" ],
[ "DITHER", "CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA" ],
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 9dbfa6b..1d5dd48 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -1434,7 +1434,7 @@ struct gl_viewport_attrib
{
GLint X, Y; /**< position */
GLsizei Width, Height; /**< size */
- GLfloat Near, Far; /**< Depth buffer range */
+ GLdouble Near, Far; /**< Depth buffer range */
GLmatrix _WindowMap; /**< Mapping transformation as a matrix. */
};
diff --git a/src/mesa/main/viewport.c b/src/mesa/main/viewport.c
index 3bc89ab..8eede51 100644
--- a/src/mesa/main/viewport.c
+++ b/src/mesa/main/viewport.c
@@ -127,8 +127,8 @@ _mesa_DepthRange(GLclampd nearval, GLclampd farval)
ctx->Viewport.Far == farval)
return;
- ctx->Viewport.Near = (GLfloat) CLAMP(nearval, 0.0, 1.0);
- ctx->Viewport.Far = (GLfloat) CLAMP(farval, 0.0, 1.0);
+ ctx->Viewport.Near = CLAMP(nearval, 0.0, 1.0);
+ ctx->Viewport.Far = CLAMP(farval, 0.0, 1.0);
ctx->NewState |= _NEW_VIEWPORT;
#if 1