blob: dad03c356aaa6d167c2067dd7dc56524baf93135 [file] [log] [blame]
/* $Id: enable.c,v 1.40 2001/01/23 23:39:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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:
gl_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",
gl_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->_Enabled |= ENABLE_USERCLIP;
ctx->Transform._AnyClip++;
if (ctx->ProjectionMatrix.flags & MAT_DIRTY) {
_math_matrix_analyse( &ctx->ProjectionMatrix );
}
/* This derived state also calculated in clip.c and
* from gl_update_state() on changes to EyeUserPlane
* and ctx->ProjectionMatrix respectively.
*/
gl_transform_vector( ctx->Transform._ClipUserPlane[p],
ctx->Transform.EyeUserPlane[p],
ctx->ProjectionMatrix.inv );
} else {
if (--ctx->Transform._AnyClip == 0)
ctx->_Enabled &= ~ENABLE_USERCLIP;
}
}
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);
gl_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;
ctx->_Enabled ^= ENABLE_FOG;
break;
case GL_HISTOGRAM:
if (!ctx->Extensions.EXT_histogram) {
gl_error(ctx, GL_INVALID_ENUM, "enable 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;
ctx->_Enabled ^= ENABLE_LIGHT;
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;
ctx->_Enabled ^= ENABLE_NORMALIZE;
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;
ctx->_Enabled ^= ENABLE_RESCALE;
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;
ctx->_TriangleCaps ^= DD_STENCIL;
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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_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) {
gl_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable");
return;
}
if (ctx->Fog.ColorSumEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_FOG);
ctx->Fog.ColorSumEnabled = state;
ctx->_TriangleCaps ^= DD_SEPERATE_SPECULAR;
break;
/* GL_MESA_sprite_point */
case GL_SPRITE_POINT_MESA:
if (!ctx->Extensions.MESA_sprite_point) {
gl_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:
gl_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) {
return ctx->Pixel.HistogramEnabled;
}
else {
gl_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 {
gl_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 {
gl_error(ctx, GL_INVALID_ENUM, "glIsEnabled");
return GL_FALSE;
}
/* GL_MESA_sprite_point */
case GL_SPRITE_POINT_MESA:
return ctx->Point.SpriteMode;
default:
gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
return GL_FALSE;
}
}