7ce13a19675a251279cd263b920fafcc523ecac4
[mesa.git] / src / mesa / main / enable.c
1 /**
2 * \file enable.c
3 * Enable/disable/query GL capabilities.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 * Version: 6.5
9 *
10 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
11 *
12 * Permission is hereby granted, free of charge, to any person obtaining a
13 * copy of this software and associated documentation files (the "Software"),
14 * to deal in the Software without restriction, including without limitation
15 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
16 * and/or sell copies of the Software, and to permit persons to whom the
17 * Software is furnished to do so, subject to the following conditions:
18 *
19 * The above copyright notice and this permission notice shall be included
20 * in all copies or substantial portions of the Software.
21 *
22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #include "glheader.h"
32 #include "context.h"
33 #include "enable.h"
34 #include "light.h"
35 #include "macros.h"
36 #include "simple_list.h"
37 #include "mtypes.h"
38 #include "enums.h"
39 #include "math/m_matrix.h"
40 #include "math/m_xform.h"
41
42
43
44 #define CHECK_EXTENSION(EXTNAME, CAP) \
45 if (!ctx->Extensions.EXTNAME) { \
46 _mesa_error(ctx, GL_INVALID_ENUM, "gl%sClientState(0x%x)", \
47 state ? "Enable" : "Disable", CAP); \
48 return; \
49 }
50
51
52 static void
53 client_state( GLcontext *ctx, GLenum cap, GLboolean state )
54 {
55 GLuint flag;
56 GLuint *var;
57
58 switch (cap) {
59 case GL_VERTEX_ARRAY:
60 var = &ctx->Array.Vertex.Enabled;
61 flag = _NEW_ARRAY_VERTEX;
62 break;
63 case GL_NORMAL_ARRAY:
64 var = &ctx->Array.Normal.Enabled;
65 flag = _NEW_ARRAY_NORMAL;
66 break;
67 case GL_COLOR_ARRAY:
68 var = &ctx->Array.Color.Enabled;
69 flag = _NEW_ARRAY_COLOR0;
70 break;
71 case GL_INDEX_ARRAY:
72 var = &ctx->Array.Index.Enabled;
73 flag = _NEW_ARRAY_INDEX;
74 break;
75 case GL_TEXTURE_COORD_ARRAY:
76 var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
77 flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
78 break;
79 case GL_EDGE_FLAG_ARRAY:
80 var = &ctx->Array.EdgeFlag.Enabled;
81 flag = _NEW_ARRAY_EDGEFLAG;
82 break;
83 case GL_FOG_COORDINATE_ARRAY_EXT:
84 var = &ctx->Array.FogCoord.Enabled;
85 flag = _NEW_ARRAY_FOGCOORD;
86 break;
87 case GL_SECONDARY_COLOR_ARRAY_EXT:
88 var = &ctx->Array.SecondaryColor.Enabled;
89 flag = _NEW_ARRAY_COLOR1;
90 break;
91
92 #if FEATURE_NV_vertex_program
93 case GL_VERTEX_ATTRIB_ARRAY0_NV:
94 case GL_VERTEX_ATTRIB_ARRAY1_NV:
95 case GL_VERTEX_ATTRIB_ARRAY2_NV:
96 case GL_VERTEX_ATTRIB_ARRAY3_NV:
97 case GL_VERTEX_ATTRIB_ARRAY4_NV:
98 case GL_VERTEX_ATTRIB_ARRAY5_NV:
99 case GL_VERTEX_ATTRIB_ARRAY6_NV:
100 case GL_VERTEX_ATTRIB_ARRAY7_NV:
101 case GL_VERTEX_ATTRIB_ARRAY8_NV:
102 case GL_VERTEX_ATTRIB_ARRAY9_NV:
103 case GL_VERTEX_ATTRIB_ARRAY10_NV:
104 case GL_VERTEX_ATTRIB_ARRAY11_NV:
105 case GL_VERTEX_ATTRIB_ARRAY12_NV:
106 case GL_VERTEX_ATTRIB_ARRAY13_NV:
107 case GL_VERTEX_ATTRIB_ARRAY14_NV:
108 case GL_VERTEX_ATTRIB_ARRAY15_NV:
109 CHECK_EXTENSION(NV_vertex_program, cap);
110 {
111 GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
112 var = &ctx->Array.VertexAttrib[n].Enabled;
113 flag = _NEW_ARRAY_ATTRIB(n);
114 }
115 break;
116 #endif /* FEATURE_NV_vertex_program */
117
118 default:
119 _mesa_error( ctx, GL_INVALID_ENUM,
120 "glEnable/DisableClientState(0x%x)", cap);
121 return;
122 }
123
124 if (*var == state)
125 return;
126
127 FLUSH_VERTICES(ctx, _NEW_ARRAY);
128 ctx->Array.NewState |= flag;
129 *var = state;
130
131 if (state)
132 ctx->Array._Enabled |= flag;
133 else
134 ctx->Array._Enabled &= ~flag;
135
136 if (ctx->Driver.Enable) {
137 (*ctx->Driver.Enable)( ctx, cap, state );
138 }
139 }
140
141
142 /**
143 * Enable GL capability.
144 *
145 * \param cap capability.
146 *
147 * \sa glEnable().
148 *
149 * Get's the current context, assures that we're outside glBegin()/glEnd() and
150 * calls client_state().
151 */
152 void GLAPIENTRY
153 _mesa_EnableClientState( GLenum cap )
154 {
155 GET_CURRENT_CONTEXT(ctx);
156 ASSERT_OUTSIDE_BEGIN_END(ctx);
157 client_state( ctx, cap, GL_TRUE );
158 }
159
160
161 /**
162 * Disable GL capability.
163 *
164 * \param cap capability.
165 *
166 * \sa glDisable().
167 *
168 * Get's the current context, assures that we're outside glBegin()/glEnd() and
169 * calls client_state().
170 */
171 void GLAPIENTRY
172 _mesa_DisableClientState( GLenum cap )
173 {
174 GET_CURRENT_CONTEXT(ctx);
175 ASSERT_OUTSIDE_BEGIN_END(ctx);
176 client_state( ctx, cap, GL_FALSE );
177 }
178
179
180 #undef CHECK_EXTENSION
181 #define CHECK_EXTENSION(EXTNAME, CAP) \
182 if (!ctx->Extensions.EXTNAME) { \
183 _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)", \
184 state ? "Enable" : "Disable", CAP); \
185 return; \
186 }
187
188 #define CHECK_EXTENSION2(EXT1, EXT2, CAP) \
189 if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
190 _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)", \
191 state ? "Enable" : "Disable", CAP); \
192 return; \
193 }
194
195
196
197 /**
198 * Perform glEnable() and glDisable() calls.
199 *
200 * \param ctx GL context.
201 * \param cap capability.
202 * \param state whether to enable or disable the specified capability.
203 *
204 * Updates the current context and flushes the vertices as needed. For
205 * capabilities associated with extensions it verifies that those extensions
206 * are effectivly present before updating. Notifies the driver via
207 * dd_function_table::Enable.
208 */
209 void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
210 {
211 if (MESA_VERBOSE & VERBOSE_API)
212 _mesa_debug(ctx, "%s %s (newstate is %x)\n",
213 state ? "glEnable" : "glDisable",
214 _mesa_lookup_enum_by_nr(cap),
215 ctx->NewState);
216
217 switch (cap) {
218 case GL_ALPHA_TEST:
219 if (ctx->Color.AlphaEnabled == state)
220 return;
221 FLUSH_VERTICES(ctx, _NEW_COLOR);
222 ctx->Color.AlphaEnabled = state;
223 break;
224 case GL_AUTO_NORMAL:
225 if (ctx->Eval.AutoNormal == state)
226 return;
227 FLUSH_VERTICES(ctx, _NEW_EVAL);
228 ctx->Eval.AutoNormal = state;
229 break;
230 case GL_BLEND:
231 if (ctx->Color.BlendEnabled == state)
232 return;
233 FLUSH_VERTICES(ctx, _NEW_COLOR);
234 ctx->Color.BlendEnabled = state;
235 /* This is needed to support 1.1's RGB logic ops AND
236 * 1.0's blending logicops.
237 */
238 ctx->Color._LogicOpEnabled =
239 (ctx->Color.ColorLogicOpEnabled ||
240 (state && ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
241 break;
242 #if FEATURE_userclip
243 case GL_CLIP_PLANE0:
244 case GL_CLIP_PLANE1:
245 case GL_CLIP_PLANE2:
246 case GL_CLIP_PLANE3:
247 case GL_CLIP_PLANE4:
248 case GL_CLIP_PLANE5:
249 {
250 const GLuint p = cap - GL_CLIP_PLANE0;
251
252 if ((ctx->Transform.ClipPlanesEnabled & (1 << p)) == ((GLuint) state << p))
253 return;
254
255 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
256
257 if (state) {
258 ctx->Transform.ClipPlanesEnabled |= (1 << p);
259
260 if (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
261 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
262
263 /* This derived state also calculated in clip.c and
264 * from _mesa_update_state() on changes to EyeUserPlane
265 * and ctx->ProjectionMatrix respectively.
266 */
267 _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
268 ctx->Transform.EyeUserPlane[p],
269 ctx->ProjectionMatrixStack.Top->inv );
270 }
271 else {
272 ctx->Transform.ClipPlanesEnabled &= ~(1 << p);
273 }
274 }
275 break;
276 #endif
277 case GL_COLOR_MATERIAL:
278 if (ctx->Light.ColorMaterialEnabled == state)
279 return;
280 FLUSH_VERTICES(ctx, _NEW_LIGHT);
281 FLUSH_CURRENT(ctx, 0);
282 ctx->Light.ColorMaterialEnabled = state;
283 if (state) {
284 _mesa_update_color_material( ctx,
285 ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
286 }
287 break;
288 case GL_CULL_FACE:
289 if (ctx->Polygon.CullFlag == state)
290 return;
291 FLUSH_VERTICES(ctx, _NEW_POLYGON);
292 ctx->Polygon.CullFlag = state;
293 break;
294
295 case GL_CULL_VERTEX_EXT:
296 CHECK_EXTENSION(EXT_cull_vertex, cap);
297 if (ctx->Transform.CullVertexFlag == state)
298 return;
299 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
300 ctx->Transform.CullVertexFlag = state;
301 break;
302
303 case GL_DEPTH_TEST:
304 if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
305 _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
306 return;
307 }
308 if (ctx->Depth.Test==state)
309 return;
310 FLUSH_VERTICES(ctx, _NEW_DEPTH);
311 ctx->Depth.Test = state;
312 break;
313 case GL_DITHER:
314 if (ctx->NoDither) {
315 state = GL_FALSE; /* MESA_NO_DITHER env var */
316 }
317 if (ctx->Color.DitherFlag==state)
318 return;
319 FLUSH_VERTICES(ctx, _NEW_COLOR);
320 ctx->Color.DitherFlag = state;
321 break;
322 case GL_FOG:
323 if (ctx->Fog.Enabled==state)
324 return;
325 FLUSH_VERTICES(ctx, _NEW_FOG);
326 ctx->Fog.Enabled = state;
327 break;
328 case GL_HISTOGRAM:
329 CHECK_EXTENSION(EXT_histogram, cap);
330 if (ctx->Pixel.HistogramEnabled == state)
331 return;
332 FLUSH_VERTICES(ctx, _NEW_PIXEL);
333 ctx->Pixel.HistogramEnabled = state;
334 break;
335 case GL_LIGHT0:
336 case GL_LIGHT1:
337 case GL_LIGHT2:
338 case GL_LIGHT3:
339 case GL_LIGHT4:
340 case GL_LIGHT5:
341 case GL_LIGHT6:
342 case GL_LIGHT7:
343 if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
344 return;
345 FLUSH_VERTICES(ctx, _NEW_LIGHT);
346 ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
347 if (state) {
348 insert_at_tail(&ctx->Light.EnabledList,
349 &ctx->Light.Light[cap-GL_LIGHT0]);
350 }
351 else {
352 remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
353 }
354 break;
355 case GL_LIGHTING:
356 if (ctx->Light.Enabled == state)
357 return;
358 FLUSH_VERTICES(ctx, _NEW_LIGHT);
359 ctx->Light.Enabled = state;
360
361 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
362 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
363 else
364 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
365
366 break;
367 case GL_LINE_SMOOTH:
368 if (ctx->Line.SmoothFlag == state)
369 return;
370 FLUSH_VERTICES(ctx, _NEW_LINE);
371 ctx->Line.SmoothFlag = state;
372 ctx->_TriangleCaps ^= DD_LINE_SMOOTH;
373 break;
374 case GL_LINE_STIPPLE:
375 if (ctx->Line.StippleFlag == state)
376 return;
377 FLUSH_VERTICES(ctx, _NEW_LINE);
378 ctx->Line.StippleFlag = state;
379 ctx->_TriangleCaps ^= DD_LINE_STIPPLE;
380 break;
381 case GL_INDEX_LOGIC_OP:
382 if (ctx->Color.IndexLogicOpEnabled == state)
383 return;
384 FLUSH_VERTICES(ctx, _NEW_COLOR);
385 ctx->Color.IndexLogicOpEnabled = state;
386 break;
387 case GL_COLOR_LOGIC_OP:
388 if (ctx->Color.ColorLogicOpEnabled == state)
389 return;
390 FLUSH_VERTICES(ctx, _NEW_COLOR);
391 ctx->Color.ColorLogicOpEnabled = state;
392 /* This is needed to support 1.1's RGB logic ops AND
393 * 1.0's blending logicops.
394 */
395 ctx->Color._LogicOpEnabled =
396 (state || (ctx->Color.BlendEnabled &&
397 ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
398 break;
399 case GL_MAP1_COLOR_4:
400 if (ctx->Eval.Map1Color4 == state)
401 return;
402 FLUSH_VERTICES(ctx, _NEW_EVAL);
403 ctx->Eval.Map1Color4 = state;
404 break;
405 case GL_MAP1_INDEX:
406 if (ctx->Eval.Map1Index == state)
407 return;
408 FLUSH_VERTICES(ctx, _NEW_EVAL);
409 ctx->Eval.Map1Index = state;
410 break;
411 case GL_MAP1_NORMAL:
412 if (ctx->Eval.Map1Normal == state)
413 return;
414 FLUSH_VERTICES(ctx, _NEW_EVAL);
415 ctx->Eval.Map1Normal = state;
416 break;
417 case GL_MAP1_TEXTURE_COORD_1:
418 if (ctx->Eval.Map1TextureCoord1 == state)
419 return;
420 FLUSH_VERTICES(ctx, _NEW_EVAL);
421 ctx->Eval.Map1TextureCoord1 = state;
422 break;
423 case GL_MAP1_TEXTURE_COORD_2:
424 if (ctx->Eval.Map1TextureCoord2 == state)
425 return;
426 FLUSH_VERTICES(ctx, _NEW_EVAL);
427 ctx->Eval.Map1TextureCoord2 = state;
428 break;
429 case GL_MAP1_TEXTURE_COORD_3:
430 if (ctx->Eval.Map1TextureCoord3 == state)
431 return;
432 FLUSH_VERTICES(ctx, _NEW_EVAL);
433 ctx->Eval.Map1TextureCoord3 = state;
434 break;
435 case GL_MAP1_TEXTURE_COORD_4:
436 if (ctx->Eval.Map1TextureCoord4 == state)
437 return;
438 FLUSH_VERTICES(ctx, _NEW_EVAL);
439 ctx->Eval.Map1TextureCoord4 = state;
440 break;
441 case GL_MAP1_VERTEX_3:
442 if (ctx->Eval.Map1Vertex3 == state)
443 return;
444 FLUSH_VERTICES(ctx, _NEW_EVAL);
445 ctx->Eval.Map1Vertex3 = state;
446 break;
447 case GL_MAP1_VERTEX_4:
448 if (ctx->Eval.Map1Vertex4 == state)
449 return;
450 FLUSH_VERTICES(ctx, _NEW_EVAL);
451 ctx->Eval.Map1Vertex4 = state;
452 break;
453 case GL_MAP2_COLOR_4:
454 if (ctx->Eval.Map2Color4 == state)
455 return;
456 FLUSH_VERTICES(ctx, _NEW_EVAL);
457 ctx->Eval.Map2Color4 = state;
458 break;
459 case GL_MAP2_INDEX:
460 if (ctx->Eval.Map2Index == state)
461 return;
462 FLUSH_VERTICES(ctx, _NEW_EVAL);
463 ctx->Eval.Map2Index = state;
464 break;
465 case GL_MAP2_NORMAL:
466 if (ctx->Eval.Map2Normal == state)
467 return;
468 FLUSH_VERTICES(ctx, _NEW_EVAL);
469 ctx->Eval.Map2Normal = state;
470 break;
471 case GL_MAP2_TEXTURE_COORD_1:
472 if (ctx->Eval.Map2TextureCoord1 == state)
473 return;
474 FLUSH_VERTICES(ctx, _NEW_EVAL);
475 ctx->Eval.Map2TextureCoord1 = state;
476 break;
477 case GL_MAP2_TEXTURE_COORD_2:
478 if (ctx->Eval.Map2TextureCoord2 == state)
479 return;
480 FLUSH_VERTICES(ctx, _NEW_EVAL);
481 ctx->Eval.Map2TextureCoord2 = state;
482 break;
483 case GL_MAP2_TEXTURE_COORD_3:
484 if (ctx->Eval.Map2TextureCoord3 == state)
485 return;
486 FLUSH_VERTICES(ctx, _NEW_EVAL);
487 ctx->Eval.Map2TextureCoord3 = state;
488 break;
489 case GL_MAP2_TEXTURE_COORD_4:
490 if (ctx->Eval.Map2TextureCoord4 == state)
491 return;
492 FLUSH_VERTICES(ctx, _NEW_EVAL);
493 ctx->Eval.Map2TextureCoord4 = state;
494 break;
495 case GL_MAP2_VERTEX_3:
496 if (ctx->Eval.Map2Vertex3 == state)
497 return;
498 FLUSH_VERTICES(ctx, _NEW_EVAL);
499 ctx->Eval.Map2Vertex3 = state;
500 break;
501 case GL_MAP2_VERTEX_4:
502 if (ctx->Eval.Map2Vertex4 == state)
503 return;
504 FLUSH_VERTICES(ctx, _NEW_EVAL);
505 ctx->Eval.Map2Vertex4 = state;
506 break;
507 case GL_MINMAX:
508 if (ctx->Pixel.MinMaxEnabled == state)
509 return;
510 FLUSH_VERTICES(ctx, _NEW_PIXEL);
511 ctx->Pixel.MinMaxEnabled = state;
512 break;
513 case GL_NORMALIZE:
514 if (ctx->Transform.Normalize == state)
515 return;
516 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
517 ctx->Transform.Normalize = state;
518 break;
519 case GL_POINT_SMOOTH:
520 if (ctx->Point.SmoothFlag==state)
521 return;
522 FLUSH_VERTICES(ctx, _NEW_POINT);
523 ctx->Point.SmoothFlag = state;
524 ctx->_TriangleCaps ^= DD_POINT_SMOOTH;
525 break;
526 case GL_POLYGON_SMOOTH:
527 if (ctx->Polygon.SmoothFlag==state)
528 return;
529 FLUSH_VERTICES(ctx, _NEW_POLYGON);
530 ctx->Polygon.SmoothFlag = state;
531 ctx->_TriangleCaps ^= DD_TRI_SMOOTH;
532 break;
533 case GL_POLYGON_STIPPLE:
534 if (ctx->Polygon.StippleFlag==state)
535 return;
536 FLUSH_VERTICES(ctx, _NEW_POLYGON);
537 ctx->Polygon.StippleFlag = state;
538 ctx->_TriangleCaps ^= DD_TRI_STIPPLE;
539 break;
540 case GL_POLYGON_OFFSET_POINT:
541 if (ctx->Polygon.OffsetPoint==state)
542 return;
543 FLUSH_VERTICES(ctx, _NEW_POLYGON);
544 ctx->Polygon.OffsetPoint = state;
545 break;
546 case GL_POLYGON_OFFSET_LINE:
547 if (ctx->Polygon.OffsetLine==state)
548 return;
549 FLUSH_VERTICES(ctx, _NEW_POLYGON);
550 ctx->Polygon.OffsetLine = state;
551 break;
552 case GL_POLYGON_OFFSET_FILL:
553 /*case GL_POLYGON_OFFSET_EXT:*/
554 if (ctx->Polygon.OffsetFill==state)
555 return;
556 FLUSH_VERTICES(ctx, _NEW_POLYGON);
557 ctx->Polygon.OffsetFill = state;
558 break;
559 case GL_RESCALE_NORMAL_EXT:
560 if (ctx->Transform.RescaleNormals == state)
561 return;
562 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
563 ctx->Transform.RescaleNormals = state;
564 break;
565 case GL_SCISSOR_TEST:
566 if (ctx->Scissor.Enabled==state)
567 return;
568 FLUSH_VERTICES(ctx, _NEW_SCISSOR);
569 ctx->Scissor.Enabled = state;
570 break;
571 case GL_SHARED_TEXTURE_PALETTE_EXT:
572 if (ctx->Texture.SharedPalette == state)
573 return;
574 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
575 ctx->Texture.SharedPalette = state;
576 break;
577 case GL_STENCIL_TEST:
578 if (state && ctx->DrawBuffer->Visual.stencilBits == 0) {
579 _mesa_warning(ctx,
580 "glEnable(GL_STENCIL_TEST) but no stencil buffer");
581 return;
582 }
583 if (ctx->Stencil.Enabled==state)
584 return;
585 FLUSH_VERTICES(ctx, _NEW_STENCIL);
586 ctx->Stencil.Enabled = state;
587 break;
588 case GL_TEXTURE_1D: {
589 const GLuint curr = ctx->Texture.CurrentUnit;
590 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
591 GLuint newenabled = texUnit->Enabled & ~TEXTURE_1D_BIT;
592 if (state)
593 newenabled |= TEXTURE_1D_BIT;
594 if (!ctx->DrawBuffer->Visual.rgbMode
595 || texUnit->Enabled == newenabled)
596 return;
597 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
598 texUnit->Enabled = newenabled;
599 break;
600 }
601 case GL_TEXTURE_2D: {
602 const GLuint curr = ctx->Texture.CurrentUnit;
603 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
604 GLuint newenabled = texUnit->Enabled & ~TEXTURE_2D_BIT;
605 if (state)
606 newenabled |= TEXTURE_2D_BIT;
607 if (!ctx->DrawBuffer->Visual.rgbMode
608 || texUnit->Enabled == newenabled)
609 return;
610 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
611 texUnit->Enabled = newenabled;
612 break;
613 }
614 case GL_TEXTURE_3D: {
615 const GLuint curr = ctx->Texture.CurrentUnit;
616 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
617 GLuint newenabled = texUnit->Enabled & ~TEXTURE_3D_BIT;
618 if (state)
619 newenabled |= TEXTURE_3D_BIT;
620 if (!ctx->DrawBuffer->Visual.rgbMode
621 || texUnit->Enabled == newenabled)
622 return;
623 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
624 texUnit->Enabled = newenabled;
625 break;
626 }
627 case GL_TEXTURE_GEN_Q: {
628 GLuint unit = ctx->Texture.CurrentUnit;
629 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
630 GLuint newenabled = texUnit->TexGenEnabled & ~Q_BIT;
631 if (state)
632 newenabled |= Q_BIT;
633 if (texUnit->TexGenEnabled == newenabled)
634 return;
635 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
636 texUnit->TexGenEnabled = newenabled;
637 break;
638 }
639 case GL_TEXTURE_GEN_R: {
640 GLuint unit = ctx->Texture.CurrentUnit;
641 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
642 GLuint newenabled = texUnit->TexGenEnabled & ~R_BIT;
643 if (state)
644 newenabled |= R_BIT;
645 if (texUnit->TexGenEnabled == newenabled)
646 return;
647 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
648 texUnit->TexGenEnabled = newenabled;
649 break;
650 }
651 case GL_TEXTURE_GEN_S: {
652 GLuint unit = ctx->Texture.CurrentUnit;
653 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
654 GLuint newenabled = texUnit->TexGenEnabled & ~S_BIT;
655 if (state)
656 newenabled |= S_BIT;
657 if (texUnit->TexGenEnabled == newenabled)
658 return;
659 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
660 texUnit->TexGenEnabled = newenabled;
661 break;
662 }
663 case GL_TEXTURE_GEN_T: {
664 GLuint unit = ctx->Texture.CurrentUnit;
665 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
666 GLuint newenabled = texUnit->TexGenEnabled & ~T_BIT;
667 if (state)
668 newenabled |= T_BIT;
669 if (texUnit->TexGenEnabled == newenabled)
670 return;
671 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
672 texUnit->TexGenEnabled = newenabled;
673 break;
674 }
675
676 /*
677 * CLIENT STATE!!!
678 */
679 case GL_VERTEX_ARRAY:
680 case GL_NORMAL_ARRAY:
681 case GL_COLOR_ARRAY:
682 case GL_INDEX_ARRAY:
683 case GL_TEXTURE_COORD_ARRAY:
684 case GL_EDGE_FLAG_ARRAY:
685 case GL_FOG_COORDINATE_ARRAY_EXT:
686 case GL_SECONDARY_COLOR_ARRAY_EXT:
687 client_state( ctx, cap, state );
688 return;
689
690 /* GL_SGIS_pixel_texture */
691 case GL_PIXEL_TEXTURE_SGIS:
692 CHECK_EXTENSION(SGIS_pixel_texture, cap);
693 if (ctx->Pixel.PixelTextureEnabled == state)
694 return;
695 FLUSH_VERTICES(ctx, _NEW_PIXEL);
696 ctx->Pixel.PixelTextureEnabled = state;
697 break;
698
699 /* GL_SGIX_pixel_texture */
700 case GL_PIXEL_TEX_GEN_SGIX:
701 CHECK_EXTENSION(SGIX_pixel_texture, cap);
702 if (ctx->Pixel.PixelTextureEnabled == state)
703 return;
704 FLUSH_VERTICES(ctx, _NEW_PIXEL);
705 ctx->Pixel.PixelTextureEnabled = state;
706 break;
707
708 /* GL_SGI_color_table */
709 case GL_COLOR_TABLE_SGI:
710 CHECK_EXTENSION(SGI_color_table, cap);
711 if (ctx->Pixel.ColorTableEnabled == state)
712 return;
713 FLUSH_VERTICES(ctx, _NEW_PIXEL);
714 ctx->Pixel.ColorTableEnabled = state;
715 break;
716 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
717 CHECK_EXTENSION(SGI_color_table, cap);
718 if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
719 return;
720 FLUSH_VERTICES(ctx, _NEW_PIXEL);
721 ctx->Pixel.PostConvolutionColorTableEnabled = state;
722 break;
723 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
724 CHECK_EXTENSION(SGI_color_table, cap);
725 if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
726 return;
727 FLUSH_VERTICES(ctx, _NEW_PIXEL);
728 ctx->Pixel.PostColorMatrixColorTableEnabled = state;
729 break;
730 case GL_TEXTURE_COLOR_TABLE_SGI:
731 CHECK_EXTENSION(SGI_texture_color_table, cap);
732 if (ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled == state)
733 return;
734 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
735 ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled = state;
736 break;
737
738 /* GL_EXT_convolution */
739 case GL_CONVOLUTION_1D:
740 CHECK_EXTENSION(EXT_convolution, cap);
741 if (ctx->Pixel.Convolution1DEnabled == state)
742 return;
743 FLUSH_VERTICES(ctx, _NEW_PIXEL);
744 ctx->Pixel.Convolution1DEnabled = state;
745 break;
746 case GL_CONVOLUTION_2D:
747 CHECK_EXTENSION(EXT_convolution, cap);
748 if (ctx->Pixel.Convolution2DEnabled == state)
749 return;
750 FLUSH_VERTICES(ctx, _NEW_PIXEL);
751 ctx->Pixel.Convolution2DEnabled = state;
752 break;
753 case GL_SEPARABLE_2D:
754 CHECK_EXTENSION(EXT_convolution, cap);
755 if (ctx->Pixel.Separable2DEnabled == state)
756 return;
757 FLUSH_VERTICES(ctx, _NEW_PIXEL);
758 ctx->Pixel.Separable2DEnabled = state;
759 break;
760
761 /* GL_ARB_texture_cube_map */
762 case GL_TEXTURE_CUBE_MAP_ARB:
763 {
764 const GLuint curr = ctx->Texture.CurrentUnit;
765 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
766 GLuint newenabled = texUnit->Enabled & ~TEXTURE_CUBE_BIT;
767 CHECK_EXTENSION(ARB_texture_cube_map, cap);
768 if (state)
769 newenabled |= TEXTURE_CUBE_BIT;
770 if (!ctx->DrawBuffer->Visual.rgbMode
771 || texUnit->Enabled == newenabled)
772 return;
773 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
774 texUnit->Enabled = newenabled;
775 }
776 break;
777
778 /* GL_EXT_secondary_color */
779 case GL_COLOR_SUM_EXT:
780 CHECK_EXTENSION(EXT_secondary_color, cap);
781 if (ctx->Fog.ColorSumEnabled == state)
782 return;
783 FLUSH_VERTICES(ctx, _NEW_FOG);
784 ctx->Fog.ColorSumEnabled = state;
785 break;
786
787 /* GL_ARB_multisample */
788 case GL_MULTISAMPLE_ARB:
789 CHECK_EXTENSION(ARB_multisample, cap);
790 if (ctx->Multisample.Enabled == state)
791 return;
792 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
793 ctx->Multisample.Enabled = state;
794 break;
795 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
796 CHECK_EXTENSION(ARB_multisample, cap);
797 if (ctx->Multisample.SampleAlphaToCoverage == state)
798 return;
799 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
800 ctx->Multisample.SampleAlphaToCoverage = state;
801 break;
802 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
803 CHECK_EXTENSION(ARB_multisample, cap);
804 if (ctx->Multisample.SampleAlphaToOne == state)
805 return;
806 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
807 ctx->Multisample.SampleAlphaToOne = state;
808 break;
809 case GL_SAMPLE_COVERAGE_ARB:
810 CHECK_EXTENSION(ARB_multisample, cap);
811 if (ctx->Multisample.SampleCoverage == state)
812 return;
813 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
814 ctx->Multisample.SampleCoverage = state;
815 break;
816 case GL_SAMPLE_COVERAGE_INVERT_ARB:
817 CHECK_EXTENSION(ARB_multisample, cap);
818 if (ctx->Multisample.SampleCoverageInvert == state)
819 return;
820 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
821 ctx->Multisample.SampleCoverageInvert = state;
822 break;
823
824 /* GL_IBM_rasterpos_clip */
825 case GL_RASTER_POSITION_UNCLIPPED_IBM:
826 CHECK_EXTENSION(IBM_rasterpos_clip, cap);
827 if (ctx->Transform.RasterPositionUnclipped == state)
828 return;
829 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
830 ctx->Transform.RasterPositionUnclipped = state;
831 break;
832
833 /* GL_NV_point_sprite */
834 case GL_POINT_SPRITE_NV:
835 CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
836 if (ctx->Point.PointSprite == state)
837 return;
838 FLUSH_VERTICES(ctx, _NEW_POINT);
839 ctx->Point.PointSprite = state;
840 break;
841
842 #if FEATURE_NV_vertex_program
843 case GL_VERTEX_PROGRAM_NV:
844 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
845 if (ctx->VertexProgram.Enabled == state)
846 return;
847 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
848 ctx->VertexProgram.Enabled = state;
849 break;
850 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
851 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
852 if (ctx->VertexProgram.PointSizeEnabled == state)
853 return;
854 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
855 ctx->VertexProgram.PointSizeEnabled = state;
856 break;
857 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
858 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
859 if (ctx->VertexProgram.TwoSideEnabled == state)
860 return;
861 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
862 ctx->VertexProgram.TwoSideEnabled = state;
863 break;
864 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
865 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
866 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
867 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
868 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
869 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
870 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
871 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
872 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
873 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
874 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
875 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
876 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
877 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
878 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
879 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
880 CHECK_EXTENSION(NV_vertex_program, cap);
881 {
882 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
883 FLUSH_VERTICES(ctx, _NEW_EVAL);
884 ctx->Eval.Map1Attrib[map] = state;
885 }
886 break;
887 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
888 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
889 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
890 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
891 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
892 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
893 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
894 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
895 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
896 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
897 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
898 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
899 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
900 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
901 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
902 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
903 CHECK_EXTENSION(NV_vertex_program, cap);
904 {
905 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
906 FLUSH_VERTICES(ctx, _NEW_EVAL);
907 ctx->Eval.Map2Attrib[map] = state;
908 }
909 break;
910 #endif /* FEATURE_NV_vertex_program */
911
912 #if FEATURE_NV_fragment_program
913 case GL_FRAGMENT_PROGRAM_NV:
914 CHECK_EXTENSION(NV_fragment_program, cap);
915 if (ctx->FragmentProgram.Enabled == state)
916 return;
917 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
918 ctx->FragmentProgram.Enabled = state;
919 break;
920 #endif /* FEATURE_NV_fragment_program */
921
922 /* GL_NV_texture_rectangle */
923 case GL_TEXTURE_RECTANGLE_NV:
924 CHECK_EXTENSION(NV_texture_rectangle, cap);
925 {
926 const GLuint curr = ctx->Texture.CurrentUnit;
927 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
928 GLuint newenabled = texUnit->Enabled & ~TEXTURE_RECT_BIT;
929 CHECK_EXTENSION(NV_texture_rectangle, cap);
930 if (state)
931 newenabled |= TEXTURE_RECT_BIT;
932 if (!ctx->DrawBuffer->Visual.rgbMode
933 || texUnit->Enabled == newenabled)
934 return;
935 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
936 texUnit->Enabled = newenabled;
937 }
938 break;
939
940 /* GL_EXT_stencil_two_side */
941 case GL_STENCIL_TEST_TWO_SIDE_EXT:
942 CHECK_EXTENSION(EXT_stencil_two_side, cap);
943 if (ctx->Stencil.TestTwoSide == state)
944 return;
945 FLUSH_VERTICES(ctx, _NEW_STENCIL);
946 ctx->Stencil.TestTwoSide = state;
947 if (state) {
948 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
949 } else {
950 ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
951 }
952 break;
953
954 #if FEATURE_ARB_fragment_program
955 case GL_FRAGMENT_PROGRAM_ARB:
956 CHECK_EXTENSION(ARB_fragment_program, cap);
957 if (ctx->FragmentProgram.Enabled == state)
958 return;
959 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
960 ctx->FragmentProgram.Enabled = state;
961 break;
962 #endif /* FEATURE_ARB_fragment_program */
963
964 /* GL_EXT_depth_bounds_test */
965 case GL_DEPTH_BOUNDS_TEST_EXT:
966 CHECK_EXTENSION(EXT_depth_bounds_test, cap);
967 if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
968 _mesa_warning(ctx,
969 "glEnable(GL_DEPTH_BOUNDS_TEST_EXT) but no depth buffer");
970 return;
971 }
972 if (ctx->Depth.BoundsTest == state)
973 return;
974 FLUSH_VERTICES(ctx, _NEW_DEPTH);
975 ctx->Depth.BoundsTest = state;
976 break;
977
978 /* GL_MESA_program_debug */
979 case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
980 CHECK_EXTENSION(MESA_program_debug, cap);
981 ctx->FragmentProgram.CallbackEnabled = state;
982 break;
983 case GL_VERTEX_PROGRAM_CALLBACK_MESA:
984 CHECK_EXTENSION(MESA_program_debug, cap);
985 ctx->VertexProgram.CallbackEnabled = state;
986 break;
987
988 #if FEATURE_ATI_fragment_shader
989 case GL_FRAGMENT_SHADER_ATI:
990 CHECK_EXTENSION(ATI_fragment_shader, cap);
991 if (ctx->ATIFragmentShader.Enabled == state)
992 return;
993 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
994 ctx->ATIFragmentShader.Enabled = state;
995 break;
996 #endif
997 default:
998 _mesa_error(ctx, GL_INVALID_ENUM,
999 "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
1000 return;
1001 }
1002
1003 if (ctx->Driver.Enable) {
1004 (*ctx->Driver.Enable)( ctx, cap, state );
1005 }
1006 }
1007
1008
1009 /**
1010 * Enable GL capability.
1011 *
1012 * \param cap capability.
1013 *
1014 * \sa glEnable().
1015 *
1016 * Get's the current context, assures that we're outside glBegin()/glEnd() and
1017 * calls _mesa_set_enable().
1018 */
1019 void GLAPIENTRY
1020 _mesa_Enable( GLenum cap )
1021 {
1022 GET_CURRENT_CONTEXT(ctx);
1023 ASSERT_OUTSIDE_BEGIN_END(ctx);
1024
1025 _mesa_set_enable( ctx, cap, GL_TRUE );
1026 }
1027
1028
1029 /**
1030 * Disable GL capability.
1031 *
1032 * \param cap capability.
1033 *
1034 * \sa glDisable().
1035 *
1036 * Get's the current context, assures that we're outside glBegin()/glEnd() and
1037 * calls _mesa_set_enable().
1038 */
1039 void GLAPIENTRY
1040 _mesa_Disable( GLenum cap )
1041 {
1042 GET_CURRENT_CONTEXT(ctx);
1043 ASSERT_OUTSIDE_BEGIN_END(ctx);
1044
1045 _mesa_set_enable( ctx, cap, GL_FALSE );
1046 }
1047
1048
1049 #undef CHECK_EXTENSION
1050 #define CHECK_EXTENSION(EXTNAME) \
1051 if (!ctx->Extensions.EXTNAME) { \
1052 _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); \
1053 return GL_FALSE; \
1054 }
1055
1056
1057 /**
1058 * Test whether a capability is enabled.
1059 *
1060 * \param cap capability.
1061 *
1062 * Returns the state of the specified capability from the current GL context.
1063 * For the capabilities associated with extensions verifies that those
1064 * extensions are effectively present before reporting.
1065 */
1066 GLboolean GLAPIENTRY
1067 _mesa_IsEnabled( GLenum cap )
1068 {
1069 GET_CURRENT_CONTEXT(ctx);
1070 switch (cap) {
1071 case GL_ALPHA_TEST:
1072 return ctx->Color.AlphaEnabled;
1073 case GL_AUTO_NORMAL:
1074 return ctx->Eval.AutoNormal;
1075 case GL_BLEND:
1076 return ctx->Color.BlendEnabled;
1077 case GL_CLIP_PLANE0:
1078 case GL_CLIP_PLANE1:
1079 case GL_CLIP_PLANE2:
1080 case GL_CLIP_PLANE3:
1081 case GL_CLIP_PLANE4:
1082 case GL_CLIP_PLANE5:
1083 return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1;
1084 case GL_COLOR_MATERIAL:
1085 return ctx->Light.ColorMaterialEnabled;
1086 case GL_CULL_FACE:
1087 return ctx->Polygon.CullFlag;
1088 case GL_DEPTH_TEST:
1089 return ctx->Depth.Test;
1090 case GL_DITHER:
1091 return ctx->Color.DitherFlag;
1092 case GL_FOG:
1093 return ctx->Fog.Enabled;
1094 case GL_LIGHTING:
1095 return ctx->Light.Enabled;
1096 case GL_LIGHT0:
1097 case GL_LIGHT1:
1098 case GL_LIGHT2:
1099 case GL_LIGHT3:
1100 case GL_LIGHT4:
1101 case GL_LIGHT5:
1102 case GL_LIGHT6:
1103 case GL_LIGHT7:
1104 return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
1105 case GL_LINE_SMOOTH:
1106 return ctx->Line.SmoothFlag;
1107 case GL_LINE_STIPPLE:
1108 return ctx->Line.StippleFlag;
1109 case GL_INDEX_LOGIC_OP:
1110 return ctx->Color.IndexLogicOpEnabled;
1111 case GL_COLOR_LOGIC_OP:
1112 return ctx->Color.ColorLogicOpEnabled;
1113 case GL_MAP1_COLOR_4:
1114 return ctx->Eval.Map1Color4;
1115 case GL_MAP1_INDEX:
1116 return ctx->Eval.Map1Index;
1117 case GL_MAP1_NORMAL:
1118 return ctx->Eval.Map1Normal;
1119 case GL_MAP1_TEXTURE_COORD_1:
1120 return ctx->Eval.Map1TextureCoord1;
1121 case GL_MAP1_TEXTURE_COORD_2:
1122 return ctx->Eval.Map1TextureCoord2;
1123 case GL_MAP1_TEXTURE_COORD_3:
1124 return ctx->Eval.Map1TextureCoord3;
1125 case GL_MAP1_TEXTURE_COORD_4:
1126 return ctx->Eval.Map1TextureCoord4;
1127 case GL_MAP1_VERTEX_3:
1128 return ctx->Eval.Map1Vertex3;
1129 case GL_MAP1_VERTEX_4:
1130 return ctx->Eval.Map1Vertex4;
1131 case GL_MAP2_COLOR_4:
1132 return ctx->Eval.Map2Color4;
1133 case GL_MAP2_INDEX:
1134 return ctx->Eval.Map2Index;
1135 case GL_MAP2_NORMAL:
1136 return ctx->Eval.Map2Normal;
1137 case GL_MAP2_TEXTURE_COORD_1:
1138 return ctx->Eval.Map2TextureCoord1;
1139 case GL_MAP2_TEXTURE_COORD_2:
1140 return ctx->Eval.Map2TextureCoord2;
1141 case GL_MAP2_TEXTURE_COORD_3:
1142 return ctx->Eval.Map2TextureCoord3;
1143 case GL_MAP2_TEXTURE_COORD_4:
1144 return ctx->Eval.Map2TextureCoord4;
1145 case GL_MAP2_VERTEX_3:
1146 return ctx->Eval.Map2Vertex3;
1147 case GL_MAP2_VERTEX_4:
1148 return ctx->Eval.Map2Vertex4;
1149 case GL_NORMALIZE:
1150 return ctx->Transform.Normalize;
1151 case GL_POINT_SMOOTH:
1152 return ctx->Point.SmoothFlag;
1153 case GL_POLYGON_SMOOTH:
1154 return ctx->Polygon.SmoothFlag;
1155 case GL_POLYGON_STIPPLE:
1156 return ctx->Polygon.StippleFlag;
1157 case GL_POLYGON_OFFSET_POINT:
1158 return ctx->Polygon.OffsetPoint;
1159 case GL_POLYGON_OFFSET_LINE:
1160 return ctx->Polygon.OffsetLine;
1161 case GL_POLYGON_OFFSET_FILL:
1162 /*case GL_POLYGON_OFFSET_EXT:*/
1163 return ctx->Polygon.OffsetFill;
1164 case GL_RESCALE_NORMAL_EXT:
1165 return ctx->Transform.RescaleNormals;
1166 case GL_SCISSOR_TEST:
1167 return ctx->Scissor.Enabled;
1168 case GL_SHARED_TEXTURE_PALETTE_EXT:
1169 return ctx->Texture.SharedPalette;
1170 case GL_STENCIL_TEST:
1171 return ctx->Stencil.Enabled;
1172 case GL_TEXTURE_1D:
1173 {
1174 const struct gl_texture_unit *texUnit;
1175 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1176 return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE;
1177 }
1178 case GL_TEXTURE_2D:
1179 {
1180 const struct gl_texture_unit *texUnit;
1181 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1182 return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE;
1183 }
1184 case GL_TEXTURE_3D:
1185 {
1186 const struct gl_texture_unit *texUnit;
1187 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1188 return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE;
1189 }
1190 case GL_TEXTURE_GEN_Q:
1191 {
1192 const struct gl_texture_unit *texUnit;
1193 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1194 return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
1195 }
1196 case GL_TEXTURE_GEN_R:
1197 {
1198 const struct gl_texture_unit *texUnit;
1199 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1200 return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
1201 }
1202 case GL_TEXTURE_GEN_S:
1203 {
1204 const struct gl_texture_unit *texUnit;
1205 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1206 return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
1207 }
1208 case GL_TEXTURE_GEN_T:
1209 {
1210 const struct gl_texture_unit *texUnit;
1211 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1212 return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
1213 }
1214
1215 /*
1216 * CLIENT STATE!!!
1217 */
1218 case GL_VERTEX_ARRAY:
1219 return (ctx->Array.Vertex.Enabled != 0);
1220 case GL_NORMAL_ARRAY:
1221 return (ctx->Array.Normal.Enabled != 0);
1222 case GL_COLOR_ARRAY:
1223 return (ctx->Array.Color.Enabled != 0);
1224 case GL_INDEX_ARRAY:
1225 return (ctx->Array.Index.Enabled != 0);
1226 case GL_TEXTURE_COORD_ARRAY:
1227 return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
1228 case GL_EDGE_FLAG_ARRAY:
1229 return (ctx->Array.EdgeFlag.Enabled != 0);
1230 case GL_FOG_COORDINATE_ARRAY_EXT:
1231 CHECK_EXTENSION(EXT_fog_coord);
1232 return (ctx->Array.FogCoord.Enabled != 0);
1233 case GL_SECONDARY_COLOR_ARRAY_EXT:
1234 CHECK_EXTENSION(EXT_secondary_color);
1235 return (ctx->Array.SecondaryColor.Enabled != 0);
1236
1237 /* GL_EXT_histogram */
1238 case GL_HISTOGRAM:
1239 CHECK_EXTENSION(EXT_histogram);
1240 return ctx->Pixel.HistogramEnabled;
1241 case GL_MINMAX:
1242 CHECK_EXTENSION(EXT_histogram);
1243 return ctx->Pixel.MinMaxEnabled;
1244
1245 /* GL_SGIS_pixel_texture */
1246 case GL_PIXEL_TEXTURE_SGIS:
1247 CHECK_EXTENSION(SGIS_pixel_texture);
1248 return ctx->Pixel.PixelTextureEnabled;
1249
1250 /* GL_SGIX_pixel_texture */
1251 case GL_PIXEL_TEX_GEN_SGIX:
1252 CHECK_EXTENSION(SGIX_pixel_texture);
1253 return ctx->Pixel.PixelTextureEnabled;
1254
1255 /* GL_SGI_color_table */
1256 case GL_COLOR_TABLE_SGI:
1257 CHECK_EXTENSION(SGI_color_table);
1258 return ctx->Pixel.ColorTableEnabled;
1259 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
1260 CHECK_EXTENSION(SGI_color_table);
1261 return ctx->Pixel.PostConvolutionColorTableEnabled;
1262 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
1263 CHECK_EXTENSION(SGI_color_table);
1264 return ctx->Pixel.PostColorMatrixColorTableEnabled;
1265
1266 /* GL_SGI_texture_color_table */
1267 case GL_TEXTURE_COLOR_TABLE_SGI:
1268 CHECK_EXTENSION(SGI_texture_color_table);
1269 return ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
1270
1271 /* GL_EXT_convolution */
1272 case GL_CONVOLUTION_1D:
1273 CHECK_EXTENSION(EXT_convolution);
1274 return ctx->Pixel.Convolution1DEnabled;
1275 case GL_CONVOLUTION_2D:
1276 CHECK_EXTENSION(EXT_convolution);
1277 return ctx->Pixel.Convolution2DEnabled;
1278 case GL_SEPARABLE_2D:
1279 CHECK_EXTENSION(EXT_convolution);
1280 return ctx->Pixel.Separable2DEnabled;
1281
1282 /* GL_ARB_texture_cube_map */
1283 case GL_TEXTURE_CUBE_MAP_ARB:
1284 CHECK_EXTENSION(ARB_texture_cube_map);
1285 {
1286 const struct gl_texture_unit *texUnit;
1287 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1288 return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE;
1289 }
1290
1291 /* GL_ARB_multisample */
1292 case GL_MULTISAMPLE_ARB:
1293 CHECK_EXTENSION(ARB_multisample);
1294 return ctx->Multisample.Enabled;
1295 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
1296 CHECK_EXTENSION(ARB_multisample);
1297 return ctx->Multisample.SampleAlphaToCoverage;
1298 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
1299 CHECK_EXTENSION(ARB_multisample);
1300 return ctx->Multisample.SampleAlphaToOne;
1301 case GL_SAMPLE_COVERAGE_ARB:
1302 CHECK_EXTENSION(ARB_multisample);
1303 return ctx->Multisample.SampleCoverage;
1304 case GL_SAMPLE_COVERAGE_INVERT_ARB:
1305 CHECK_EXTENSION(ARB_multisample);
1306 return ctx->Multisample.SampleCoverageInvert;
1307
1308 /* GL_IBM_rasterpos_clip */
1309 case GL_RASTER_POSITION_UNCLIPPED_IBM:
1310 CHECK_EXTENSION(IBM_rasterpos_clip);
1311 return ctx->Transform.RasterPositionUnclipped;
1312
1313 /* GL_NV_point_sprite */
1314 case GL_POINT_SPRITE_NV:
1315 return ctx->Point.PointSprite;
1316
1317 #if FEATURE_NV_vertex_program
1318 case GL_VERTEX_PROGRAM_NV:
1319 CHECK_EXTENSION(NV_vertex_program);
1320 return ctx->VertexProgram.Enabled;
1321 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
1322 CHECK_EXTENSION(NV_vertex_program);
1323 return ctx->VertexProgram.PointSizeEnabled;
1324 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
1325 CHECK_EXTENSION(NV_vertex_program);
1326 return ctx->VertexProgram.TwoSideEnabled;
1327 case GL_VERTEX_ATTRIB_ARRAY0_NV:
1328 case GL_VERTEX_ATTRIB_ARRAY1_NV:
1329 case GL_VERTEX_ATTRIB_ARRAY2_NV:
1330 case GL_VERTEX_ATTRIB_ARRAY3_NV:
1331 case GL_VERTEX_ATTRIB_ARRAY4_NV:
1332 case GL_VERTEX_ATTRIB_ARRAY5_NV:
1333 case GL_VERTEX_ATTRIB_ARRAY6_NV:
1334 case GL_VERTEX_ATTRIB_ARRAY7_NV:
1335 case GL_VERTEX_ATTRIB_ARRAY8_NV:
1336 case GL_VERTEX_ATTRIB_ARRAY9_NV:
1337 case GL_VERTEX_ATTRIB_ARRAY10_NV:
1338 case GL_VERTEX_ATTRIB_ARRAY11_NV:
1339 case GL_VERTEX_ATTRIB_ARRAY12_NV:
1340 case GL_VERTEX_ATTRIB_ARRAY13_NV:
1341 case GL_VERTEX_ATTRIB_ARRAY14_NV:
1342 case GL_VERTEX_ATTRIB_ARRAY15_NV:
1343 CHECK_EXTENSION(NV_vertex_program);
1344 {
1345 GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
1346 return (ctx->Array.VertexAttrib[n].Enabled != 0);
1347 }
1348 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
1349 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
1350 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
1351 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
1352 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
1353 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
1354 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
1355 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
1356 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
1357 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
1358 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
1359 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
1360 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
1361 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
1362 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
1363 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
1364 CHECK_EXTENSION(NV_vertex_program);
1365 {
1366 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
1367 return ctx->Eval.Map1Attrib[map];
1368 }
1369 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
1370 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
1371 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
1372 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
1373 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
1374 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
1375 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
1376 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
1377 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
1378 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
1379 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
1380 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
1381 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
1382 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
1383 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
1384 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
1385 CHECK_EXTENSION(NV_vertex_program);
1386 {
1387 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
1388 return ctx->Eval.Map2Attrib[map];
1389 }
1390 #endif /* FEATURE_NV_vertex_program */
1391
1392 #if FEATURE_NV_fragment_program
1393 case GL_FRAGMENT_PROGRAM_NV:
1394 CHECK_EXTENSION(NV_fragment_program);
1395 return ctx->FragmentProgram.Enabled;
1396 #endif /* FEATURE_NV_fragment_program */
1397
1398 /* GL_NV_texture_rectangle */
1399 case GL_TEXTURE_RECTANGLE_NV:
1400 CHECK_EXTENSION(NV_texture_rectangle);
1401 {
1402 const struct gl_texture_unit *texUnit;
1403 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1404 return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
1405 }
1406
1407 /* GL_EXT_stencil_two_side */
1408 case GL_STENCIL_TEST_TWO_SIDE_EXT:
1409 CHECK_EXTENSION(EXT_stencil_two_side);
1410 return ctx->Stencil.TestTwoSide;
1411
1412 #if FEATURE_ARB_fragment_program
1413 case GL_FRAGMENT_PROGRAM_ARB:
1414 return ctx->FragmentProgram.Enabled;
1415 #endif /* FEATURE_ARB_fragment_program */
1416
1417 /* GL_EXT_depth_bounds_test */
1418 case GL_DEPTH_BOUNDS_TEST_EXT:
1419 CHECK_EXTENSION(EXT_depth_bounds_test);
1420 return ctx->Depth.BoundsTest;
1421
1422 /* GL_MESA_program_debug */
1423 case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
1424 CHECK_EXTENSION(MESA_program_debug);
1425 return ctx->FragmentProgram.CallbackEnabled;
1426 case GL_VERTEX_PROGRAM_CALLBACK_MESA:
1427 CHECK_EXTENSION(MESA_program_debug);
1428 return ctx->VertexProgram.CallbackEnabled;
1429 #if FEATURE_ATI_fragment_shader
1430 case GL_FRAGMENT_SHADER_ATI:
1431 CHECK_EXTENSION(ATI_fragment_shader);
1432 return ctx->ATIFragmentShader.Enabled;
1433 #endif /* FEATURE_ATI_fragment_shader */
1434 default:
1435 _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
1436 return GL_FALSE;
1437 }
1438 }