f53ae05d171346b356892e64b6012c72d7759884
[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: 6.1
9 *
10 * Copyright (C) 1999-2004 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 (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
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->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->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->Visual.rgbMode || texUnit->Enabled == newenabled)
595 return;
596 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
597 texUnit->Enabled = newenabled;
598 break;
599 }
600 case GL_TEXTURE_2D: {
601 const GLuint curr = ctx->Texture.CurrentUnit;
602 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
603 GLuint newenabled = texUnit->Enabled & ~TEXTURE_2D_BIT;
604 if (state)
605 newenabled |= TEXTURE_2D_BIT;
606 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
607 return;
608 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
609 texUnit->Enabled = newenabled;
610 break;
611 }
612 case GL_TEXTURE_3D: {
613 const GLuint curr = ctx->Texture.CurrentUnit;
614 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
615 GLuint newenabled = texUnit->Enabled & ~TEXTURE_3D_BIT;
616 if (state)
617 newenabled |= TEXTURE_3D_BIT;
618 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
619 return;
620 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
621 texUnit->Enabled = newenabled;
622 break;
623 }
624 case GL_TEXTURE_GEN_Q: {
625 GLuint unit = ctx->Texture.CurrentUnit;
626 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
627 GLuint newenabled = texUnit->TexGenEnabled & ~Q_BIT;
628 if (state)
629 newenabled |= Q_BIT;
630 if (texUnit->TexGenEnabled == newenabled)
631 return;
632 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
633 texUnit->TexGenEnabled = newenabled;
634 break;
635 }
636 case GL_TEXTURE_GEN_R: {
637 GLuint unit = ctx->Texture.CurrentUnit;
638 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
639 GLuint newenabled = texUnit->TexGenEnabled & ~R_BIT;
640 if (state)
641 newenabled |= R_BIT;
642 if (texUnit->TexGenEnabled == newenabled)
643 return;
644 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
645 texUnit->TexGenEnabled = newenabled;
646 break;
647 }
648 case GL_TEXTURE_GEN_S: {
649 GLuint unit = ctx->Texture.CurrentUnit;
650 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
651 GLuint newenabled = texUnit->TexGenEnabled & ~S_BIT;
652 if (state)
653 newenabled |= S_BIT;
654 if (texUnit->TexGenEnabled == newenabled)
655 return;
656 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
657 texUnit->TexGenEnabled = newenabled;
658 break;
659 }
660 case GL_TEXTURE_GEN_T: {
661 GLuint unit = ctx->Texture.CurrentUnit;
662 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
663 GLuint newenabled = texUnit->TexGenEnabled & ~T_BIT;
664 if (state)
665 newenabled |= T_BIT;
666 if (texUnit->TexGenEnabled == newenabled)
667 return;
668 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
669 texUnit->TexGenEnabled = newenabled;
670 break;
671 }
672
673 /*
674 * CLIENT STATE!!!
675 */
676 case GL_VERTEX_ARRAY:
677 case GL_NORMAL_ARRAY:
678 case GL_COLOR_ARRAY:
679 case GL_INDEX_ARRAY:
680 case GL_TEXTURE_COORD_ARRAY:
681 case GL_EDGE_FLAG_ARRAY:
682 case GL_FOG_COORDINATE_ARRAY_EXT:
683 case GL_SECONDARY_COLOR_ARRAY_EXT:
684 client_state( ctx, cap, state );
685 return;
686
687 /* GL_HP_occlusion_test */
688 case GL_OCCLUSION_TEST_HP:
689 CHECK_EXTENSION(HP_occlusion_test, cap);
690 if (ctx->Depth.OcclusionTest == state)
691 return;
692 FLUSH_VERTICES(ctx, _NEW_DEPTH);
693 ctx->Depth.OcclusionTest = state;
694 if (state)
695 ctx->OcclusionResult = ctx->OcclusionResultSaved;
696 else
697 ctx->OcclusionResultSaved = ctx->OcclusionResult;
698 break;
699
700 /* GL_SGIS_pixel_texture */
701 case GL_PIXEL_TEXTURE_SGIS:
702 CHECK_EXTENSION(SGIS_pixel_texture, cap);
703 if (ctx->Pixel.PixelTextureEnabled == state)
704 return;
705 FLUSH_VERTICES(ctx, _NEW_PIXEL);
706 ctx->Pixel.PixelTextureEnabled = state;
707 break;
708
709 /* GL_SGIX_pixel_texture */
710 case GL_PIXEL_TEX_GEN_SGIX:
711 CHECK_EXTENSION(SGIX_pixel_texture, cap);
712 if (ctx->Pixel.PixelTextureEnabled == state)
713 return;
714 FLUSH_VERTICES(ctx, _NEW_PIXEL);
715 ctx->Pixel.PixelTextureEnabled = state;
716 break;
717
718 /* GL_SGI_color_table */
719 case GL_COLOR_TABLE_SGI:
720 CHECK_EXTENSION(SGI_color_table, cap);
721 if (ctx->Pixel.ColorTableEnabled == state)
722 return;
723 FLUSH_VERTICES(ctx, _NEW_PIXEL);
724 ctx->Pixel.ColorTableEnabled = state;
725 break;
726 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
727 CHECK_EXTENSION(SGI_color_table, cap);
728 if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
729 return;
730 FLUSH_VERTICES(ctx, _NEW_PIXEL);
731 ctx->Pixel.PostConvolutionColorTableEnabled = state;
732 break;
733 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
734 CHECK_EXTENSION(SGI_color_table, cap);
735 if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
736 return;
737 FLUSH_VERTICES(ctx, _NEW_PIXEL);
738 ctx->Pixel.PostColorMatrixColorTableEnabled = state;
739 break;
740 case GL_TEXTURE_COLOR_TABLE_SGI:
741 CHECK_EXTENSION(SGI_texture_color_table, cap);
742 if (ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled == state)
743 return;
744 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
745 ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled = state;
746 break;
747
748 /* GL_EXT_convolution */
749 case GL_CONVOLUTION_1D:
750 CHECK_EXTENSION(EXT_convolution, cap);
751 if (ctx->Pixel.Convolution1DEnabled == state)
752 return;
753 FLUSH_VERTICES(ctx, _NEW_PIXEL);
754 ctx->Pixel.Convolution1DEnabled = state;
755 break;
756 case GL_CONVOLUTION_2D:
757 CHECK_EXTENSION(EXT_convolution, cap);
758 if (ctx->Pixel.Convolution2DEnabled == state)
759 return;
760 FLUSH_VERTICES(ctx, _NEW_PIXEL);
761 ctx->Pixel.Convolution2DEnabled = state;
762 break;
763 case GL_SEPARABLE_2D:
764 CHECK_EXTENSION(EXT_convolution, cap);
765 if (ctx->Pixel.Separable2DEnabled == state)
766 return;
767 FLUSH_VERTICES(ctx, _NEW_PIXEL);
768 ctx->Pixel.Separable2DEnabled = state;
769 break;
770
771 /* GL_ARB_texture_cube_map */
772 case GL_TEXTURE_CUBE_MAP_ARB:
773 {
774 const GLuint curr = ctx->Texture.CurrentUnit;
775 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
776 GLuint newenabled = texUnit->Enabled & ~TEXTURE_CUBE_BIT;
777 CHECK_EXTENSION(ARB_texture_cube_map, cap);
778 if (state)
779 newenabled |= TEXTURE_CUBE_BIT;
780 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
781 return;
782 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
783 texUnit->Enabled = newenabled;
784 }
785 break;
786
787 /* GL_EXT_secondary_color */
788 case GL_COLOR_SUM_EXT:
789 CHECK_EXTENSION(EXT_secondary_color, cap);
790 if (ctx->Fog.ColorSumEnabled == state)
791 return;
792 FLUSH_VERTICES(ctx, _NEW_FOG);
793 ctx->Fog.ColorSumEnabled = state;
794 break;
795
796 /* GL_ARB_multisample */
797 case GL_MULTISAMPLE_ARB:
798 CHECK_EXTENSION(ARB_multisample, cap);
799 if (ctx->Multisample.Enabled == state)
800 return;
801 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
802 ctx->Multisample.Enabled = state;
803 break;
804 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
805 CHECK_EXTENSION(ARB_multisample, cap);
806 if (ctx->Multisample.SampleAlphaToCoverage == state)
807 return;
808 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
809 ctx->Multisample.SampleAlphaToCoverage = state;
810 break;
811 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
812 CHECK_EXTENSION(ARB_multisample, cap);
813 if (ctx->Multisample.SampleAlphaToOne == state)
814 return;
815 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
816 ctx->Multisample.SampleAlphaToOne = state;
817 break;
818 case GL_SAMPLE_COVERAGE_ARB:
819 CHECK_EXTENSION(ARB_multisample, cap);
820 if (ctx->Multisample.SampleCoverage == state)
821 return;
822 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
823 ctx->Multisample.SampleCoverage = state;
824 break;
825 case GL_SAMPLE_COVERAGE_INVERT_ARB:
826 CHECK_EXTENSION(ARB_multisample, cap);
827 if (ctx->Multisample.SampleCoverageInvert == state)
828 return;
829 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
830 ctx->Multisample.SampleCoverageInvert = state;
831 break;
832
833 /* GL_IBM_rasterpos_clip */
834 case GL_RASTER_POSITION_UNCLIPPED_IBM:
835 CHECK_EXTENSION(IBM_rasterpos_clip, cap);
836 if (ctx->Transform.RasterPositionUnclipped == state)
837 return;
838 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
839 ctx->Transform.RasterPositionUnclipped = state;
840 break;
841
842 /* GL_NV_point_sprite */
843 case GL_POINT_SPRITE_NV:
844 CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
845 if (ctx->Point.PointSprite == state)
846 return;
847 FLUSH_VERTICES(ctx, _NEW_POINT);
848 ctx->Point.PointSprite = state;
849 break;
850
851 #if FEATURE_NV_vertex_program
852 case GL_VERTEX_PROGRAM_NV:
853 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
854 if (ctx->VertexProgram.Enabled == state)
855 return;
856 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
857 ctx->VertexProgram.Enabled = state;
858 break;
859 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
860 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
861 if (ctx->VertexProgram.PointSizeEnabled == state)
862 return;
863 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
864 ctx->VertexProgram.PointSizeEnabled = state;
865 break;
866 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
867 CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
868 if (ctx->VertexProgram.TwoSideEnabled == state)
869 return;
870 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
871 ctx->VertexProgram.TwoSideEnabled = state;
872 break;
873 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
874 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
875 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
876 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
877 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
878 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
879 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
880 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
881 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
882 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
883 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
884 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
885 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
886 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
887 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
888 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
889 CHECK_EXTENSION(NV_vertex_program, cap);
890 {
891 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
892 FLUSH_VERTICES(ctx, _NEW_EVAL);
893 ctx->Eval.Map1Attrib[map] = state;
894 }
895 break;
896 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
897 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
898 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
899 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
900 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
901 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
902 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
903 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
904 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
905 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
906 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
907 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
908 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
909 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
910 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
911 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
912 CHECK_EXTENSION(NV_vertex_program, cap);
913 {
914 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
915 FLUSH_VERTICES(ctx, _NEW_EVAL);
916 ctx->Eval.Map2Attrib[map] = state;
917 }
918 break;
919 #endif /* FEATURE_NV_vertex_program */
920
921 #if FEATURE_NV_fragment_program
922 case GL_FRAGMENT_PROGRAM_NV:
923 CHECK_EXTENSION(NV_fragment_program, cap);
924 if (ctx->FragmentProgram.Enabled == state)
925 return;
926 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
927 ctx->FragmentProgram.Enabled = state;
928 break;
929 #endif /* FEATURE_NV_fragment_program */
930
931 /* GL_NV_texture_rectangle */
932 case GL_TEXTURE_RECTANGLE_NV:
933 CHECK_EXTENSION(NV_texture_rectangle, cap);
934 {
935 const GLuint curr = ctx->Texture.CurrentUnit;
936 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
937 GLuint newenabled = texUnit->Enabled & ~TEXTURE_RECT_BIT;
938 CHECK_EXTENSION(NV_texture_rectangle, cap);
939 if (state)
940 newenabled |= TEXTURE_RECT_BIT;
941 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
942 return;
943 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
944 texUnit->Enabled = newenabled;
945 }
946 break;
947
948 /* GL_EXT_stencil_two_side */
949 case GL_STENCIL_TEST_TWO_SIDE_EXT:
950 CHECK_EXTENSION(EXT_stencil_two_side, cap);
951 if (ctx->Stencil.TestTwoSide == state)
952 return;
953 FLUSH_VERTICES(ctx, _NEW_STENCIL);
954 ctx->Stencil.TestTwoSide = state;
955 if (state) {
956 ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
957 } else {
958 ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
959 }
960 break;
961
962 #if FEATURE_ARB_fragment_program
963 case GL_FRAGMENT_PROGRAM_ARB:
964 CHECK_EXTENSION(ARB_fragment_program, cap);
965 if (ctx->FragmentProgram.Enabled == state)
966 return;
967 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
968 ctx->FragmentProgram.Enabled = state;
969 break;
970 #endif /* FEATURE_ARB_fragment_program */
971
972 /* GL_EXT_depth_bounds_test */
973 case GL_DEPTH_BOUNDS_TEST_EXT:
974 CHECK_EXTENSION(EXT_depth_bounds_test, cap);
975 if (state && ctx->Visual.depthBits==0) {
976 _mesa_warning(ctx,
977 "glEnable(GL_DEPTH_BOUNDS_TEST_EXT) but no depth buffer");
978 return;
979 }
980 if (ctx->Depth.BoundsTest == state)
981 return;
982 FLUSH_VERTICES(ctx, _NEW_DEPTH);
983 ctx->Depth.BoundsTest = state;
984 break;
985
986 /* GL_MESA_program_debug */
987 case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
988 CHECK_EXTENSION(MESA_program_debug, cap);
989 ctx->FragmentProgram.CallbackEnabled = state;
990 break;
991 case GL_VERTEX_PROGRAM_CALLBACK_MESA:
992 CHECK_EXTENSION(MESA_program_debug, cap);
993 ctx->VertexProgram.CallbackEnabled = state;
994 break;
995
996 #if FEATURE_ATI_fragment_shader
997 case GL_FRAGMENT_SHADER_ATI:
998 CHECK_EXTENSION(ATI_fragment_shader, cap);
999 if (ctx->ATIFragmentShader.Enabled == state)
1000 return;
1001 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1002 ctx->ATIFragmentShader.Enabled = state;
1003 break;
1004 #endif
1005 default:
1006 _mesa_error(ctx, GL_INVALID_ENUM,
1007 "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
1008 return;
1009 }
1010
1011 if (ctx->Driver.Enable) {
1012 (*ctx->Driver.Enable)( ctx, cap, state );
1013 }
1014 }
1015
1016
1017 /**
1018 * Enable GL capability.
1019 *
1020 * \param cap capability.
1021 *
1022 * \sa glEnable().
1023 *
1024 * Get's the current context, assures that we're outside glBegin()/glEnd() and
1025 * calls _mesa_set_enable().
1026 */
1027 void GLAPIENTRY
1028 _mesa_Enable( GLenum cap )
1029 {
1030 GET_CURRENT_CONTEXT(ctx);
1031 ASSERT_OUTSIDE_BEGIN_END(ctx);
1032
1033 _mesa_set_enable( ctx, cap, GL_TRUE );
1034 }
1035
1036
1037 /**
1038 * Disable GL capability.
1039 *
1040 * \param cap capability.
1041 *
1042 * \sa glDisable().
1043 *
1044 * Get's the current context, assures that we're outside glBegin()/glEnd() and
1045 * calls _mesa_set_enable().
1046 */
1047 void GLAPIENTRY
1048 _mesa_Disable( GLenum cap )
1049 {
1050 GET_CURRENT_CONTEXT(ctx);
1051 ASSERT_OUTSIDE_BEGIN_END(ctx);
1052
1053 _mesa_set_enable( ctx, cap, GL_FALSE );
1054 }
1055
1056
1057 #undef CHECK_EXTENSION
1058 #define CHECK_EXTENSION(EXTNAME) \
1059 if (!ctx->Extensions.EXTNAME) { \
1060 _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); \
1061 return GL_FALSE; \
1062 }
1063
1064
1065 /**
1066 * Test whether a capability is enabled.
1067 *
1068 * \param cap capability.
1069 *
1070 * Returns the state of the specified capability from the current GL context.
1071 * For the capabilities associated with extensions verifies that those
1072 * extensions are effectively present before reporting.
1073 */
1074 GLboolean GLAPIENTRY
1075 _mesa_IsEnabled( GLenum cap )
1076 {
1077 GET_CURRENT_CONTEXT(ctx);
1078 switch (cap) {
1079 case GL_ALPHA_TEST:
1080 return ctx->Color.AlphaEnabled;
1081 case GL_AUTO_NORMAL:
1082 return ctx->Eval.AutoNormal;
1083 case GL_BLEND:
1084 return ctx->Color.BlendEnabled;
1085 case GL_CLIP_PLANE0:
1086 case GL_CLIP_PLANE1:
1087 case GL_CLIP_PLANE2:
1088 case GL_CLIP_PLANE3:
1089 case GL_CLIP_PLANE4:
1090 case GL_CLIP_PLANE5:
1091 return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1;
1092 case GL_COLOR_MATERIAL:
1093 return ctx->Light.ColorMaterialEnabled;
1094 case GL_CULL_FACE:
1095 return ctx->Polygon.CullFlag;
1096 case GL_DEPTH_TEST:
1097 return ctx->Depth.Test;
1098 case GL_DITHER:
1099 return ctx->Color.DitherFlag;
1100 case GL_FOG:
1101 return ctx->Fog.Enabled;
1102 case GL_LIGHTING:
1103 return ctx->Light.Enabled;
1104 case GL_LIGHT0:
1105 case GL_LIGHT1:
1106 case GL_LIGHT2:
1107 case GL_LIGHT3:
1108 case GL_LIGHT4:
1109 case GL_LIGHT5:
1110 case GL_LIGHT6:
1111 case GL_LIGHT7:
1112 return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
1113 case GL_LINE_SMOOTH:
1114 return ctx->Line.SmoothFlag;
1115 case GL_LINE_STIPPLE:
1116 return ctx->Line.StippleFlag;
1117 case GL_INDEX_LOGIC_OP:
1118 return ctx->Color.IndexLogicOpEnabled;
1119 case GL_COLOR_LOGIC_OP:
1120 return ctx->Color.ColorLogicOpEnabled;
1121 case GL_MAP1_COLOR_4:
1122 return ctx->Eval.Map1Color4;
1123 case GL_MAP1_INDEX:
1124 return ctx->Eval.Map1Index;
1125 case GL_MAP1_NORMAL:
1126 return ctx->Eval.Map1Normal;
1127 case GL_MAP1_TEXTURE_COORD_1:
1128 return ctx->Eval.Map1TextureCoord1;
1129 case GL_MAP1_TEXTURE_COORD_2:
1130 return ctx->Eval.Map1TextureCoord2;
1131 case GL_MAP1_TEXTURE_COORD_3:
1132 return ctx->Eval.Map1TextureCoord3;
1133 case GL_MAP1_TEXTURE_COORD_4:
1134 return ctx->Eval.Map1TextureCoord4;
1135 case GL_MAP1_VERTEX_3:
1136 return ctx->Eval.Map1Vertex3;
1137 case GL_MAP1_VERTEX_4:
1138 return ctx->Eval.Map1Vertex4;
1139 case GL_MAP2_COLOR_4:
1140 return ctx->Eval.Map2Color4;
1141 case GL_MAP2_INDEX:
1142 return ctx->Eval.Map2Index;
1143 case GL_MAP2_NORMAL:
1144 return ctx->Eval.Map2Normal;
1145 case GL_MAP2_TEXTURE_COORD_1:
1146 return ctx->Eval.Map2TextureCoord1;
1147 case GL_MAP2_TEXTURE_COORD_2:
1148 return ctx->Eval.Map2TextureCoord2;
1149 case GL_MAP2_TEXTURE_COORD_3:
1150 return ctx->Eval.Map2TextureCoord3;
1151 case GL_MAP2_TEXTURE_COORD_4:
1152 return ctx->Eval.Map2TextureCoord4;
1153 case GL_MAP2_VERTEX_3:
1154 return ctx->Eval.Map2Vertex3;
1155 case GL_MAP2_VERTEX_4:
1156 return ctx->Eval.Map2Vertex4;
1157 case GL_NORMALIZE:
1158 return ctx->Transform.Normalize;
1159 case GL_POINT_SMOOTH:
1160 return ctx->Point.SmoothFlag;
1161 case GL_POLYGON_SMOOTH:
1162 return ctx->Polygon.SmoothFlag;
1163 case GL_POLYGON_STIPPLE:
1164 return ctx->Polygon.StippleFlag;
1165 case GL_POLYGON_OFFSET_POINT:
1166 return ctx->Polygon.OffsetPoint;
1167 case GL_POLYGON_OFFSET_LINE:
1168 return ctx->Polygon.OffsetLine;
1169 case GL_POLYGON_OFFSET_FILL:
1170 /*case GL_POLYGON_OFFSET_EXT:*/
1171 return ctx->Polygon.OffsetFill;
1172 case GL_RESCALE_NORMAL_EXT:
1173 return ctx->Transform.RescaleNormals;
1174 case GL_SCISSOR_TEST:
1175 return ctx->Scissor.Enabled;
1176 case GL_SHARED_TEXTURE_PALETTE_EXT:
1177 return ctx->Texture.SharedPalette;
1178 case GL_STENCIL_TEST:
1179 return ctx->Stencil.Enabled;
1180 case GL_TEXTURE_1D:
1181 {
1182 const struct gl_texture_unit *texUnit;
1183 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1184 return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE;
1185 }
1186 case GL_TEXTURE_2D:
1187 {
1188 const struct gl_texture_unit *texUnit;
1189 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1190 return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE;
1191 }
1192 case GL_TEXTURE_3D:
1193 {
1194 const struct gl_texture_unit *texUnit;
1195 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1196 return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE;
1197 }
1198 case GL_TEXTURE_GEN_Q:
1199 {
1200 const struct gl_texture_unit *texUnit;
1201 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1202 return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
1203 }
1204 case GL_TEXTURE_GEN_R:
1205 {
1206 const struct gl_texture_unit *texUnit;
1207 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1208 return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
1209 }
1210 case GL_TEXTURE_GEN_S:
1211 {
1212 const struct gl_texture_unit *texUnit;
1213 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1214 return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
1215 }
1216 case GL_TEXTURE_GEN_T:
1217 {
1218 const struct gl_texture_unit *texUnit;
1219 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1220 return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
1221 }
1222
1223 /*
1224 * CLIENT STATE!!!
1225 */
1226 case GL_VERTEX_ARRAY:
1227 return (ctx->Array.Vertex.Enabled != 0);
1228 case GL_NORMAL_ARRAY:
1229 return (ctx->Array.Normal.Enabled != 0);
1230 case GL_COLOR_ARRAY:
1231 return (ctx->Array.Color.Enabled != 0);
1232 case GL_INDEX_ARRAY:
1233 return (ctx->Array.Index.Enabled != 0);
1234 case GL_TEXTURE_COORD_ARRAY:
1235 return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
1236 case GL_EDGE_FLAG_ARRAY:
1237 return (ctx->Array.EdgeFlag.Enabled != 0);
1238 case GL_FOG_COORDINATE_ARRAY_EXT:
1239 CHECK_EXTENSION(EXT_fog_coord);
1240 return (ctx->Array.FogCoord.Enabled != 0);
1241 case GL_SECONDARY_COLOR_ARRAY_EXT:
1242 CHECK_EXTENSION(EXT_secondary_color);
1243 return (ctx->Array.SecondaryColor.Enabled != 0);
1244
1245 /* GL_EXT_histogram */
1246 case GL_HISTOGRAM:
1247 CHECK_EXTENSION(EXT_histogram);
1248 return ctx->Pixel.HistogramEnabled;
1249 case GL_MINMAX:
1250 CHECK_EXTENSION(EXT_histogram);
1251 return ctx->Pixel.MinMaxEnabled;
1252
1253 /* GL_HP_occlusion_test */
1254 case GL_OCCLUSION_TEST_HP:
1255 CHECK_EXTENSION(HP_occlusion_test);
1256 return ctx->Depth.OcclusionTest;
1257
1258 /* GL_SGIS_pixel_texture */
1259 case GL_PIXEL_TEXTURE_SGIS:
1260 CHECK_EXTENSION(SGIS_pixel_texture);
1261 return ctx->Pixel.PixelTextureEnabled;
1262
1263 /* GL_SGIX_pixel_texture */
1264 case GL_PIXEL_TEX_GEN_SGIX:
1265 CHECK_EXTENSION(SGIX_pixel_texture);
1266 return ctx->Pixel.PixelTextureEnabled;
1267
1268 /* GL_SGI_color_table */
1269 case GL_COLOR_TABLE_SGI:
1270 CHECK_EXTENSION(SGI_color_table);
1271 return ctx->Pixel.ColorTableEnabled;
1272 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
1273 CHECK_EXTENSION(SGI_color_table);
1274 return ctx->Pixel.PostConvolutionColorTableEnabled;
1275 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
1276 CHECK_EXTENSION(SGI_color_table);
1277 return ctx->Pixel.PostColorMatrixColorTableEnabled;
1278
1279 /* GL_SGI_texture_color_table */
1280 case GL_TEXTURE_COLOR_TABLE_SGI:
1281 CHECK_EXTENSION(SGI_texture_color_table);
1282 return ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
1283
1284 /* GL_EXT_convolution */
1285 case GL_CONVOLUTION_1D:
1286 CHECK_EXTENSION(EXT_convolution);
1287 return ctx->Pixel.Convolution1DEnabled;
1288 case GL_CONVOLUTION_2D:
1289 CHECK_EXTENSION(EXT_convolution);
1290 return ctx->Pixel.Convolution2DEnabled;
1291 case GL_SEPARABLE_2D:
1292 CHECK_EXTENSION(EXT_convolution);
1293 return ctx->Pixel.Separable2DEnabled;
1294
1295 /* GL_ARB_texture_cube_map */
1296 case GL_TEXTURE_CUBE_MAP_ARB:
1297 CHECK_EXTENSION(ARB_texture_cube_map);
1298 {
1299 const struct gl_texture_unit *texUnit;
1300 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1301 return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE;
1302 }
1303
1304 /* GL_ARB_multisample */
1305 case GL_MULTISAMPLE_ARB:
1306 CHECK_EXTENSION(ARB_multisample);
1307 return ctx->Multisample.Enabled;
1308 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
1309 CHECK_EXTENSION(ARB_multisample);
1310 return ctx->Multisample.SampleAlphaToCoverage;
1311 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
1312 CHECK_EXTENSION(ARB_multisample);
1313 return ctx->Multisample.SampleAlphaToOne;
1314 case GL_SAMPLE_COVERAGE_ARB:
1315 CHECK_EXTENSION(ARB_multisample);
1316 return ctx->Multisample.SampleCoverage;
1317 case GL_SAMPLE_COVERAGE_INVERT_ARB:
1318 CHECK_EXTENSION(ARB_multisample);
1319 return ctx->Multisample.SampleCoverageInvert;
1320
1321 /* GL_IBM_rasterpos_clip */
1322 case GL_RASTER_POSITION_UNCLIPPED_IBM:
1323 CHECK_EXTENSION(IBM_rasterpos_clip);
1324 return ctx->Transform.RasterPositionUnclipped;
1325
1326 /* GL_NV_point_sprite */
1327 case GL_POINT_SPRITE_NV:
1328 return ctx->Point.PointSprite;
1329
1330 #if FEATURE_NV_vertex_program
1331 case GL_VERTEX_PROGRAM_NV:
1332 CHECK_EXTENSION(NV_vertex_program);
1333 return ctx->VertexProgram.Enabled;
1334 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
1335 CHECK_EXTENSION(NV_vertex_program);
1336 return ctx->VertexProgram.PointSizeEnabled;
1337 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
1338 CHECK_EXTENSION(NV_vertex_program);
1339 return ctx->VertexProgram.TwoSideEnabled;
1340 case GL_VERTEX_ATTRIB_ARRAY0_NV:
1341 case GL_VERTEX_ATTRIB_ARRAY1_NV:
1342 case GL_VERTEX_ATTRIB_ARRAY2_NV:
1343 case GL_VERTEX_ATTRIB_ARRAY3_NV:
1344 case GL_VERTEX_ATTRIB_ARRAY4_NV:
1345 case GL_VERTEX_ATTRIB_ARRAY5_NV:
1346 case GL_VERTEX_ATTRIB_ARRAY6_NV:
1347 case GL_VERTEX_ATTRIB_ARRAY7_NV:
1348 case GL_VERTEX_ATTRIB_ARRAY8_NV:
1349 case GL_VERTEX_ATTRIB_ARRAY9_NV:
1350 case GL_VERTEX_ATTRIB_ARRAY10_NV:
1351 case GL_VERTEX_ATTRIB_ARRAY11_NV:
1352 case GL_VERTEX_ATTRIB_ARRAY12_NV:
1353 case GL_VERTEX_ATTRIB_ARRAY13_NV:
1354 case GL_VERTEX_ATTRIB_ARRAY14_NV:
1355 case GL_VERTEX_ATTRIB_ARRAY15_NV:
1356 CHECK_EXTENSION(NV_vertex_program);
1357 {
1358 GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
1359 return (ctx->Array.VertexAttrib[n].Enabled != 0);
1360 }
1361 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
1362 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
1363 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
1364 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
1365 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
1366 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
1367 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
1368 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
1369 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
1370 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
1371 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
1372 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
1373 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
1374 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
1375 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
1376 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
1377 CHECK_EXTENSION(NV_vertex_program);
1378 {
1379 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
1380 return ctx->Eval.Map1Attrib[map];
1381 }
1382 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
1383 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
1384 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
1385 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
1386 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
1387 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
1388 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
1389 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
1390 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
1391 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
1392 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
1393 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
1394 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
1395 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
1396 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
1397 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
1398 CHECK_EXTENSION(NV_vertex_program);
1399 {
1400 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
1401 return ctx->Eval.Map2Attrib[map];
1402 }
1403 #endif /* FEATURE_NV_vertex_program */
1404
1405 #if FEATURE_NV_fragment_program
1406 case GL_FRAGMENT_PROGRAM_NV:
1407 CHECK_EXTENSION(NV_fragment_program);
1408 return ctx->FragmentProgram.Enabled;
1409 #endif /* FEATURE_NV_fragment_program */
1410
1411 /* GL_NV_texture_rectangle */
1412 case GL_TEXTURE_RECTANGLE_NV:
1413 CHECK_EXTENSION(NV_texture_rectangle);
1414 {
1415 const struct gl_texture_unit *texUnit;
1416 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1417 return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
1418 }
1419
1420 /* GL_EXT_stencil_two_side */
1421 case GL_STENCIL_TEST_TWO_SIDE_EXT:
1422 CHECK_EXTENSION(EXT_stencil_two_side);
1423 return ctx->Stencil.TestTwoSide;
1424
1425 #if FEATURE_ARB_fragment_program
1426 case GL_FRAGMENT_PROGRAM_ARB:
1427 return ctx->FragmentProgram.Enabled;
1428 #endif /* FEATURE_ARB_fragment_program */
1429
1430 /* GL_EXT_depth_bounds_test */
1431 case GL_DEPTH_BOUNDS_TEST_EXT:
1432 CHECK_EXTENSION(EXT_depth_bounds_test);
1433 return ctx->Depth.BoundsTest;
1434
1435 /* GL_MESA_program_debug */
1436 case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
1437 CHECK_EXTENSION(MESA_program_debug);
1438 return ctx->FragmentProgram.CallbackEnabled;
1439 case GL_VERTEX_PROGRAM_CALLBACK_MESA:
1440 CHECK_EXTENSION(MESA_program_debug);
1441 return ctx->VertexProgram.CallbackEnabled;
1442 #if FEATURE_ATI_fragment_shader
1443 case GL_FRAGMENT_SHADER_ATI:
1444 CHECK_EXTENSION(ATI_fragment_shader);
1445 return ctx->ATIFragmentShader.Enabled;
1446 #endif /* FEATURE_ATI_fragment_shader */
1447 default:
1448 _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
1449 return GL_FALSE;
1450 }
1451 }