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-rw-r--r--src/mesa/main/enable.c1426
1 files changed, 1426 insertions, 0 deletions
diff --git a/src/mesa/main/enable.c b/src/mesa/main/enable.c
new file mode 100644
index 00000000000..af54fea30bb
--- /dev/null
+++ b/src/mesa/main/enable.c
@@ -0,0 +1,1426 @@
+/**
+ * \file enable.c
+ * Enable/disable/query GL capabilities.
+ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "enable.h"
+#include "light.h"
+#include "macros.h"
+#include "simple_list.h"
+#include "mtypes.h"
+#include "enums.h"
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
+
+
+
+#define CHECK_EXTENSION(EXTNAME, CAP) \
+ if (!ctx->Extensions.EXTNAME) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl%sClientState(0x%x)", \
+ state ? "Enable" : "Disable", CAP); \
+ return; \
+ }
+
+
+static void
+client_state( GLcontext *ctx, GLenum cap, GLboolean state )
+{
+ GLuint flag;
+ GLuint *var;
+
+ switch (cap) {
+ case GL_VERTEX_ARRAY:
+ var = &ctx->Array.Vertex.Enabled;
+ flag = _NEW_ARRAY_VERTEX;
+ break;
+ case GL_NORMAL_ARRAY:
+ var = &ctx->Array.Normal.Enabled;
+ flag = _NEW_ARRAY_NORMAL;
+ break;
+ case GL_COLOR_ARRAY:
+ var = &ctx->Array.Color.Enabled;
+ flag = _NEW_ARRAY_COLOR0;
+ break;
+ case GL_INDEX_ARRAY:
+ var = &ctx->Array.Index.Enabled;
+ flag = _NEW_ARRAY_INDEX;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
+ flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
+ break;
+ case GL_EDGE_FLAG_ARRAY:
+ var = &ctx->Array.EdgeFlag.Enabled;
+ flag = _NEW_ARRAY_EDGEFLAG;
+ break;
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ var = &ctx->Array.FogCoord.Enabled;
+ flag = _NEW_ARRAY_FOGCOORD;
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ var = &ctx->Array.SecondaryColor.Enabled;
+ flag = _NEW_ARRAY_COLOR1;
+ break;
+
+#if FEATURE_NV_vertex_program
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:
+ CHECK_EXTENSION(NV_vertex_program, cap);
+ {
+ GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+ var = &ctx->Array.VertexAttrib[n].Enabled;
+ flag = _NEW_ARRAY_ATTRIB(n);
+ }
+ break;
+#endif /* FEATURE_NV_vertex_program */
+
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM,
+ "glEnable/DisableClientState(0x%x)", cap);
+ return;
+ }
+
+ if (*var == state)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_ARRAY);
+ ctx->Array.NewState |= flag;
+ *var = state;
+
+ if (state)
+ ctx->Array._Enabled |= flag;
+ else
+ ctx->Array._Enabled &= ~flag;
+
+ if (ctx->Driver.Enable) {
+ (*ctx->Driver.Enable)( ctx, cap, state );
+ }
+}
+
+
+/**
+ * Enable GL capability.
+ *
+ * \param cap capability.
+ *
+ * \sa glEnable().
+ *
+ * Get's the current context, assures that we're outside glBegin()/glEnd() and
+ * calls client_state().
+ */
+void GLAPIENTRY
+_mesa_EnableClientState( GLenum cap )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+ client_state( ctx, cap, GL_TRUE );
+}
+
+
+/**
+ * Disable GL capability.
+ *
+ * \param cap capability.
+ *
+ * \sa glDisable().
+ *
+ * Get's the current context, assures that we're outside glBegin()/glEnd() and
+ * calls client_state().
+ */
+void GLAPIENTRY
+_mesa_DisableClientState( GLenum cap )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+ client_state( ctx, cap, GL_FALSE );
+}
+
+
+#undef CHECK_EXTENSION
+#define CHECK_EXTENSION(EXTNAME, CAP) \
+ if (!ctx->Extensions.EXTNAME) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)", \
+ state ? "Enable" : "Disable", CAP); \
+ return; \
+ }
+
+#define CHECK_EXTENSION2(EXT1, EXT2, CAP) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)", \
+ state ? "Enable" : "Disable", CAP); \
+ return; \
+ }
+
+
+
+/**
+ * Perform glEnable() and glDisable() calls.
+ *
+ * \param ctx GL context.
+ * \param cap capability.
+ * \param state whether to enable or disable the specified capability.
+ *
+ * Updates the current context and flushes the vertices as needed. For
+ * capabilities associated with extensions it verifies that those extensions
+ * are effectivly present before updating. Notifies the driver via
+ * dd_function_table::Enable.
+ */
+void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
+{
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "%s %s (newstate is %x)\n",
+ state ? "glEnable" : "glDisable",
+ _mesa_lookup_enum_by_nr(cap),
+ ctx->NewState);
+
+ switch (cap) {
+ case GL_ALPHA_TEST:
+ if (ctx->Color.AlphaEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+ ctx->Color.AlphaEnabled = state;
+ break;
+ case GL_AUTO_NORMAL:
+ if (ctx->Eval.AutoNormal == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.AutoNormal = state;
+ break;
+ case GL_BLEND:
+ if (ctx->Color.BlendEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+ ctx->Color.BlendEnabled = state;
+ /* This is needed to support 1.1's RGB logic ops AND
+ * 1.0's blending logicops.
+ */
+ ctx->Color._LogicOpEnabled =
+ (ctx->Color.ColorLogicOpEnabled ||
+ (state && ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
+ break;
+#if FEATURE_userclip
+ case GL_CLIP_PLANE0:
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ {
+ const GLuint p = cap - GL_CLIP_PLANE0;
+
+ if ((ctx->Transform.ClipPlanesEnabled & (1 << p)) == ((GLuint) state << p))
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+
+ if (state) {
+ ctx->Transform.ClipPlanesEnabled |= (1 << p);
+
+ if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
+ _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+ /* This derived state also calculated in clip.c and
+ * from _mesa_update_state() on changes to EyeUserPlane
+ * and ctx->ProjectionMatrix respectively.
+ */
+ _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrixStack.Top->inv );
+ }
+ else {
+ ctx->Transform.ClipPlanesEnabled &= ~(1 << p);
+ }
+ }
+ break;
+#endif
+ case GL_COLOR_MATERIAL:
+ if (ctx->Light.ColorMaterialEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ FLUSH_CURRENT(ctx, 0);
+ ctx->Light.ColorMaterialEnabled = state;
+ if (state) {
+ _mesa_update_color_material( ctx,
+ ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
+ }
+ break;
+ case GL_CULL_FACE:
+ if (ctx->Polygon.CullFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.CullFlag = state;
+ break;
+
+ case GL_CULL_VERTEX_EXT:
+ CHECK_EXTENSION(EXT_cull_vertex, cap);
+ if (ctx->Transform.CullVertexFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.CullVertexFlag = state;
+ break;
+
+ case GL_DEPTH_TEST:
+ if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
+ _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
+ return;
+ }
+ if (ctx->Depth.Test==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Test = state;
+ break;
+ case GL_DITHER:
+ if (ctx->NoDither) {
+ state = GL_FALSE; /* MESA_NO_DITHER env var */
+ }
+ if (ctx->Color.DitherFlag==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+ ctx->Color.DitherFlag = state;
+ break;
+ case GL_FOG:
+ if (ctx->Fog.Enabled==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_FOG);
+ ctx->Fog.Enabled = state;
+ break;
+ case GL_HISTOGRAM:
+ CHECK_EXTENSION(EXT_histogram, cap);
+ if (ctx->Pixel.HistogramEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.HistogramEnabled = state;
+ break;
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
+ if (state) {
+ insert_at_tail(&ctx->Light.EnabledList,
+ &ctx->Light.Light[cap-GL_LIGHT0]);
+ }
+ else {
+ remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
+ }
+ break;
+ case GL_LIGHTING:
+ if (ctx->Light.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LIGHT);
+ ctx->Light.Enabled = state;
+
+ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+ ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
+ else
+ ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
+
+ break;
+ case GL_LINE_SMOOTH:
+ if (ctx->Line.SmoothFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LINE);
+ ctx->Line.SmoothFlag = state;
+ ctx->_TriangleCaps ^= DD_LINE_SMOOTH;
+ break;
+ case GL_LINE_STIPPLE:
+ if (ctx->Line.StippleFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_LINE);
+ ctx->Line.StippleFlag = state;
+ ctx->_TriangleCaps ^= DD_LINE_STIPPLE;
+ break;
+ case GL_INDEX_LOGIC_OP:
+ if (ctx->Color.IndexLogicOpEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+ ctx->Color.IndexLogicOpEnabled = state;
+ break;
+ case GL_COLOR_LOGIC_OP:
+ if (ctx->Color.ColorLogicOpEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+ ctx->Color.ColorLogicOpEnabled = state;
+ /* This is needed to support 1.1's RGB logic ops AND
+ * 1.0's blending logicops.
+ */
+ ctx->Color._LogicOpEnabled =
+ (state || (ctx->Color.BlendEnabled &&
+ ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
+ break;
+ case GL_MAP1_COLOR_4:
+ if (ctx->Eval.Map1Color4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Color4 = state;
+ break;
+ case GL_MAP1_INDEX:
+ if (ctx->Eval.Map1Index == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Index = state;
+ break;
+ case GL_MAP1_NORMAL:
+ if (ctx->Eval.Map1Normal == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Normal = state;
+ break;
+ case GL_MAP1_TEXTURE_COORD_1:
+ if (ctx->Eval.Map1TextureCoord1 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1TextureCoord1 = state;
+ break;
+ case GL_MAP1_TEXTURE_COORD_2:
+ if (ctx->Eval.Map1TextureCoord2 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1TextureCoord2 = state;
+ break;
+ case GL_MAP1_TEXTURE_COORD_3:
+ if (ctx->Eval.Map1TextureCoord3 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1TextureCoord3 = state;
+ break;
+ case GL_MAP1_TEXTURE_COORD_4:
+ if (ctx->Eval.Map1TextureCoord4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1TextureCoord4 = state;
+ break;
+ case GL_MAP1_VERTEX_3:
+ if (ctx->Eval.Map1Vertex3 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Vertex3 = state;
+ break;
+ case GL_MAP1_VERTEX_4:
+ if (ctx->Eval.Map1Vertex4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Vertex4 = state;
+ break;
+ case GL_MAP2_COLOR_4:
+ if (ctx->Eval.Map2Color4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Color4 = state;
+ break;
+ case GL_MAP2_INDEX:
+ if (ctx->Eval.Map2Index == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Index = state;
+ break;
+ case GL_MAP2_NORMAL:
+ if (ctx->Eval.Map2Normal == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Normal = state;
+ break;
+ case GL_MAP2_TEXTURE_COORD_1:
+ if (ctx->Eval.Map2TextureCoord1 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2TextureCoord1 = state;
+ break;
+ case GL_MAP2_TEXTURE_COORD_2:
+ if (ctx->Eval.Map2TextureCoord2 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2TextureCoord2 = state;
+ break;
+ case GL_MAP2_TEXTURE_COORD_3:
+ if (ctx->Eval.Map2TextureCoord3 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2TextureCoord3 = state;
+ break;
+ case GL_MAP2_TEXTURE_COORD_4:
+ if (ctx->Eval.Map2TextureCoord4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2TextureCoord4 = state;
+ break;
+ case GL_MAP2_VERTEX_3:
+ if (ctx->Eval.Map2Vertex3 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Vertex3 = state;
+ break;
+ case GL_MAP2_VERTEX_4:
+ if (ctx->Eval.Map2Vertex4 == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Vertex4 = state;
+ break;
+ case GL_MINMAX:
+ if (ctx->Pixel.MinMaxEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.MinMaxEnabled = state;
+ break;
+ case GL_NORMALIZE:
+ if (ctx->Transform.Normalize == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.Normalize = state;
+ break;
+ case GL_POINT_SMOOTH:
+ if (ctx->Point.SmoothFlag==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POINT);
+ ctx->Point.SmoothFlag = state;
+ ctx->_TriangleCaps ^= DD_POINT_SMOOTH;
+ break;
+ case GL_POLYGON_SMOOTH:
+ if (ctx->Polygon.SmoothFlag==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.SmoothFlag = state;
+ ctx->_TriangleCaps ^= DD_TRI_SMOOTH;
+ break;
+ case GL_POLYGON_STIPPLE:
+ if (ctx->Polygon.StippleFlag==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.StippleFlag = state;
+ ctx->_TriangleCaps ^= DD_TRI_STIPPLE;
+ break;
+ case GL_POLYGON_OFFSET_POINT:
+ if (ctx->Polygon.OffsetPoint==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.OffsetPoint = state;
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ if (ctx->Polygon.OffsetLine==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.OffsetLine = state;
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ /*case GL_POLYGON_OFFSET_EXT:*/
+ if (ctx->Polygon.OffsetFill==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POLYGON);
+ ctx->Polygon.OffsetFill = state;
+ break;
+ case GL_RESCALE_NORMAL_EXT:
+ if (ctx->Transform.RescaleNormals == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.RescaleNormals = state;
+ break;
+ case GL_SCISSOR_TEST:
+ if (ctx->Scissor.Enabled==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_SCISSOR);
+ ctx->Scissor.Enabled = state;
+ break;
+ case GL_SHARED_TEXTURE_PALETTE_EXT:
+ if (ctx->Texture.SharedPalette == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ ctx->Texture.SharedPalette = state;
+ break;
+ case GL_STENCIL_TEST:
+ if (state && ctx->DrawBuffer->Visual.stencilBits == 0) {
+ _mesa_warning(ctx,
+ "glEnable(GL_STENCIL_TEST) but no stencil buffer");
+ return;
+ }
+ if (ctx->Stencil.Enabled==state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.Enabled = state;
+ break;
+ case GL_TEXTURE_1D: {
+ const GLuint curr = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+ GLuint newenabled = texUnit->Enabled & ~TEXTURE_1D_BIT;
+ if (state)
+ newenabled |= TEXTURE_1D_BIT;
+ if (!ctx->DrawBuffer->Visual.rgbMode
+ || texUnit->Enabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->Enabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_2D: {
+ const GLuint curr = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+ GLuint newenabled = texUnit->Enabled & ~TEXTURE_2D_BIT;
+ if (state)
+ newenabled |= TEXTURE_2D_BIT;
+ if (!ctx->DrawBuffer->Visual.rgbMode
+ || texUnit->Enabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->Enabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_3D: {
+ const GLuint curr = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+ GLuint newenabled = texUnit->Enabled & ~TEXTURE_3D_BIT;
+ if (state)
+ newenabled |= TEXTURE_3D_BIT;
+ if (!ctx->DrawBuffer->Visual.rgbMode
+ || texUnit->Enabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->Enabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_GEN_Q: {
+ GLuint unit = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint newenabled = texUnit->TexGenEnabled & ~Q_BIT;
+ if (state)
+ newenabled |= Q_BIT;
+ if (texUnit->TexGenEnabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->TexGenEnabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_GEN_R: {
+ GLuint unit = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint newenabled = texUnit->TexGenEnabled & ~R_BIT;
+ if (state)
+ newenabled |= R_BIT;
+ if (texUnit->TexGenEnabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->TexGenEnabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_GEN_S: {
+ GLuint unit = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint newenabled = texUnit->TexGenEnabled & ~S_BIT;
+ if (state)
+ newenabled |= S_BIT;
+ if (texUnit->TexGenEnabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->TexGenEnabled = newenabled;
+ break;
+ }
+ case GL_TEXTURE_GEN_T: {
+ GLuint unit = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ GLuint newenabled = texUnit->TexGenEnabled & ~T_BIT;
+ if (state)
+ newenabled |= T_BIT;
+ if (texUnit->TexGenEnabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->TexGenEnabled = newenabled;
+ break;
+ }
+
+ /*
+ * CLIENT STATE!!!
+ */
+ case GL_VERTEX_ARRAY:
+ case GL_NORMAL_ARRAY:
+ case GL_COLOR_ARRAY:
+ case GL_INDEX_ARRAY:
+ case GL_TEXTURE_COORD_ARRAY:
+ case GL_EDGE_FLAG_ARRAY:
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ client_state( ctx, cap, state );
+ return;
+
+ /* GL_SGI_color_table */
+ case GL_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table, cap);
+ if (ctx->Pixel.ColorTableEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.ColorTableEnabled = state;
+ break;
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table, cap);
+ if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.PostConvolutionColorTableEnabled = state;
+ break;
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table, cap);
+ if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.PostColorMatrixColorTableEnabled = state;
+ break;
+ case GL_TEXTURE_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_texture_color_table, cap);
+ if (ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled = state;
+ break;
+
+ /* GL_EXT_convolution */
+ case GL_CONVOLUTION_1D:
+ CHECK_EXTENSION(EXT_convolution, cap);
+ if (ctx->Pixel.Convolution1DEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.Convolution1DEnabled = state;
+ break;
+ case GL_CONVOLUTION_2D:
+ CHECK_EXTENSION(EXT_convolution, cap);
+ if (ctx->Pixel.Convolution2DEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.Convolution2DEnabled = state;
+ break;
+ case GL_SEPARABLE_2D:
+ CHECK_EXTENSION(EXT_convolution, cap);
+ if (ctx->Pixel.Separable2DEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PIXEL);
+ ctx->Pixel.Separable2DEnabled = state;
+ break;
+
+ /* GL_ARB_texture_cube_map */
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ {
+ const GLuint curr = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+ GLuint newenabled = texUnit->Enabled & ~TEXTURE_CUBE_BIT;
+ CHECK_EXTENSION(ARB_texture_cube_map, cap);
+ if (state)
+ newenabled |= TEXTURE_CUBE_BIT;
+ if (!ctx->DrawBuffer->Visual.rgbMode
+ || texUnit->Enabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->Enabled = newenabled;
+ }
+ break;
+
+ /* GL_EXT_secondary_color */
+ case GL_COLOR_SUM_EXT:
+ CHECK_EXTENSION2(EXT_secondary_color, ARB_vertex_program, cap);
+ if (ctx->Fog.ColorSumEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_FOG);
+ ctx->Fog.ColorSumEnabled = state;
+ break;
+
+ /* GL_ARB_multisample */
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXTENSION(ARB_multisample, cap);
+ if (ctx->Multisample.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.Enabled = state;
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXTENSION(ARB_multisample, cap);
+ if (ctx->Multisample.SampleAlphaToCoverage == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.SampleAlphaToCoverage = state;
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXTENSION(ARB_multisample, cap);
+ if (ctx->Multisample.SampleAlphaToOne == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.SampleAlphaToOne = state;
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXTENSION(ARB_multisample, cap);
+ if (ctx->Multisample.SampleCoverage == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.SampleCoverage = state;
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXTENSION(ARB_multisample, cap);
+ if (ctx->Multisample.SampleCoverageInvert == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+ ctx->Multisample.SampleCoverageInvert = state;
+ break;
+
+ /* GL_IBM_rasterpos_clip */
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:
+ CHECK_EXTENSION(IBM_rasterpos_clip, cap);
+ if (ctx->Transform.RasterPositionUnclipped == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.RasterPositionUnclipped = state;
+ break;
+
+ /* GL_NV_point_sprite */
+ case GL_POINT_SPRITE_NV:
+ CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
+ if (ctx->Point.PointSprite == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_POINT);
+ ctx->Point.PointSprite = state;
+ break;
+
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+ case GL_VERTEX_PROGRAM_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
+ if (ctx->VertexProgram.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->VertexProgram.Enabled = state;
+ break;
+ case GL_VERTEX_PROGRAM_POINT_SIZE_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
+ if (ctx->VertexProgram.PointSizeEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->VertexProgram.PointSizeEnabled = state;
+ break;
+ case GL_VERTEX_PROGRAM_TWO_SIDE_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
+ if (ctx->VertexProgram.TwoSideEnabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->VertexProgram.TwoSideEnabled = state;
+ break;
+#endif
+#if FEATURE_NV_vertex_program
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION(NV_vertex_program, cap);
+ {
+ const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map1Attrib[map] = state;
+ }
+ break;
+ case GL_MAP2_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION(NV_vertex_program, cap);
+ {
+ const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
+ FLUSH_VERTICES(ctx, _NEW_EVAL);
+ ctx->Eval.Map2Attrib[map] = state;
+ }
+ break;
+#endif /* FEATURE_NV_vertex_program */
+
+#if FEATURE_NV_fragment_program
+ case GL_FRAGMENT_PROGRAM_NV:
+ CHECK_EXTENSION(NV_fragment_program, cap);
+ if (ctx->FragmentProgram.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->FragmentProgram.Enabled = state;
+ break;
+#endif /* FEATURE_NV_fragment_program */
+
+ /* GL_NV_texture_rectangle */
+ case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION(NV_texture_rectangle, cap);
+ {
+ const GLuint curr = ctx->Texture.CurrentUnit;
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+ GLuint newenabled = texUnit->Enabled & ~TEXTURE_RECT_BIT;
+ CHECK_EXTENSION(NV_texture_rectangle, cap);
+ if (state)
+ newenabled |= TEXTURE_RECT_BIT;
+ if (!ctx->DrawBuffer->Visual.rgbMode
+ || texUnit->Enabled == newenabled)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ texUnit->Enabled = newenabled;
+ }
+ break;
+
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION(EXT_stencil_two_side, cap);
+ if (ctx->Stencil.TestTwoSide == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.TestTwoSide = state;
+ if (state) {
+ ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
+ } else {
+ ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
+ }
+ break;
+
+#if FEATURE_ARB_fragment_program
+ case GL_FRAGMENT_PROGRAM_ARB:
+ CHECK_EXTENSION(ARB_fragment_program, cap);
+ if (ctx->FragmentProgram.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->FragmentProgram.Enabled = state;
+ break;
+#endif /* FEATURE_ARB_fragment_program */
+
+ /* GL_EXT_depth_bounds_test */
+ case GL_DEPTH_BOUNDS_TEST_EXT:
+ CHECK_EXTENSION(EXT_depth_bounds_test, cap);
+ if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
+ _mesa_warning(ctx,
+ "glEnable(GL_DEPTH_BOUNDS_TEST_EXT) but no depth buffer");
+ return;
+ }
+ if (ctx->Depth.BoundsTest == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.BoundsTest = state;
+ break;
+
+ /* GL_MESA_program_debug */
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION(MESA_program_debug, cap);
+ ctx->FragmentProgram.CallbackEnabled = state;
+ break;
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION(MESA_program_debug, cap);
+ ctx->VertexProgram.CallbackEnabled = state;
+ break;
+
+#if FEATURE_ATI_fragment_shader
+ case GL_FRAGMENT_SHADER_ATI:
+ CHECK_EXTENSION(ATI_fragment_shader, cap);
+ if (ctx->ATIFragmentShader.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->ATIFragmentShader.Enabled = state;
+ break;
+#endif
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
+ return;
+ }
+
+ if (ctx->Driver.Enable) {
+ (*ctx->Driver.Enable)( ctx, cap, state );
+ }
+}
+
+
+/**
+ * Enable GL capability.
+ *
+ * \param cap capability.
+ *
+ * \sa glEnable().
+ *
+ * Get's the current context, assures that we're outside glBegin()/glEnd() and
+ * calls _mesa_set_enable().
+ */
+void GLAPIENTRY
+_mesa_Enable( GLenum cap )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ _mesa_set_enable( ctx, cap, GL_TRUE );
+}
+
+
+/**
+ * Disable GL capability.
+ *
+ * \param cap capability.
+ *
+ * \sa glDisable().
+ *
+ * Get's the current context, assures that we're outside glBegin()/glEnd() and
+ * calls _mesa_set_enable().
+ */
+void GLAPIENTRY
+_mesa_Disable( GLenum cap )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ _mesa_set_enable( ctx, cap, GL_FALSE );
+}
+
+
+#undef CHECK_EXTENSION
+#define CHECK_EXTENSION(EXTNAME) \
+ if (!ctx->Extensions.EXTNAME) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); \
+ return GL_FALSE; \
+ }
+
+#undef CHECK_EXTENSION2
+#define CHECK_EXTENSION2(EXT1, EXT2) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); \
+ return GL_FALSE; \
+ }
+
+/**
+ * Test whether a capability is enabled.
+ *
+ * \param cap capability.
+ *
+ * Returns the state of the specified capability from the current GL context.
+ * For the capabilities associated with extensions verifies that those
+ * extensions are effectively present before reporting.
+ */
+GLboolean GLAPIENTRY
+_mesa_IsEnabled( GLenum cap )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ switch (cap) {
+ case GL_ALPHA_TEST:
+ return ctx->Color.AlphaEnabled;
+ case GL_AUTO_NORMAL:
+ return ctx->Eval.AutoNormal;
+ case GL_BLEND:
+ return ctx->Color.BlendEnabled;
+ case GL_CLIP_PLANE0:
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1;
+ case GL_COLOR_MATERIAL:
+ return ctx->Light.ColorMaterialEnabled;
+ case GL_CULL_FACE:
+ return ctx->Polygon.CullFlag;
+ case GL_DEPTH_TEST:
+ return ctx->Depth.Test;
+ case GL_DITHER:
+ return ctx->Color.DitherFlag;
+ case GL_FOG:
+ return ctx->Fog.Enabled;
+ case GL_LIGHTING:
+ return ctx->Light.Enabled;
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
+ case GL_LINE_SMOOTH:
+ return ctx->Line.SmoothFlag;
+ case GL_LINE_STIPPLE:
+ return ctx->Line.StippleFlag;
+ case GL_INDEX_LOGIC_OP:
+ return ctx->Color.IndexLogicOpEnabled;
+ case GL_COLOR_LOGIC_OP:
+ return ctx->Color.ColorLogicOpEnabled;
+ case GL_MAP1_COLOR_4:
+ return ctx->Eval.Map1Color4;
+ case GL_MAP1_INDEX:
+ return ctx->Eval.Map1Index;
+ case GL_MAP1_NORMAL:
+ return ctx->Eval.Map1Normal;
+ case GL_MAP1_TEXTURE_COORD_1:
+ return ctx->Eval.Map1TextureCoord1;
+ case GL_MAP1_TEXTURE_COORD_2:
+ return ctx->Eval.Map1TextureCoord2;
+ case GL_MAP1_TEXTURE_COORD_3:
+ return ctx->Eval.Map1TextureCoord3;
+ case GL_MAP1_TEXTURE_COORD_4:
+ return ctx->Eval.Map1TextureCoord4;
+ case GL_MAP1_VERTEX_3:
+ return ctx->Eval.Map1Vertex3;
+ case GL_MAP1_VERTEX_4:
+ return ctx->Eval.Map1Vertex4;
+ case GL_MAP2_COLOR_4:
+ return ctx->Eval.Map2Color4;
+ case GL_MAP2_INDEX:
+ return ctx->Eval.Map2Index;
+ case GL_MAP2_NORMAL:
+ return ctx->Eval.Map2Normal;
+ case GL_MAP2_TEXTURE_COORD_1:
+ return ctx->Eval.Map2TextureCoord1;
+ case GL_MAP2_TEXTURE_COORD_2:
+ return ctx->Eval.Map2TextureCoord2;
+ case GL_MAP2_TEXTURE_COORD_3:
+ return ctx->Eval.Map2TextureCoord3;
+ case GL_MAP2_TEXTURE_COORD_4:
+ return ctx->Eval.Map2TextureCoord4;
+ case GL_MAP2_VERTEX_3:
+ return ctx->Eval.Map2Vertex3;
+ case GL_MAP2_VERTEX_4:
+ return ctx->Eval.Map2Vertex4;
+ case GL_NORMALIZE:
+ return ctx->Transform.Normalize;
+ case GL_POINT_SMOOTH:
+ return ctx->Point.SmoothFlag;
+ case GL_POLYGON_SMOOTH:
+ return ctx->Polygon.SmoothFlag;
+ case GL_POLYGON_STIPPLE:
+ return ctx->Polygon.StippleFlag;
+ case GL_POLYGON_OFFSET_POINT:
+ return ctx->Polygon.OffsetPoint;
+ case GL_POLYGON_OFFSET_LINE:
+ return ctx->Polygon.OffsetLine;
+ case GL_POLYGON_OFFSET_FILL:
+ /*case GL_POLYGON_OFFSET_EXT:*/
+ return ctx->Polygon.OffsetFill;
+ case GL_RESCALE_NORMAL_EXT:
+ return ctx->Transform.RescaleNormals;
+ case GL_SCISSOR_TEST:
+ return ctx->Scissor.Enabled;
+ case GL_SHARED_TEXTURE_PALETTE_EXT:
+ return ctx->Texture.SharedPalette;
+ case GL_STENCIL_TEST:
+ return ctx->Stencil.Enabled;
+ case GL_TEXTURE_1D:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_2D:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_3D:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_GEN_Q:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_GEN_R:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_GEN_S:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
+ }
+ case GL_TEXTURE_GEN_T:
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
+ }
+
+ /*
+ * CLIENT STATE!!!
+ */
+ case GL_VERTEX_ARRAY:
+ return (ctx->Array.Vertex.Enabled != 0);
+ case GL_NORMAL_ARRAY:
+ return (ctx->Array.Normal.Enabled != 0);
+ case GL_COLOR_ARRAY:
+ return (ctx->Array.Color.Enabled != 0);
+ case GL_INDEX_ARRAY:
+ return (ctx->Array.Index.Enabled != 0);
+ case GL_TEXTURE_COORD_ARRAY:
+ return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
+ case GL_EDGE_FLAG_ARRAY:
+ return (ctx->Array.EdgeFlag.Enabled != 0);
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ CHECK_EXTENSION(EXT_fog_coord);
+ return (ctx->Array.FogCoord.Enabled != 0);
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ CHECK_EXTENSION(EXT_secondary_color);
+ return (ctx->Array.SecondaryColor.Enabled != 0);
+
+ /* GL_EXT_histogram */
+ case GL_HISTOGRAM:
+ CHECK_EXTENSION(EXT_histogram);
+ return ctx->Pixel.HistogramEnabled;
+ case GL_MINMAX:
+ CHECK_EXTENSION(EXT_histogram);
+ return ctx->Pixel.MinMaxEnabled;
+
+ /* GL_SGI_color_table */
+ case GL_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table);
+ return ctx->Pixel.ColorTableEnabled;
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table);
+ return ctx->Pixel.PostConvolutionColorTableEnabled;
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_color_table);
+ return ctx->Pixel.PostColorMatrixColorTableEnabled;
+
+ /* GL_SGI_texture_color_table */
+ case GL_TEXTURE_COLOR_TABLE_SGI:
+ CHECK_EXTENSION(SGI_texture_color_table);
+ return ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
+
+ /* GL_EXT_convolution */
+ case GL_CONVOLUTION_1D:
+ CHECK_EXTENSION(EXT_convolution);
+ return ctx->Pixel.Convolution1DEnabled;
+ case GL_CONVOLUTION_2D:
+ CHECK_EXTENSION(EXT_convolution);
+ return ctx->Pixel.Convolution2DEnabled;
+ case GL_SEPARABLE_2D:
+ CHECK_EXTENSION(EXT_convolution);
+ return ctx->Pixel.Separable2DEnabled;
+
+ /* GL_ARB_texture_cube_map */
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ CHECK_EXTENSION(ARB_texture_cube_map);
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE;
+ }
+
+ /* GL_EXT_secondary_color */
+ case GL_COLOR_SUM_EXT:
+ CHECK_EXTENSION2(EXT_secondary_color, ARB_vertex_program);
+ return ctx->Fog.ColorSumEnabled;
+
+ /* GL_ARB_multisample */
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXTENSION(ARB_multisample);
+ return ctx->Multisample.Enabled;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXTENSION(ARB_multisample);
+ return ctx->Multisample.SampleAlphaToCoverage;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXTENSION(ARB_multisample);
+ return ctx->Multisample.SampleAlphaToOne;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXTENSION(ARB_multisample);
+ return ctx->Multisample.SampleCoverage;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXTENSION(ARB_multisample);
+ return ctx->Multisample.SampleCoverageInvert;
+
+ /* GL_IBM_rasterpos_clip */
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:
+ CHECK_EXTENSION(IBM_rasterpos_clip);
+ return ctx->Transform.RasterPositionUnclipped;
+
+ /* GL_NV_point_sprite */
+ case GL_POINT_SPRITE_NV:
+ CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite)
+ return ctx->Point.PointSprite;
+
+#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
+ case GL_VERTEX_PROGRAM_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program);
+ return ctx->VertexProgram.Enabled;
+ case GL_VERTEX_PROGRAM_POINT_SIZE_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program);
+ return ctx->VertexProgram.PointSizeEnabled;
+ case GL_VERTEX_PROGRAM_TWO_SIDE_ARB:
+ CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program);
+ return ctx->VertexProgram.TwoSideEnabled;
+#endif
+#if FEATURE_NV_vertex_program
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:
+ CHECK_EXTENSION(NV_vertex_program);
+ {
+ GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+ return (ctx->Array.VertexAttrib[n].Enabled != 0);
+ }
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION(NV_vertex_program);
+ {
+ const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
+ return ctx->Eval.Map1Attrib[map];
+ }
+ case GL_MAP2_VERTEX_ATTRIB0_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB1_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB2_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB3_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB4_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB5_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB6_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB7_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB8_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB9_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB10_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB11_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB12_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB13_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB14_4_NV:
+ case GL_MAP2_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION(NV_vertex_program);
+ {
+ const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
+ return ctx->Eval.Map2Attrib[map];
+ }
+#endif /* FEATURE_NV_vertex_program */
+
+#if FEATURE_NV_fragment_program
+ case GL_FRAGMENT_PROGRAM_NV:
+ CHECK_EXTENSION(NV_fragment_program);
+ return ctx->FragmentProgram.Enabled;
+#endif /* FEATURE_NV_fragment_program */
+
+ /* GL_NV_texture_rectangle */
+ case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION(NV_texture_rectangle);
+ {
+ const struct gl_texture_unit *texUnit;
+ texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+ return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
+ }
+
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION(EXT_stencil_two_side);
+ return ctx->Stencil.TestTwoSide;
+
+#if FEATURE_ARB_fragment_program
+ case GL_FRAGMENT_PROGRAM_ARB:
+ return ctx->FragmentProgram.Enabled;
+#endif /* FEATURE_ARB_fragment_program */
+
+ /* GL_EXT_depth_bounds_test */
+ case GL_DEPTH_BOUNDS_TEST_EXT:
+ CHECK_EXTENSION(EXT_depth_bounds_test);
+ return ctx->Depth.BoundsTest;
+
+ /* GL_MESA_program_debug */
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION(MESA_program_debug);
+ return ctx->FragmentProgram.CallbackEnabled;
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION(MESA_program_debug);
+ return ctx->VertexProgram.CallbackEnabled;
+#if FEATURE_ATI_fragment_shader
+ case GL_FRAGMENT_SHADER_ATI:
+ CHECK_EXTENSION(ATI_fragment_shader);
+ return ctx->ATIFragmentShader.Enabled;
+#endif /* FEATURE_ATI_fragment_shader */
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
+ return GL_FALSE;
+ }
+}