More suport for t&l drivers
[mesa.git] / src / mesa / main / enable.c
1 /* $Id: enable.c,v 1.57 2002/02/13 00:53:19 keithw Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 #ifdef PC_HEADER
29 #include "all.h"
30 #else
31 #include "glheader.h"
32 #include "context.h"
33 #include "enable.h"
34 #include "light.h"
35 #include "macros.h"
36 #include "mmath.h"
37 #include "simple_list.h"
38 #include "mtypes.h"
39 #include "enums.h"
40 #include "math/m_matrix.h"
41 #include "math/m_xform.h"
42 #endif
43
44
45 #define CHECK_EXTENSION(EXTNAME) \
46 if (!ctx->Extensions.EXTNAME) { \
47 _mesa_error(ctx, GL_INVALID_ENUM, \
48 state ? "glEnableClientState": "glDisableClientState"); \
49 return; \
50 }
51
52
53
54 static void
55 client_state( GLcontext *ctx, GLenum cap, GLboolean state )
56 {
57 GLuint flag;
58 GLuint *var;
59
60 switch (cap) {
61 case GL_VERTEX_ARRAY:
62 var = &ctx->Array.Vertex.Enabled;
63 flag = _NEW_ARRAY_VERTEX;
64 break;
65 case GL_NORMAL_ARRAY:
66 var = &ctx->Array.Normal.Enabled;
67 flag = _NEW_ARRAY_NORMAL;
68 break;
69 case GL_COLOR_ARRAY:
70 var = &ctx->Array.Color.Enabled;
71 flag = _NEW_ARRAY_COLOR0;
72 break;
73 case GL_INDEX_ARRAY:
74 var = &ctx->Array.Index.Enabled;
75 flag = _NEW_ARRAY_INDEX;
76 break;
77 case GL_TEXTURE_COORD_ARRAY:
78 var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
79 flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
80 break;
81 case GL_EDGE_FLAG_ARRAY:
82 var = &ctx->Array.EdgeFlag.Enabled;
83 flag = _NEW_ARRAY_EDGEFLAG;
84 break;
85 case GL_FOG_COORDINATE_ARRAY_EXT:
86 var = &ctx->Array.FogCoord.Enabled;
87 flag = _NEW_ARRAY_FOGCOORD;
88 break;
89 case GL_SECONDARY_COLOR_ARRAY_EXT:
90 var = &ctx->Array.SecondaryColor.Enabled;
91 flag = _NEW_ARRAY_COLOR1;
92 break;
93
94 /* GL_NV_vertex_program */
95 case GL_VERTEX_ATTRIB_ARRAY0_NV:
96 case GL_VERTEX_ATTRIB_ARRAY1_NV:
97 case GL_VERTEX_ATTRIB_ARRAY2_NV:
98 case GL_VERTEX_ATTRIB_ARRAY3_NV:
99 case GL_VERTEX_ATTRIB_ARRAY4_NV:
100 case GL_VERTEX_ATTRIB_ARRAY5_NV:
101 case GL_VERTEX_ATTRIB_ARRAY6_NV:
102 case GL_VERTEX_ATTRIB_ARRAY7_NV:
103 case GL_VERTEX_ATTRIB_ARRAY8_NV:
104 case GL_VERTEX_ATTRIB_ARRAY9_NV:
105 case GL_VERTEX_ATTRIB_ARRAY10_NV:
106 case GL_VERTEX_ATTRIB_ARRAY11_NV:
107 case GL_VERTEX_ATTRIB_ARRAY12_NV:
108 case GL_VERTEX_ATTRIB_ARRAY13_NV:
109 case GL_VERTEX_ATTRIB_ARRAY14_NV:
110 case GL_VERTEX_ATTRIB_ARRAY15_NV:
111 CHECK_EXTENSION(NV_vertex_program);
112 {
113 GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
114 var = &ctx->Array.VertexAttrib[n].Enabled;
115 flag = _NEW_ARRAY_VERT_ATTRIB0; /* XXX flag OK? */
116 }
117 break;
118 default:
119 _mesa_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
120 return;
121 }
122
123 if (*var == flag)
124 return;
125
126 FLUSH_VERTICES(ctx, _NEW_ARRAY);
127 ctx->Array.NewState |= flag;
128 *var = state;
129
130 if (state)
131 ctx->Array._Enabled |= flag;
132 else
133 ctx->Array._Enabled &= ~flag;
134
135 if (ctx->Driver.Enable) {
136 (*ctx->Driver.Enable)( ctx, cap, state );
137 }
138 }
139
140
141
142 void
143 _mesa_EnableClientState( GLenum cap )
144 {
145 GET_CURRENT_CONTEXT(ctx);
146 ASSERT_OUTSIDE_BEGIN_END(ctx);
147 client_state( ctx, cap, GL_TRUE );
148 }
149
150
151
152 void
153 _mesa_DisableClientState( GLenum cap )
154 {
155 GET_CURRENT_CONTEXT(ctx);
156 ASSERT_OUTSIDE_BEGIN_END(ctx);
157 client_state( ctx, cap, GL_FALSE );
158 }
159
160
161 #undef CHECK_EXTENSION
162 #define CHECK_EXTENSION(EXTNAME) \
163 if (!ctx->Extensions.EXTNAME) { \
164 _mesa_error(ctx, GL_INVALID_ENUM, \
165 state ? "glEnable": "glDisable"); \
166 return; \
167 }
168
169
170 /*
171 * Perform glEnable and glDisable calls.
172 */
173 void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
174 {
175 if (MESA_VERBOSE & VERBOSE_API)
176 fprintf(stderr, "%s %s (newstate is %x)\n",
177 state ? "glEnable" : "glDisable",
178 _mesa_lookup_enum_by_nr(cap),
179 ctx->NewState);
180
181 switch (cap) {
182 case GL_ALPHA_TEST:
183 if (ctx->Color.AlphaEnabled == state)
184 return;
185 FLUSH_VERTICES(ctx, _NEW_COLOR);
186 ctx->Color.AlphaEnabled = state;
187 break;
188 case GL_AUTO_NORMAL:
189 if (ctx->Eval.AutoNormal == state)
190 return;
191 FLUSH_VERTICES(ctx, _NEW_EVAL);
192 ctx->Eval.AutoNormal = state;
193 break;
194 case GL_BLEND:
195 if (ctx->Color.BlendEnabled == state)
196 return;
197 FLUSH_VERTICES(ctx, _NEW_COLOR);
198 ctx->Color.BlendEnabled = state;
199 /* The following needed to accomodate 1.0 RGB logic op blending */
200 ctx->Color.ColorLogicOpEnabled =
201 (ctx->Color.BlendEquation == GL_LOGIC_OP && state);
202 break;
203 case GL_CLIP_PLANE0:
204 case GL_CLIP_PLANE1:
205 case GL_CLIP_PLANE2:
206 case GL_CLIP_PLANE3:
207 case GL_CLIP_PLANE4:
208 case GL_CLIP_PLANE5:
209 {
210 GLuint p = cap - GL_CLIP_PLANE0;
211
212 if (ctx->Transform.ClipEnabled[p] == state)
213 return;
214
215 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
216 ctx->Transform.ClipEnabled[p] = state;
217
218 if (state) {
219 ctx->Transform._AnyClip++;
220
221 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY) {
222 _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
223 }
224
225 /* This derived state also calculated in clip.c and
226 * from _mesa_update_state() on changes to EyeUserPlane
227 * and ctx->ProjectionMatrix respectively.
228 */
229 _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
230 ctx->Transform.EyeUserPlane[p],
231 ctx->ProjectionMatrixStack.Top->inv );
232 }
233 }
234 break;
235 case GL_COLOR_MATERIAL:
236 if (ctx->Light.ColorMaterialEnabled == state)
237 return;
238 FLUSH_VERTICES(ctx, _NEW_LIGHT);
239 ctx->Light.ColorMaterialEnabled = state;
240 if (state) {
241 FLUSH_CURRENT(ctx, 0);
242 _mesa_update_color_material( ctx,
243 ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
244 }
245 break;
246 case GL_CULL_FACE:
247 if (ctx->Polygon.CullFlag == state)
248 return;
249 FLUSH_VERTICES(ctx, _NEW_POLYGON);
250 ctx->Polygon.CullFlag = state;
251 break;
252 case GL_DEPTH_TEST:
253 if (state && ctx->Visual.depthBits==0) {
254 _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
255 return;
256 }
257 if (ctx->Depth.Test==state)
258 return;
259 FLUSH_VERTICES(ctx, _NEW_DEPTH);
260 ctx->Depth.Test = state;
261 break;
262 case GL_DITHER:
263 if (ctx->NoDither) {
264 state = GL_FALSE; /* MESA_NO_DITHER env var */
265 }
266 if (ctx->Color.DitherFlag==state)
267 return;
268 FLUSH_VERTICES(ctx, _NEW_COLOR);
269 ctx->Color.DitherFlag = state;
270 break;
271 case GL_FOG:
272 if (ctx->Fog.Enabled==state)
273 return;
274 FLUSH_VERTICES(ctx, _NEW_FOG);
275 ctx->Fog.Enabled = state;
276 break;
277 case GL_HISTOGRAM:
278 CHECK_EXTENSION(EXT_histogram);
279 if (ctx->Pixel.HistogramEnabled == state)
280 return;
281 FLUSH_VERTICES(ctx, _NEW_PIXEL);
282 ctx->Pixel.HistogramEnabled = state;
283 break;
284 case GL_LIGHT0:
285 case GL_LIGHT1:
286 case GL_LIGHT2:
287 case GL_LIGHT3:
288 case GL_LIGHT4:
289 case GL_LIGHT5:
290 case GL_LIGHT6:
291 case GL_LIGHT7:
292 if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
293 return;
294 FLUSH_VERTICES(ctx, _NEW_LIGHT);
295 ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
296 if (state) {
297 insert_at_tail(&ctx->Light.EnabledList,
298 &ctx->Light.Light[cap-GL_LIGHT0]);
299 }
300 else {
301 remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
302 }
303 break;
304 case GL_LIGHTING:
305 if (ctx->Light.Enabled == state)
306 return;
307 FLUSH_VERTICES(ctx, _NEW_LIGHT);
308 ctx->Light.Enabled = state;
309
310 if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
311 ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
312 else
313 ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
314
315 if ((ctx->Light.Enabled &&
316 ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
317 || ctx->Fog.ColorSumEnabled)
318 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
319 else
320 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
321
322 break;
323 case GL_LINE_SMOOTH:
324 if (ctx->Line.SmoothFlag == state)
325 return;
326 FLUSH_VERTICES(ctx, _NEW_LINE);
327 ctx->Line.SmoothFlag = state;
328 ctx->_TriangleCaps ^= DD_LINE_SMOOTH;
329 break;
330 case GL_LINE_STIPPLE:
331 if (ctx->Line.StippleFlag == state)
332 return;
333 FLUSH_VERTICES(ctx, _NEW_LINE);
334 ctx->Line.StippleFlag = state;
335 ctx->_TriangleCaps ^= DD_LINE_STIPPLE;
336 break;
337 case GL_INDEX_LOGIC_OP:
338 if (ctx->Color.IndexLogicOpEnabled == state)
339 return;
340 FLUSH_VERTICES(ctx, _NEW_COLOR);
341 ctx->Color.IndexLogicOpEnabled = state;
342 break;
343 case GL_COLOR_LOGIC_OP:
344 if (ctx->Color.ColorLogicOpEnabled == state)
345 return;
346 FLUSH_VERTICES(ctx, _NEW_COLOR);
347 ctx->Color.ColorLogicOpEnabled = state;
348 break;
349 case GL_MAP1_COLOR_4:
350 if (ctx->Eval.Map1Color4 == state)
351 return;
352 FLUSH_VERTICES(ctx, _NEW_EVAL);
353 ctx->Eval.Map1Color4 = state;
354 break;
355 case GL_MAP1_INDEX:
356 if (ctx->Eval.Map1Index == state)
357 return;
358 FLUSH_VERTICES(ctx, _NEW_EVAL);
359 ctx->Eval.Map1Index = state;
360 break;
361 case GL_MAP1_NORMAL:
362 if (ctx->Eval.Map1Normal == state)
363 return;
364 FLUSH_VERTICES(ctx, _NEW_EVAL);
365 ctx->Eval.Map1Normal = state;
366 break;
367 case GL_MAP1_TEXTURE_COORD_1:
368 if (ctx->Eval.Map1TextureCoord1 == state)
369 return;
370 FLUSH_VERTICES(ctx, _NEW_EVAL);
371 ctx->Eval.Map1TextureCoord1 = state;
372 break;
373 case GL_MAP1_TEXTURE_COORD_2:
374 if (ctx->Eval.Map1TextureCoord2 == state)
375 return;
376 FLUSH_VERTICES(ctx, _NEW_EVAL);
377 ctx->Eval.Map1TextureCoord2 = state;
378 break;
379 case GL_MAP1_TEXTURE_COORD_3:
380 if (ctx->Eval.Map1TextureCoord3 == state)
381 return;
382 FLUSH_VERTICES(ctx, _NEW_EVAL);
383 ctx->Eval.Map1TextureCoord3 = state;
384 break;
385 case GL_MAP1_TEXTURE_COORD_4:
386 if (ctx->Eval.Map1TextureCoord4 == state)
387 return;
388 FLUSH_VERTICES(ctx, _NEW_EVAL);
389 ctx->Eval.Map1TextureCoord4 = state;
390 break;
391 case GL_MAP1_VERTEX_3:
392 if (ctx->Eval.Map1Vertex3 == state)
393 return;
394 FLUSH_VERTICES(ctx, _NEW_EVAL);
395 ctx->Eval.Map1Vertex3 = state;
396 break;
397 case GL_MAP1_VERTEX_4:
398 if (ctx->Eval.Map1Vertex4 == state)
399 return;
400 FLUSH_VERTICES(ctx, _NEW_EVAL);
401 ctx->Eval.Map1Vertex4 = state;
402 break;
403 case GL_MAP2_COLOR_4:
404 if (ctx->Eval.Map2Color4 == state)
405 return;
406 FLUSH_VERTICES(ctx, _NEW_EVAL);
407 ctx->Eval.Map2Color4 = state;
408 break;
409 case GL_MAP2_INDEX:
410 if (ctx->Eval.Map2Index == state)
411 return;
412 FLUSH_VERTICES(ctx, _NEW_EVAL);
413 ctx->Eval.Map2Index = state;
414 break;
415 case GL_MAP2_NORMAL:
416 if (ctx->Eval.Map2Normal == state)
417 return;
418 FLUSH_VERTICES(ctx, _NEW_EVAL);
419 ctx->Eval.Map2Normal = state;
420 break;
421 case GL_MAP2_TEXTURE_COORD_1:
422 if (ctx->Eval.Map2TextureCoord1 == state)
423 return;
424 FLUSH_VERTICES(ctx, _NEW_EVAL);
425 ctx->Eval.Map2TextureCoord1 = state;
426 break;
427 case GL_MAP2_TEXTURE_COORD_2:
428 if (ctx->Eval.Map2TextureCoord2 == state)
429 return;
430 FLUSH_VERTICES(ctx, _NEW_EVAL);
431 ctx->Eval.Map2TextureCoord2 = state;
432 break;
433 case GL_MAP2_TEXTURE_COORD_3:
434 if (ctx->Eval.Map2TextureCoord3 == state)
435 return;
436 FLUSH_VERTICES(ctx, _NEW_EVAL);
437 ctx->Eval.Map2TextureCoord3 = state;
438 break;
439 case GL_MAP2_TEXTURE_COORD_4:
440 if (ctx->Eval.Map2TextureCoord4 == state)
441 return;
442 FLUSH_VERTICES(ctx, _NEW_EVAL);
443 ctx->Eval.Map2TextureCoord4 = state;
444 break;
445 case GL_MAP2_VERTEX_3:
446 if (ctx->Eval.Map2Vertex3 == state)
447 return;
448 FLUSH_VERTICES(ctx, _NEW_EVAL);
449 ctx->Eval.Map2Vertex3 = state;
450 break;
451 case GL_MAP2_VERTEX_4:
452 if (ctx->Eval.Map2Vertex4 == state)
453 return;
454 FLUSH_VERTICES(ctx, _NEW_EVAL);
455 ctx->Eval.Map2Vertex4 = state;
456 break;
457 case GL_MINMAX:
458 if (ctx->Pixel.MinMaxEnabled == state)
459 return;
460 FLUSH_VERTICES(ctx, _NEW_PIXEL);
461 ctx->Pixel.MinMaxEnabled = state;
462 break;
463 case GL_NORMALIZE:
464 if (ctx->Transform.Normalize == state)
465 return;
466 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
467 ctx->Transform.Normalize = state;
468 break;
469 case GL_POINT_SMOOTH:
470 if (ctx->Point.SmoothFlag==state)
471 return;
472 FLUSH_VERTICES(ctx, _NEW_POINT);
473 ctx->Point.SmoothFlag = state;
474 ctx->_TriangleCaps ^= DD_POINT_SMOOTH;
475 break;
476 case GL_POLYGON_SMOOTH:
477 if (ctx->Polygon.SmoothFlag==state)
478 return;
479 FLUSH_VERTICES(ctx, _NEW_POLYGON);
480 ctx->Polygon.SmoothFlag = state;
481 ctx->_TriangleCaps ^= DD_TRI_SMOOTH;
482 break;
483 case GL_POLYGON_STIPPLE:
484 if (ctx->Polygon.StippleFlag==state)
485 return;
486 FLUSH_VERTICES(ctx, _NEW_POLYGON);
487 ctx->Polygon.StippleFlag = state;
488 ctx->_TriangleCaps ^= DD_TRI_STIPPLE;
489 break;
490 case GL_POLYGON_OFFSET_POINT:
491 if (ctx->Polygon.OffsetPoint==state)
492 return;
493 FLUSH_VERTICES(ctx, _NEW_POLYGON);
494 ctx->Polygon.OffsetPoint = state;
495 break;
496 case GL_POLYGON_OFFSET_LINE:
497 if (ctx->Polygon.OffsetLine==state)
498 return;
499 FLUSH_VERTICES(ctx, _NEW_POLYGON);
500 ctx->Polygon.OffsetLine = state;
501 break;
502 case GL_POLYGON_OFFSET_FILL:
503 /*case GL_POLYGON_OFFSET_EXT:*/
504 if (ctx->Polygon.OffsetFill==state)
505 return;
506 FLUSH_VERTICES(ctx, _NEW_POLYGON);
507 ctx->Polygon.OffsetFill = state;
508 break;
509 case GL_RESCALE_NORMAL_EXT:
510 if (ctx->Transform.RescaleNormals == state)
511 return;
512 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
513 ctx->Transform.RescaleNormals = state;
514 break;
515 case GL_SCISSOR_TEST:
516 if (ctx->Scissor.Enabled==state)
517 return;
518 FLUSH_VERTICES(ctx, _NEW_SCISSOR);
519 ctx->Scissor.Enabled = state;
520 break;
521 case GL_SHARED_TEXTURE_PALETTE_EXT:
522 if (ctx->Texture.SharedPalette == state)
523 return;
524 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
525 ctx->Texture.SharedPalette = state;
526 break;
527 case GL_STENCIL_TEST:
528 if (state && ctx->Visual.stencilBits==0) {
529 _mesa_warning(ctx,
530 "glEnable(GL_STENCIL_TEST) but no stencil buffer");
531 return;
532 }
533 if (ctx->Stencil.Enabled==state)
534 return;
535 FLUSH_VERTICES(ctx, _NEW_STENCIL);
536 ctx->Stencil.Enabled = state;
537 break;
538 case GL_TEXTURE_1D: {
539 const GLuint curr = ctx->Texture.CurrentUnit;
540 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
541 GLuint newenabled = texUnit->Enabled & ~TEXTURE0_1D;
542 if (state)
543 newenabled |= TEXTURE0_1D;
544 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
545 return;
546 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
547 texUnit->Enabled = newenabled;
548 break;
549 }
550 case GL_TEXTURE_2D: {
551 const GLuint curr = ctx->Texture.CurrentUnit;
552 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
553 GLuint newenabled = texUnit->Enabled & ~TEXTURE0_2D;
554 if (state)
555 newenabled |= TEXTURE0_2D;
556 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
557 return;
558 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
559 texUnit->Enabled = newenabled;
560 break;
561 }
562 case GL_TEXTURE_3D: {
563 const GLuint curr = ctx->Texture.CurrentUnit;
564 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
565 GLuint newenabled = texUnit->Enabled & ~TEXTURE0_3D;
566 if (state)
567 newenabled |= TEXTURE0_3D;
568 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
569 return;
570 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
571 texUnit->Enabled = newenabled;
572 break;
573 }
574 case GL_TEXTURE_GEN_Q: {
575 GLuint unit = ctx->Texture.CurrentUnit;
576 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
577 GLuint newenabled = texUnit->TexGenEnabled & ~Q_BIT;
578 if (state)
579 newenabled |= Q_BIT;
580 if (texUnit->TexGenEnabled == newenabled)
581 return;
582 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
583 texUnit->TexGenEnabled = newenabled;
584 break;
585 }
586 case GL_TEXTURE_GEN_R: {
587 GLuint unit = ctx->Texture.CurrentUnit;
588 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
589 GLuint newenabled = texUnit->TexGenEnabled & ~R_BIT;
590 if (state)
591 newenabled |= R_BIT;
592 if (texUnit->TexGenEnabled == newenabled)
593 return;
594 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
595 texUnit->TexGenEnabled = newenabled;
596 break;
597 }
598 break;
599 case GL_TEXTURE_GEN_S: {
600 GLuint unit = ctx->Texture.CurrentUnit;
601 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
602 GLuint newenabled = texUnit->TexGenEnabled & ~S_BIT;
603 if (state)
604 newenabled |= S_BIT;
605 if (texUnit->TexGenEnabled == newenabled)
606 return;
607 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
608 texUnit->TexGenEnabled = newenabled;
609 break;
610 }
611 break;
612 case GL_TEXTURE_GEN_T: {
613 GLuint unit = ctx->Texture.CurrentUnit;
614 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
615 GLuint newenabled = texUnit->TexGenEnabled & ~T_BIT;
616 if (state)
617 newenabled |= T_BIT;
618 if (texUnit->TexGenEnabled == newenabled)
619 return;
620 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
621 texUnit->TexGenEnabled = newenabled;
622 break;
623 }
624 break;
625
626 /*
627 * CLIENT STATE!!!
628 */
629 case GL_VERTEX_ARRAY:
630 case GL_NORMAL_ARRAY:
631 case GL_COLOR_ARRAY:
632 case GL_INDEX_ARRAY:
633 case GL_TEXTURE_COORD_ARRAY:
634 case GL_EDGE_FLAG_ARRAY:
635 case GL_FOG_COORDINATE_ARRAY_EXT:
636 case GL_SECONDARY_COLOR_ARRAY_EXT:
637 client_state( ctx, cap, state );
638 return;
639
640 /* GL_HP_occlusion_test */
641 case GL_OCCLUSION_TEST_HP:
642 CHECK_EXTENSION(HP_occlusion_test);
643 if (ctx->Depth.OcclusionTest == state)
644 return;
645 FLUSH_VERTICES(ctx, _NEW_DEPTH);
646 ctx->Depth.OcclusionTest = state;
647 if (state)
648 ctx->OcclusionResult = ctx->OcclusionResultSaved;
649 else
650 ctx->OcclusionResultSaved = ctx->OcclusionResult;
651 break;
652
653 /* GL_SGIS_pixel_texture */
654 case GL_PIXEL_TEXTURE_SGIS:
655 CHECK_EXTENSION(SGIS_pixel_texture);
656 if (ctx->Pixel.PixelTextureEnabled == state)
657 return;
658 FLUSH_VERTICES(ctx, _NEW_PIXEL);
659 ctx->Pixel.PixelTextureEnabled = state;
660 break;
661
662 /* GL_SGIX_pixel_texture */
663 case GL_PIXEL_TEX_GEN_SGIX:
664 CHECK_EXTENSION(SGIX_pixel_texture);
665 if (ctx->Pixel.PixelTextureEnabled == state)
666 return;
667 FLUSH_VERTICES(ctx, _NEW_PIXEL);
668 ctx->Pixel.PixelTextureEnabled = state;
669 break;
670
671 /* GL_SGI_color_table */
672 case GL_COLOR_TABLE_SGI:
673 CHECK_EXTENSION(SGI_color_table);
674 if (ctx->Pixel.ColorTableEnabled == state)
675 return;
676 FLUSH_VERTICES(ctx, _NEW_PIXEL);
677 ctx->Pixel.ColorTableEnabled = state;
678 break;
679 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
680 CHECK_EXTENSION(SGI_color_table);
681 if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
682 return;
683 FLUSH_VERTICES(ctx, _NEW_PIXEL);
684 ctx->Pixel.PostConvolutionColorTableEnabled = state;
685 break;
686 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
687 CHECK_EXTENSION(SGI_color_table);
688 if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
689 return;
690 FLUSH_VERTICES(ctx, _NEW_PIXEL);
691 ctx->Pixel.PostColorMatrixColorTableEnabled = state;
692 break;
693
694 /* GL_EXT_convolution */
695 case GL_CONVOLUTION_1D:
696 CHECK_EXTENSION(EXT_convolution);
697 if (ctx->Pixel.Convolution1DEnabled == state)
698 return;
699 FLUSH_VERTICES(ctx, _NEW_PIXEL);
700 ctx->Pixel.Convolution1DEnabled = state;
701 break;
702 case GL_CONVOLUTION_2D:
703 CHECK_EXTENSION(EXT_convolution);
704 if (ctx->Pixel.Convolution2DEnabled == state)
705 return;
706 FLUSH_VERTICES(ctx, _NEW_PIXEL);
707 ctx->Pixel.Convolution2DEnabled = state;
708 break;
709 case GL_SEPARABLE_2D:
710 CHECK_EXTENSION(EXT_convolution);
711 if (ctx->Pixel.Separable2DEnabled == state)
712 return;
713 FLUSH_VERTICES(ctx, _NEW_PIXEL);
714 ctx->Pixel.Separable2DEnabled = state;
715 break;
716
717 /* GL_ARB_texture_cube_map */
718 case GL_TEXTURE_CUBE_MAP_ARB:
719 {
720 const GLuint curr = ctx->Texture.CurrentUnit;
721 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
722 GLuint newenabled = texUnit->Enabled & ~TEXTURE0_CUBE;
723 CHECK_EXTENSION(ARB_texture_cube_map);
724 if (state)
725 newenabled |= TEXTURE0_CUBE;
726 if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
727 return;
728 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
729 texUnit->Enabled = newenabled;
730 }
731 break;
732
733 /* GL_EXT_secondary_color */
734 case GL_COLOR_SUM_EXT:
735 CHECK_EXTENSION(EXT_secondary_color);
736 if (ctx->Fog.ColorSumEnabled == state)
737 return;
738 FLUSH_VERTICES(ctx, _NEW_FOG);
739 ctx->Fog.ColorSumEnabled = state;
740
741 if ((ctx->Light.Enabled &&
742 ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
743 || ctx->Fog.ColorSumEnabled)
744 ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
745 else
746 ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
747
748 break;
749
750 /* GL_ARB_multisample */
751 case GL_MULTISAMPLE_ARB:
752 CHECK_EXTENSION(ARB_multisample);
753 if (ctx->Multisample.Enabled == state)
754 return;
755 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
756 ctx->Multisample.Enabled = state;
757 break;
758 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
759 CHECK_EXTENSION(ARB_multisample);
760 if (ctx->Multisample.SampleAlphaToCoverage == state)
761 return;
762 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
763 ctx->Multisample.SampleAlphaToCoverage = state;
764 break;
765 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
766 CHECK_EXTENSION(ARB_multisample);
767 if (ctx->Multisample.SampleAlphaToOne == state)
768 return;
769 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
770 ctx->Multisample.SampleAlphaToOne = state;
771 break;
772 case GL_SAMPLE_COVERAGE_ARB:
773 CHECK_EXTENSION(ARB_multisample);
774 if (ctx->Multisample.SampleCoverage == state)
775 return;
776 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
777 ctx->Multisample.SampleCoverage = state;
778 break;
779 case GL_SAMPLE_COVERAGE_INVERT_ARB:
780 CHECK_EXTENSION(ARB_multisample);
781 if (ctx->Multisample.SampleCoverageInvert == state)
782 return;
783 FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
784 ctx->Multisample.SampleCoverageInvert = state;
785 break;
786
787 /* GL_IBM_rasterpos_clip */
788 case GL_RASTER_POSITION_UNCLIPPED_IBM:
789 CHECK_EXTENSION(IBM_rasterpos_clip);
790 if (ctx->Transform.RasterPositionUnclipped == state)
791 return;
792 FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
793 ctx->Transform.RasterPositionUnclipped = state;
794 break;
795
796 /* GL_MESA_sprite_point */
797 case GL_SPRITE_POINT_MESA:
798 CHECK_EXTENSION(MESA_sprite_point);
799 if (ctx->Point.SpriteMode == state)
800 return;
801 FLUSH_VERTICES(ctx, _NEW_POINT);
802 ctx->Point.SpriteMode = state;
803 break;
804
805 /* GL_NV_vertex_program */
806 case GL_VERTEX_PROGRAM_NV:
807 CHECK_EXTENSION(NV_vertex_program);
808 if (ctx->VertexProgram.Enabled == state)
809 return;
810 FLUSH_VERTICES(ctx, _NEW_TRANSFORM | _NEW_PROGRAM); /* XXX OK? */
811 ctx->VertexProgram.Enabled = state;
812 break;
813 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
814 CHECK_EXTENSION(NV_vertex_program);
815 if (ctx->VertexProgram.PointSizeEnabled == state)
816 return;
817 FLUSH_VERTICES(ctx, _NEW_POINT | _NEW_PROGRAM);
818 ctx->VertexProgram.PointSizeEnabled = state;
819 break;
820 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
821 CHECK_EXTENSION(NV_vertex_program);
822 if (ctx->VertexProgram.TwoSideEnabled == state)
823 return;
824 FLUSH_VERTICES(ctx, _NEW_PROGRAM); /* XXX OK? */
825 ctx->VertexProgram.TwoSideEnabled = state;
826 break;
827 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
828 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
829 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
830 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
831 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
832 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
833 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
834 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
835 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
836 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
837 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
838 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
839 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
840 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
841 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
842 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
843 CHECK_EXTENSION(NV_vertex_program);
844 {
845 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
846 FLUSH_VERTICES(ctx, _NEW_EVAL);
847 ctx->Eval.Map1Attrib[map] = state;
848 }
849 break;
850 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
851 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
852 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
853 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
854 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
855 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
856 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
857 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
858 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
859 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
860 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
861 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
862 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
863 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
864 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
865 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
866 CHECK_EXTENSION(NV_vertex_program);
867 {
868 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
869 FLUSH_VERTICES(ctx, _NEW_EVAL);
870 ctx->Eval.Map2Attrib[map] = state;
871 }
872 break;
873
874 default:
875 _mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable");
876 return;
877 }
878
879 if (ctx->Driver.Enable) {
880 (*ctx->Driver.Enable)( ctx, cap, state );
881 }
882 }
883
884
885 void
886 _mesa_Enable( GLenum cap )
887 {
888 GET_CURRENT_CONTEXT(ctx);
889 ASSERT_OUTSIDE_BEGIN_END(ctx);
890
891 _mesa_set_enable( ctx, cap, GL_TRUE );
892 }
893
894
895 void
896 _mesa_Disable( GLenum cap )
897 {
898 GET_CURRENT_CONTEXT(ctx);
899 ASSERT_OUTSIDE_BEGIN_END(ctx);
900
901 _mesa_set_enable( ctx, cap, GL_FALSE );
902 }
903
904
905 #undef CHECK_EXTENSION
906 #define CHECK_EXTENSION(EXTNAME) \
907 if (!ctx->Extensions.EXTNAME) { \
908 _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled"); \
909 return GL_FALSE; \
910 }
911
912
913 GLboolean
914 _mesa_IsEnabled( GLenum cap )
915 {
916 GET_CURRENT_CONTEXT(ctx);
917 switch (cap) {
918 case GL_ALPHA_TEST:
919 return ctx->Color.AlphaEnabled;
920 case GL_AUTO_NORMAL:
921 return ctx->Eval.AutoNormal;
922 case GL_BLEND:
923 return ctx->Color.BlendEnabled;
924 case GL_CLIP_PLANE0:
925 case GL_CLIP_PLANE1:
926 case GL_CLIP_PLANE2:
927 case GL_CLIP_PLANE3:
928 case GL_CLIP_PLANE4:
929 case GL_CLIP_PLANE5:
930 return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
931 case GL_COLOR_MATERIAL:
932 return ctx->Light.ColorMaterialEnabled;
933 case GL_CULL_FACE:
934 return ctx->Polygon.CullFlag;
935 case GL_DEPTH_TEST:
936 return ctx->Depth.Test;
937 case GL_DITHER:
938 return ctx->Color.DitherFlag;
939 case GL_FOG:
940 return ctx->Fog.Enabled;
941 case GL_LIGHTING:
942 return ctx->Light.Enabled;
943 case GL_LIGHT0:
944 case GL_LIGHT1:
945 case GL_LIGHT2:
946 case GL_LIGHT3:
947 case GL_LIGHT4:
948 case GL_LIGHT5:
949 case GL_LIGHT6:
950 case GL_LIGHT7:
951 return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
952 case GL_LINE_SMOOTH:
953 return ctx->Line.SmoothFlag;
954 case GL_LINE_STIPPLE:
955 return ctx->Line.StippleFlag;
956 case GL_INDEX_LOGIC_OP:
957 return ctx->Color.IndexLogicOpEnabled;
958 case GL_COLOR_LOGIC_OP:
959 return ctx->Color.ColorLogicOpEnabled;
960 case GL_MAP1_COLOR_4:
961 return ctx->Eval.Map1Color4;
962 case GL_MAP1_INDEX:
963 return ctx->Eval.Map1Index;
964 case GL_MAP1_NORMAL:
965 return ctx->Eval.Map1Normal;
966 case GL_MAP1_TEXTURE_COORD_1:
967 return ctx->Eval.Map1TextureCoord1;
968 case GL_MAP1_TEXTURE_COORD_2:
969 return ctx->Eval.Map1TextureCoord2;
970 case GL_MAP1_TEXTURE_COORD_3:
971 return ctx->Eval.Map1TextureCoord3;
972 case GL_MAP1_TEXTURE_COORD_4:
973 return ctx->Eval.Map1TextureCoord4;
974 case GL_MAP1_VERTEX_3:
975 return ctx->Eval.Map1Vertex3;
976 case GL_MAP1_VERTEX_4:
977 return ctx->Eval.Map1Vertex4;
978 case GL_MAP2_COLOR_4:
979 return ctx->Eval.Map2Color4;
980 case GL_MAP2_INDEX:
981 return ctx->Eval.Map2Index;
982 case GL_MAP2_NORMAL:
983 return ctx->Eval.Map2Normal;
984 case GL_MAP2_TEXTURE_COORD_1:
985 return ctx->Eval.Map2TextureCoord1;
986 case GL_MAP2_TEXTURE_COORD_2:
987 return ctx->Eval.Map2TextureCoord2;
988 case GL_MAP2_TEXTURE_COORD_3:
989 return ctx->Eval.Map2TextureCoord3;
990 case GL_MAP2_TEXTURE_COORD_4:
991 return ctx->Eval.Map2TextureCoord4;
992 case GL_MAP2_VERTEX_3:
993 return ctx->Eval.Map2Vertex3;
994 case GL_MAP2_VERTEX_4:
995 return ctx->Eval.Map2Vertex4;
996 case GL_NORMALIZE:
997 return ctx->Transform.Normalize;
998 case GL_POINT_SMOOTH:
999 return ctx->Point.SmoothFlag;
1000 case GL_POLYGON_SMOOTH:
1001 return ctx->Polygon.SmoothFlag;
1002 case GL_POLYGON_STIPPLE:
1003 return ctx->Polygon.StippleFlag;
1004 case GL_POLYGON_OFFSET_POINT:
1005 return ctx->Polygon.OffsetPoint;
1006 case GL_POLYGON_OFFSET_LINE:
1007 return ctx->Polygon.OffsetLine;
1008 case GL_POLYGON_OFFSET_FILL:
1009 /*case GL_POLYGON_OFFSET_EXT:*/
1010 return ctx->Polygon.OffsetFill;
1011 case GL_RESCALE_NORMAL_EXT:
1012 return ctx->Transform.RescaleNormals;
1013 case GL_SCISSOR_TEST:
1014 return ctx->Scissor.Enabled;
1015 case GL_SHARED_TEXTURE_PALETTE_EXT:
1016 return ctx->Texture.SharedPalette;
1017 case GL_STENCIL_TEST:
1018 return ctx->Stencil.Enabled;
1019 case GL_TEXTURE_1D:
1020 {
1021 const struct gl_texture_unit *texUnit;
1022 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1023 return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE;
1024 }
1025 case GL_TEXTURE_2D:
1026 {
1027 const struct gl_texture_unit *texUnit;
1028 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1029 return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE;
1030 }
1031 case GL_TEXTURE_3D:
1032 {
1033 const struct gl_texture_unit *texUnit;
1034 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1035 return (texUnit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE;
1036 }
1037 case GL_TEXTURE_GEN_Q:
1038 {
1039 const struct gl_texture_unit *texUnit;
1040 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1041 return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
1042 }
1043 case GL_TEXTURE_GEN_R:
1044 {
1045 const struct gl_texture_unit *texUnit;
1046 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1047 return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
1048 }
1049 case GL_TEXTURE_GEN_S:
1050 {
1051 const struct gl_texture_unit *texUnit;
1052 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1053 return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
1054 }
1055 case GL_TEXTURE_GEN_T:
1056 {
1057 const struct gl_texture_unit *texUnit;
1058 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1059 return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
1060 }
1061
1062 /*
1063 * CLIENT STATE!!!
1064 */
1065 case GL_VERTEX_ARRAY:
1066 return (ctx->Array.Vertex.Enabled != 0);
1067 case GL_NORMAL_ARRAY:
1068 return (ctx->Array.Normal.Enabled != 0);
1069 case GL_COLOR_ARRAY:
1070 return (ctx->Array.Color.Enabled != 0);
1071 case GL_INDEX_ARRAY:
1072 return (ctx->Array.Index.Enabled != 0);
1073 case GL_TEXTURE_COORD_ARRAY:
1074 return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
1075 case GL_EDGE_FLAG_ARRAY:
1076 return (ctx->Array.EdgeFlag.Enabled != 0);
1077 case GL_FOG_COORDINATE_ARRAY_EXT:
1078 CHECK_EXTENSION(EXT_fog_coord);
1079 return (ctx->Array.FogCoord.Enabled != 0);
1080 case GL_SECONDARY_COLOR_ARRAY_EXT:
1081 CHECK_EXTENSION(EXT_secondary_color);
1082 return (ctx->Array.SecondaryColor.Enabled != 0);
1083
1084 /* GL_EXT_histogram */
1085 case GL_HISTOGRAM:
1086 CHECK_EXTENSION(EXT_histogram);
1087 return ctx->Pixel.HistogramEnabled;
1088 case GL_MINMAX:
1089 CHECK_EXTENSION(EXT_histogram);
1090 return ctx->Pixel.MinMaxEnabled;
1091
1092 /* GL_HP_occlusion_test */
1093 case GL_OCCLUSION_TEST_HP:
1094 CHECK_EXTENSION(HP_occlusion_test);
1095 return ctx->Depth.OcclusionTest;
1096
1097 /* GL_SGIS_pixel_texture */
1098 case GL_PIXEL_TEXTURE_SGIS:
1099 CHECK_EXTENSION(SGIS_pixel_texture);
1100 return ctx->Pixel.PixelTextureEnabled;
1101
1102 /* GL_SGIX_pixel_texture */
1103 case GL_PIXEL_TEX_GEN_SGIX:
1104 CHECK_EXTENSION(SGIX_pixel_texture);
1105 return ctx->Pixel.PixelTextureEnabled;
1106
1107 /* GL_SGI_color_table */
1108 case GL_COLOR_TABLE_SGI:
1109 CHECK_EXTENSION(SGI_color_table);
1110 return ctx->Pixel.ColorTableEnabled;
1111 case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
1112 CHECK_EXTENSION(SGI_color_table);
1113 return ctx->Pixel.PostConvolutionColorTableEnabled;
1114 case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
1115 CHECK_EXTENSION(SGI_color_table);
1116 return ctx->Pixel.PostColorMatrixColorTableEnabled;
1117
1118 /* GL_EXT_convolution */
1119 case GL_CONVOLUTION_1D:
1120 CHECK_EXTENSION(EXT_convolution);
1121 return ctx->Pixel.Convolution1DEnabled;
1122 case GL_CONVOLUTION_2D:
1123 CHECK_EXTENSION(EXT_convolution);
1124 return ctx->Pixel.Convolution2DEnabled;
1125 case GL_SEPARABLE_2D:
1126 CHECK_EXTENSION(EXT_convolution);
1127 return ctx->Pixel.Separable2DEnabled;
1128
1129 /* GL_ARB_texture_cube_map */
1130 case GL_TEXTURE_CUBE_MAP_ARB:
1131 CHECK_EXTENSION(ARB_texture_cube_map);
1132 {
1133 const struct gl_texture_unit *texUnit;
1134 texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1135 return (texUnit->Enabled & TEXTURE0_CUBE) ? GL_TRUE : GL_FALSE;
1136 }
1137
1138 /* GL_ARB_multisample */
1139 case GL_MULTISAMPLE_ARB:
1140 CHECK_EXTENSION(ARB_multisample);
1141 return ctx->Multisample.Enabled;
1142 case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
1143 CHECK_EXTENSION(ARB_multisample);
1144 return ctx->Multisample.SampleAlphaToCoverage;
1145 case GL_SAMPLE_ALPHA_TO_ONE_ARB:
1146 CHECK_EXTENSION(ARB_multisample);
1147 return ctx->Multisample.SampleAlphaToOne;
1148 case GL_SAMPLE_COVERAGE_ARB:
1149 CHECK_EXTENSION(ARB_multisample);
1150 return ctx->Multisample.SampleCoverage;
1151 case GL_SAMPLE_COVERAGE_INVERT_ARB:
1152 CHECK_EXTENSION(ARB_multisample);
1153 return ctx->Multisample.SampleCoverageInvert;
1154
1155 /* GL_IBM_rasterpos_clip */
1156 case GL_RASTER_POSITION_UNCLIPPED_IBM:
1157 CHECK_EXTENSION(IBM_rasterpos_clip);
1158 return ctx->Transform.RasterPositionUnclipped;
1159
1160 /* GL_MESA_sprite_point */
1161 case GL_SPRITE_POINT_MESA:
1162 return ctx->Point.SpriteMode;
1163
1164 /* GL_NV_vertex_program */
1165 case GL_VERTEX_PROGRAM_NV:
1166 CHECK_EXTENSION(NV_vertex_program);
1167 return ctx->VertexProgram.Enabled;
1168 case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
1169 CHECK_EXTENSION(NV_vertex_program);
1170 return ctx->VertexProgram.PointSizeEnabled;
1171 case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
1172 CHECK_EXTENSION(NV_vertex_program);
1173 return ctx->VertexProgram.TwoSideEnabled;
1174 case GL_VERTEX_ATTRIB_ARRAY0_NV:
1175 case GL_VERTEX_ATTRIB_ARRAY1_NV:
1176 case GL_VERTEX_ATTRIB_ARRAY2_NV:
1177 case GL_VERTEX_ATTRIB_ARRAY3_NV:
1178 case GL_VERTEX_ATTRIB_ARRAY4_NV:
1179 case GL_VERTEX_ATTRIB_ARRAY5_NV:
1180 case GL_VERTEX_ATTRIB_ARRAY6_NV:
1181 case GL_VERTEX_ATTRIB_ARRAY7_NV:
1182 case GL_VERTEX_ATTRIB_ARRAY8_NV:
1183 case GL_VERTEX_ATTRIB_ARRAY9_NV:
1184 case GL_VERTEX_ATTRIB_ARRAY10_NV:
1185 case GL_VERTEX_ATTRIB_ARRAY11_NV:
1186 case GL_VERTEX_ATTRIB_ARRAY12_NV:
1187 case GL_VERTEX_ATTRIB_ARRAY13_NV:
1188 case GL_VERTEX_ATTRIB_ARRAY14_NV:
1189 case GL_VERTEX_ATTRIB_ARRAY15_NV:
1190 CHECK_EXTENSION(NV_vertex_program);
1191 {
1192 GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
1193 return (ctx->Array.VertexAttrib[n].Enabled != 0);
1194 }
1195 case GL_MAP1_VERTEX_ATTRIB0_4_NV:
1196 case GL_MAP1_VERTEX_ATTRIB1_4_NV:
1197 case GL_MAP1_VERTEX_ATTRIB2_4_NV:
1198 case GL_MAP1_VERTEX_ATTRIB3_4_NV:
1199 case GL_MAP1_VERTEX_ATTRIB4_4_NV:
1200 case GL_MAP1_VERTEX_ATTRIB5_4_NV:
1201 case GL_MAP1_VERTEX_ATTRIB6_4_NV:
1202 case GL_MAP1_VERTEX_ATTRIB7_4_NV:
1203 case GL_MAP1_VERTEX_ATTRIB8_4_NV:
1204 case GL_MAP1_VERTEX_ATTRIB9_4_NV:
1205 case GL_MAP1_VERTEX_ATTRIB10_4_NV:
1206 case GL_MAP1_VERTEX_ATTRIB11_4_NV:
1207 case GL_MAP1_VERTEX_ATTRIB12_4_NV:
1208 case GL_MAP1_VERTEX_ATTRIB13_4_NV:
1209 case GL_MAP1_VERTEX_ATTRIB14_4_NV:
1210 case GL_MAP1_VERTEX_ATTRIB15_4_NV:
1211 CHECK_EXTENSION(NV_vertex_program);
1212 {
1213 const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
1214 return ctx->Eval.Map1Attrib[map];
1215 }
1216 case GL_MAP2_VERTEX_ATTRIB0_4_NV:
1217 case GL_MAP2_VERTEX_ATTRIB1_4_NV:
1218 case GL_MAP2_VERTEX_ATTRIB2_4_NV:
1219 case GL_MAP2_VERTEX_ATTRIB3_4_NV:
1220 case GL_MAP2_VERTEX_ATTRIB4_4_NV:
1221 case GL_MAP2_VERTEX_ATTRIB5_4_NV:
1222 case GL_MAP2_VERTEX_ATTRIB6_4_NV:
1223 case GL_MAP2_VERTEX_ATTRIB7_4_NV:
1224 case GL_MAP2_VERTEX_ATTRIB8_4_NV:
1225 case GL_MAP2_VERTEX_ATTRIB9_4_NV:
1226 case GL_MAP2_VERTEX_ATTRIB10_4_NV:
1227 case GL_MAP2_VERTEX_ATTRIB11_4_NV:
1228 case GL_MAP2_VERTEX_ATTRIB12_4_NV:
1229 case GL_MAP2_VERTEX_ATTRIB13_4_NV:
1230 case GL_MAP2_VERTEX_ATTRIB14_4_NV:
1231 case GL_MAP2_VERTEX_ATTRIB15_4_NV:
1232 CHECK_EXTENSION(NV_vertex_program);
1233 {
1234 const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
1235 return ctx->Eval.Map2Attrib[map];
1236 }
1237
1238 default:
1239 _mesa_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
1240 return GL_FALSE;
1241 }
1242 }