CHECK_EXTENSION(NV_vertex_program, cap);
{
GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+ ASSERT(n < Elements(ctx->Array.ArrayObj->VertexAttrib));
var = &ctx->Array.ArrayObj->VertexAttrib[n].Enabled;
flag = _NEW_ARRAY_ATTRIB(n);
}
/**
* Helper function to enable or disable a texture target.
+ * \param bit one of the TEXTURE_x_BIT values
+ * \return GL_TRUE if state is changing or GL_FALSE if no change
*/
static GLboolean
-enable_texture(GLcontext *ctx, GLboolean state, GLbitfield bit)
+enable_texture(GLcontext *ctx, GLboolean state, GLbitfield texBit)
{
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
- const GLuint newenabled = (!state)
- ? (texUnit->Enabled & ~bit) : (texUnit->Enabled | bit);
+ const GLbitfield newenabled = state
+ ? (texUnit->Enabled | texBit) : (texUnit->Enabled & ~texBit);
if (!ctx->DrawBuffer->Visual.rgbMode || texUnit->Enabled == newenabled)
return GL_FALSE;
}
break;
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ CHECK_EXTENSION(ARB_seamless_cube_map, cap);
+ ctx->Texture.CubeMapSeamless = state;
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM,
"%s(0x%x)", state ? "glEnable" : "glDisable", cap);
CHECK_EXTENSION(NV_vertex_program);
{
GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+ ASSERT(n < Elements(ctx->Array.ArrayObj->VertexAttrib));
return (ctx->Array.ArrayObj->VertexAttrib[n].Enabled != 0);
}
case GL_MAP1_VERTEX_ATTRIB0_4_NV:
CHECK_EXTENSION(ATI_fragment_shader);
return ctx->ATIFragmentShader.Enabled;
#endif /* FEATURE_ATI_fragment_shader */
+
+ case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+ CHECK_EXTENSION(ARB_seamless_cube_map);
+ return ctx->Texture.CubeMapSeamless;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
return GL_FALSE;