/* $Id: enable.c,v 1.50 2001/06/26 01:32:48 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "context.h" #include "enable.h" #include "light.h" #include "macros.h" #include "mmath.h" #include "simple_list.h" #include "mtypes.h" #include "enums.h" #include "math/m_matrix.h" #include "math/m_xform.h" #endif static void client_state( GLcontext *ctx, GLenum cap, GLboolean state ) { GLuint flag; GLboolean *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_COLOR; 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_SECONDARYCOLOR; break; default: _mesa_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" ); return; } if (*var == flag) 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 ); } } void _mesa_EnableClientState( GLenum cap ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); client_state( ctx, cap, GL_TRUE ); } void _mesa_DisableClientState( GLenum cap ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); client_state( ctx, cap, GL_FALSE ); } /* * Perform glEnable and glDisable calls. */ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state ) { if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "%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; /* The following needed to accomodate 1.0 RGB logic op blending */ ctx->Color.ColorLogicOpEnabled = (ctx->Color.BlendEquation == GL_LOGIC_OP && state); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: { GLuint p = cap-GL_CLIP_PLANE0; if (ctx->Transform.ClipEnabled[p] == state) return; FLUSH_VERTICES(ctx, _NEW_TRANSFORM); ctx->Transform.ClipEnabled[p] = state; if (state) { ctx->Transform._AnyClip++; if (ctx->ProjectionMatrix.flags & MAT_DIRTY) { _math_matrix_analyse( &ctx->ProjectionMatrix ); } /* 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->ProjectionMatrix.inv ); } } break; case GL_COLOR_MATERIAL: if (ctx->Light.ColorMaterialEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_LIGHT); ctx->Light.ColorMaterialEnabled = state; if (state) { FLUSH_CURRENT(ctx, 0); _mesa_update_color_material( ctx, ctx->Current.Color ); } break; case GL_CULL_FACE: if (ctx->Polygon.CullFlag == state) return; FLUSH_VERTICES(ctx, _NEW_POLYGON); ctx->Polygon.CullFlag = state; break; case GL_DEPTH_TEST: if (state && ctx->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: if (!ctx->Extensions.EXT_histogram && !ctx->Extensions.ARB_imaging) { _mesa_error(ctx, GL_INVALID_ENUM, "glEnable(GL_HISTOGRAM)"); return; } 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.ColorControl==GL_SEPARATE_SPECULAR_COLOR) || ctx->Fog.ColorSumEnabled) ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; else ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; 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; 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->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 & ~TEXTURE0_1D; if (state) newenabled |= TEXTURE0_1D; if (!ctx->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 & ~TEXTURE0_2D; if (state) newenabled |= TEXTURE0_2D; if (!ctx->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 & ~TEXTURE0_3D; if (state) newenabled |= TEXTURE0_3D; if (!ctx->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; } 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; } 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; } 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_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: if (!ctx->Extensions.HP_occlusion_test) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Depth.OcclusionTest == state) return; FLUSH_VERTICES(ctx, _NEW_DEPTH); ctx->Depth.OcclusionTest = state; if (state) ctx->OcclusionResult = ctx->OcclusionResultSaved; else ctx->OcclusionResultSaved = ctx->OcclusionResult; break; /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: if (!ctx->Extensions.SGIS_pixel_texture) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Pixel.PixelTextureEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.PixelTextureEnabled = state; break; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: if (!ctx->Extensions.SGIX_pixel_texture) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Pixel.PixelTextureEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.PixelTextureEnabled = state; break; /* GL_SGI_color_table */ case GL_COLOR_TABLE_SGI: if (!ctx->Extensions.SGI_color_table && !ctx->Extensions.ARB_imaging) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Pixel.ColorTableEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.ColorTableEnabled = state; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: if (!ctx->Extensions.SGI_color_table && !ctx->Extensions.ARB_imaging) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Pixel.PostConvolutionColorTableEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.PostConvolutionColorTableEnabled = state; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: if (!ctx->Extensions.SGI_color_table && !ctx->Extensions.ARB_imaging) { _mesa_error( ctx, GL_INVALID_ENUM, state ? "glEnable": "glDisable" ); return; } if (ctx->Pixel.PostColorMatrixColorTableEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.PostColorMatrixColorTableEnabled = state; break; /* GL_EXT_convolution */ case GL_CONVOLUTION_1D: if (!ctx->Extensions.EXT_convolution && !ctx->Extensions.ARB_imaging) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Pixel.Convolution1DEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.Convolution1DEnabled = state; break; case GL_CONVOLUTION_2D: if (!ctx->Extensions.EXT_convolution && !ctx->Extensions.ARB_imaging) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Pixel.Convolution2DEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_PIXEL); ctx->Pixel.Convolution2DEnabled = state; break; case GL_SEPARABLE_2D: if (!ctx->Extensions.EXT_convolution && !ctx->Extensions.ARB_imaging) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } 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 & ~TEXTURE0_CUBE; if (state) newenabled |= TEXTURE0_CUBE; if (!ctx->Extensions.ARB_texture_cube_map) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled) return; FLUSH_VERTICES(ctx, _NEW_TEXTURE); texUnit->Enabled = newenabled; break; } /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: if (!ctx->Extensions.EXT_secondary_color) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Fog.ColorSumEnabled == state) return; FLUSH_VERTICES(ctx, _NEW_FOG); ctx->Fog.ColorSumEnabled = state; if ((ctx->Light.Enabled && ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) || ctx->Fog.ColorSumEnabled) ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; else ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; break; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: if (!ctx->Extensions.ARB_multisample) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Multisample.Enabled == state) return; FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE); ctx->Multisample.Enabled = state; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: if (!ctx->Extensions.ARB_multisample) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Multisample.SampleAlphaToCoverage == state) return; FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE); ctx->Multisample.SampleAlphaToCoverage = state; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: if (!ctx->Extensions.ARB_multisample) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Multisample.SampleAlphaToOne == state) return; FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE); ctx->Multisample.SampleAlphaToOne = state; break; case GL_SAMPLE_COVERAGE_ARB: if (!ctx->Extensions.ARB_multisample) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Multisample.SampleCoverage == state) return; FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE); ctx->Multisample.SampleCoverage = state; break; case GL_SAMPLE_COVERAGE_INVERT_ARB: if (!ctx->Extensions.ARB_multisample) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } 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: if (!ctx->Extensions.IBM_rasterpos_clip) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Transform.RasterPositionUnclipped == state) return; FLUSH_VERTICES(ctx, _NEW_TRANSFORM); ctx->Transform.RasterPositionUnclipped = state; break; /* GL_MESA_sprite_point */ case GL_SPRITE_POINT_MESA: if (!ctx->Extensions.MESA_sprite_point) { _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Point.SpriteMode == state) return; FLUSH_VERTICES(ctx, _NEW_POINT); ctx->Point.SpriteMode = state; break; default: _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable"); return; } if (ctx->Driver.Enable) { (*ctx->Driver.Enable)( ctx, cap, state ); } } void _mesa_Enable( GLenum cap ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); _mesa_set_enable( ctx, cap, GL_TRUE ); } void _mesa_Disable( GLenum cap ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); _mesa_set_enable( ctx, cap, GL_FALSE ); } GLboolean _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.ClipEnabled[cap-GL_CLIP_PLANE0]; 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_HISTOGRAM: if (ctx->Extensions.EXT_histogram || ctx->Extensions.ARB_imaging) { return ctx->Pixel.HistogramEnabled; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } 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_MINMAX: return ctx->Pixel.MinMaxEnabled; 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 = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_2D: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_3D: { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_Q: { const struct gl_texture_unit *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 = &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 = &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 = &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; case GL_NORMAL_ARRAY: return ctx->Array.Normal.Enabled; case GL_COLOR_ARRAY: return ctx->Array.Color.Enabled; case GL_INDEX_ARRAY: return ctx->Array.Index.Enabled; case GL_TEXTURE_COORD_ARRAY: return ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled; case GL_EDGE_FLAG_ARRAY: return ctx->Array.EdgeFlag.Enabled; /* GL_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: if (ctx->Extensions.HP_occlusion_test) { return ctx->Depth.OcclusionTest; } else { _mesa_error( ctx, GL_INVALID_ENUM, "glIsEnabled" ); return GL_FALSE; } /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: return ctx->Pixel.PixelTextureEnabled; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: return ctx->Pixel.PixelTextureEnabled; /* GL_SGI_color_table */ case GL_COLOR_TABLE_SGI: return ctx->Pixel.ColorTableEnabled; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: return ctx->Pixel.PostConvolutionColorTableEnabled; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: return ctx->Pixel.PostColorMatrixColorTableEnabled; /* GL_EXT_convolution */ case GL_CONVOLUTION_1D: return ctx->Pixel.Convolution1DEnabled; case GL_CONVOLUTION_2D: return ctx->Pixel.Convolution2DEnabled; case GL_SEPARABLE_2D: return ctx->Pixel.Separable2DEnabled; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: if (ctx->Extensions.ARB_texture_cube_map) { const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE0_CUBE) ? GL_TRUE : GL_FALSE; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: if (ctx->Extensions.ARB_multisample) { return ctx->Multisample.Enabled; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: if (ctx->Extensions.ARB_multisample) { return ctx->Multisample.SampleAlphaToCoverage; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } case GL_SAMPLE_ALPHA_TO_ONE_ARB: if (ctx->Extensions.ARB_multisample) { return ctx->Multisample.SampleAlphaToOne; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } case GL_SAMPLE_COVERAGE_ARB: if (ctx->Extensions.ARB_multisample) { return ctx->Multisample.SampleCoverage; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } case GL_SAMPLE_COVERAGE_INVERT_ARB: if (ctx->Extensions.ARB_multisample) { return ctx->Multisample.SampleCoverageInvert; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: if (ctx->Extensions.IBM_rasterpos_clip) { return ctx->Transform.RasterPositionUnclipped; } else { _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); return GL_FALSE; } /* GL_MESA_sprite_point */ case GL_SPRITE_POINT_MESA: return ctx->Point.SpriteMode; default: _mesa_error( ctx, GL_INVALID_ENUM, "glIsEnabled" ); return GL_FALSE; } }