Header file clean-up:
[mesa.git] / src / mesa / main / enable.c
index c12013a421a05e7ca04b173340688a68b61736fc..744668fd2938ecc8650a1ffdc859cc13679b74a4 100644 (file)
@@ -1,21 +1,21 @@
-/* $Id: enable.c,v 1.9 1999/11/10 06:29:44 keithw Exp $ */
+/* $Id: enable.c,v 1.71 2002/10/24 23:57:20 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.1
- * 
- * Copyright (C) 1999  Brian Paul   All Rights Reserved.
- * 
+ * Version:  4.1
+ *
+ * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved.
+ *
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the "Software"),
  * to deal in the Software without restriction, including without limitation
  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  * and/or sell copies of the Software, and to permit persons to whom the
  * Software is furnished to do so, subject to the following conditions:
- * 
+ *
  * The above copyright notice and this permission notice shall be included
  * in all copies or substantial portions of the Software.
- * 
+ *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  */
 
 
-/* $XFree86: xc/lib/GL/mesa/src/enable.c,v 1.3 1999/04/04 00:20:23 dawes Exp $ */
-
-#ifdef PC_HEADER
-#include "all.h"
-#else
-#ifndef XFree86Server
-#include <stdio.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
 #include "context.h"
 #include "enable.h"
 #include "light.h"
 #include "macros.h"
-#include "matrix.h"
 #include "mmath.h"
 #include "simple_list.h"
-#include "types.h"
-#include "vbfill.h"
-#include "xform.h"
+#include "mtypes.h"
 #include "enums.h"
-#endif
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
+
+
+
+#define CHECK_EXTENSION(EXTNAME, CAP)                                  \
+   if (!ctx->Extensions.EXTNAME) {                                     \
+      _mesa_error(ctx, GL_INVALID_ENUM, "gl%sClientState(0x%x)",       \
+                  state ? "Enable" : "Disable", CAP);                  \
+      return;                                                          \
+   }
+
+
+
+static void
+client_state( GLcontext *ctx, GLenum cap, GLboolean state )
+{
+   GLuint flag;
+   GLuint *var;
+
+   switch (cap) {
+      case GL_VERTEX_ARRAY:
+         var = &ctx->Array.Vertex.Enabled;
+         flag = _NEW_ARRAY_VERTEX;
+         break;
+      case GL_NORMAL_ARRAY:
+         var = &ctx->Array.Normal.Enabled;
+         flag = _NEW_ARRAY_NORMAL;
+         break;
+      case GL_COLOR_ARRAY:
+         var = &ctx->Array.Color.Enabled;
+         flag = _NEW_ARRAY_COLOR0;
+         break;
+      case GL_INDEX_ARRAY:
+         var = &ctx->Array.Index.Enabled;
+         flag = _NEW_ARRAY_INDEX;
+         break;
+      case GL_TEXTURE_COORD_ARRAY:
+         var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
+         flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
+         break;
+      case GL_EDGE_FLAG_ARRAY:
+         var = &ctx->Array.EdgeFlag.Enabled;
+         flag = _NEW_ARRAY_EDGEFLAG;
+         break;
+      case GL_FOG_COORDINATE_ARRAY_EXT:
+         var = &ctx->Array.FogCoord.Enabled;
+         flag = _NEW_ARRAY_FOGCOORD;
+         break;
+      case GL_SECONDARY_COLOR_ARRAY_EXT:
+         var = &ctx->Array.SecondaryColor.Enabled;
+         flag = _NEW_ARRAY_COLOR1;
+         break;
+
+#if FEATURE_NV_vertex_program
+      case GL_VERTEX_ATTRIB_ARRAY0_NV:
+      case GL_VERTEX_ATTRIB_ARRAY1_NV:
+      case GL_VERTEX_ATTRIB_ARRAY2_NV:
+      case GL_VERTEX_ATTRIB_ARRAY3_NV:
+      case GL_VERTEX_ATTRIB_ARRAY4_NV:
+      case GL_VERTEX_ATTRIB_ARRAY5_NV:
+      case GL_VERTEX_ATTRIB_ARRAY6_NV:
+      case GL_VERTEX_ATTRIB_ARRAY7_NV:
+      case GL_VERTEX_ATTRIB_ARRAY8_NV:
+      case GL_VERTEX_ATTRIB_ARRAY9_NV:
+      case GL_VERTEX_ATTRIB_ARRAY10_NV:
+      case GL_VERTEX_ATTRIB_ARRAY11_NV:
+      case GL_VERTEX_ATTRIB_ARRAY12_NV:
+      case GL_VERTEX_ATTRIB_ARRAY13_NV:
+      case GL_VERTEX_ATTRIB_ARRAY14_NV:
+      case GL_VERTEX_ATTRIB_ARRAY15_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
+         {
+            GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+            var = &ctx->Array.VertexAttrib[n].Enabled;
+            flag = _NEW_ARRAY_ATTRIB(n);
+         }
+         break;
+#endif /* FEATURE_NV_vertex_program */
+
+      default:
+         _mesa_error( ctx, GL_INVALID_ENUM,
+                      "glEnable/DisableClientState(0x%x)", cap);
+         return;
+   }
+
+   if (*var == state)
+      return;
+
+   FLUSH_VERTICES(ctx, _NEW_ARRAY);
+   ctx->Array.NewState |= flag;
+   *var = state;
+
+   if (state)
+      ctx->Array._Enabled |= flag;
+   else
+      ctx->Array._Enabled &= ~flag;
+
+   if (ctx->Driver.Enable) {
+      (*ctx->Driver.Enable)( ctx, cap, state );
+   }
+}
+
+
+
+void
+_mesa_EnableClientState( GLenum cap )
+{
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+   client_state( ctx, cap, GL_TRUE );
+}
 
 
 
+void
+_mesa_DisableClientState( GLenum cap )
+{
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+   client_state( ctx, cap, GL_FALSE );
+}
+
+
+#undef CHECK_EXTENSION
+#define CHECK_EXTENSION(EXTNAME, CAP)                                  \
+   if (!ctx->Extensions.EXTNAME) {                                     \
+      _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)",                  \
+                  state ? "Enable" : "Disable", CAP);                  \
+      return;                                                          \
+   }
+
+
 /*
  * Perform glEnable and glDisable calls.
  */
-void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
+void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
 {
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "gl_enable/disable" );
-
-   if (MESA_VERBOSE & VERBOSE_API) 
-      fprintf(stderr, "%s %s (newstate is %x)\n", 
-             state ? "glEnable" : "glDisable",
-             gl_lookup_enum_by_nr(cap),
-             ctx->NewState);
+   if (MESA_VERBOSE & VERBOSE_API)
+      _mesa_debug(ctx, "%s %s (newstate is %x)\n",
+                  state ? "glEnable" : "glDisable",
+                  _mesa_lookup_enum_by_nr(cap),
+                  ctx->NewState);
 
    switch (cap) {
       case GL_ALPHA_TEST:
-         if (ctx->Color.AlphaEnabled!=state) {
-            ctx->Color.AlphaEnabled = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Color.AlphaEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_COLOR);
+         ctx->Color.AlphaEnabled = state;
+         break;
       case GL_AUTO_NORMAL:
-        ctx->Eval.AutoNormal = state;
-        break;
+         if (ctx->Eval.AutoNormal == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.AutoNormal = state;
+         break;
       case GL_BLEND:
-         if (ctx->Color.BlendEnabled!=state) {
-            ctx->Color.BlendEnabled = state;
-            /* The following needed to accomodate 1.0 RGB logic op blending */
-            if (ctx->Color.BlendEquation==GL_LOGIC_OP && state) {
-               ctx->Color.ColorLogicOpEnabled = GL_TRUE;
-            }
-            else {
-               ctx->Color.ColorLogicOpEnabled = GL_FALSE;
-            }
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Color.BlendEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_COLOR);
+         ctx->Color.BlendEnabled = state;
+         /* The following needed to accomodate 1.0 RGB logic op blending */
+         ctx->Color.ColorLogicOpEnabled =
+            (ctx->Color.BlendEquation == GL_LOGIC_OP && state);
+         break;
       case GL_CLIP_PLANE0:
       case GL_CLIP_PLANE1:
       case GL_CLIP_PLANE2:
       case GL_CLIP_PLANE3:
       case GL_CLIP_PLANE4:
       case GL_CLIP_PLANE5:
-        if (cap >= GL_CLIP_PLANE0 && 
-            cap <= GL_CLIP_PLANE5 &&
-            ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] != state) 
-        {
-           GLuint p = cap-GL_CLIP_PLANE0;
-
-           ctx->Transform.ClipEnabled[p] = state;
-           ctx->NewState |= NEW_USER_CLIP;
-
-           if (state) {
-              ctx->Enabled |= ENABLE_USERCLIP;
-              ctx->Transform.AnyClip++;
-              
-              if (ctx->ProjectionMatrix.flags & MAT_DIRTY_ALL_OVER) {
-                 gl_matrix_analyze( &ctx->ProjectionMatrix );
-              }
-              
-              gl_transform_vector( ctx->Transform.ClipUserPlane[p],
-                                   ctx->Transform.EyeUserPlane[p],
-                                   ctx->ProjectionMatrix.inv );
-           } else {
-              if (--ctx->Transform.AnyClip == 0)
-                 ctx->Enabled &= ~ENABLE_USERCLIP;            
-           }       
-        }
-        break;
+         {
+            const GLuint p = cap - GL_CLIP_PLANE0;
+
+            if ((ctx->Transform.ClipPlanesEnabled & (1 << p)) == ((GLuint) state << p))
+               return;
+
+            FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+
+            if (state) {
+               ctx->Transform.ClipPlanesEnabled |= (1 << p);
+
+               if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
+                  _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
+
+               /* This derived state also calculated in clip.c and
+                * from _mesa_update_state() on changes to EyeUserPlane
+                * and ctx->ProjectionMatrix respectively.
+                */
+               _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+                                    ctx->Transform.EyeUserPlane[p],
+                                    ctx->ProjectionMatrixStack.Top->inv );
+            }
+            else {
+               ctx->Transform.ClipPlanesEnabled &= ~(1 << p);
+            }               
+         }
+         break;
       case GL_COLOR_MATERIAL:
-         if (ctx->Light.ColorMaterialEnabled!=state) {
-            ctx->Light.ColorMaterialEnabled = state;
-           ctx->NewState |= NEW_LIGHTING;
-           if (state) 
-              gl_update_color_material( ctx, ctx->Current.ByteColor );
+         if (ctx->Light.ColorMaterialEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_LIGHT);
+         ctx->Light.ColorMaterialEnabled = state;
+         if (state) {
+            FLUSH_CURRENT(ctx, 0);
+            _mesa_update_color_material( ctx,
+                                  ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
          }
-        break;
+         break;
       case GL_CULL_FACE:
-         if (ctx->Polygon.CullFlag!=state) {
-            ctx->Polygon.CullFlag = state;
-           ctx->TriangleCaps ^= DD_TRI_CULL;
-            ctx->NewState |= NEW_POLYGON;
-         }
-        break;
+         if (ctx->Polygon.CullFlag == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.CullFlag = state;
+         break;
       case GL_DEPTH_TEST:
-         if (state && ctx->Visual->DepthBits==0) {
-            gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
+         if (state && ctx->Visual.depthBits==0) {
+            _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
             return;
          }
-        if (ctx->Depth.Test!=state) {
-            ctx->Depth.Test = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
+         if (ctx->Depth.Test==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_DEPTH);
+         ctx->Depth.Test = state;
          break;
       case GL_DITHER:
          if (ctx->NoDither) {
-            /* MESA_NO_DITHER env var */
-            state = GL_FALSE;
-         }
-         if (ctx->Color.DitherFlag!=state) {
-            ctx->Color.DitherFlag = state;
-            ctx->NewState |= NEW_RASTER_OPS;
+            state = GL_FALSE; /* MESA_NO_DITHER env var */
          }
-        break;
+         if (ctx->Color.DitherFlag==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_COLOR);
+         ctx->Color.DitherFlag = state;
+         break;
       case GL_FOG:
-        if (ctx->Fog.Enabled!=state) {
-            ctx->Fog.Enabled = state;
-           ctx->Enabled ^= ENABLE_FOG;
-            ctx->NewState |= NEW_FOG|NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Fog.Enabled==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_FOG);
+         ctx->Fog.Enabled = state;
+         break;
+      case GL_HISTOGRAM:
+         CHECK_EXTENSION(EXT_histogram, cap);
+         if (ctx->Pixel.HistogramEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.HistogramEnabled = state;
+         break;
       case GL_LIGHT0:
       case GL_LIGHT1:
       case GL_LIGHT2:
@@ -169,304 +290,618 @@ void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
       case GL_LIGHT5:
       case GL_LIGHT6:
       case GL_LIGHT7:
-        if (ctx->Light.Light[cap-GL_LIGHT0].Enabled != state) 
-        {
-           ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
-
-           if (state) {
-              insert_at_tail(&ctx->Light.EnabledList, 
-                             &ctx->Light.Light[cap-GL_LIGHT0]);
-              if (ctx->Light.Enabled)
-                 ctx->Enabled |= ENABLE_LIGHT;
-           } else {
-              remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
-              if (is_empty_list(&ctx->Light.EnabledList))
-                 ctx->Enabled &= ~ENABLE_LIGHT;
-           }
-
-           ctx->NewState |= NEW_LIGHTING;
-        }
+         if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_LIGHT);
+         ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
+         if (state) {
+            insert_at_tail(&ctx->Light.EnabledList,
+                           &ctx->Light.Light[cap-GL_LIGHT0]);
+         }
+         else {
+            remove_from_list(&ctx->Light.Light[cap-GL_LIGHT0]);
+         }
          break;
       case GL_LIGHTING:
-         if (ctx->Light.Enabled!=state) {
-            ctx->Light.Enabled = state;
-           ctx->Enabled &= ~ENABLE_LIGHT;
-            if (state)
-              ctx->Enabled |= ENABLE_LIGHT;
-            ctx->NewState |= NEW_LIGHTING;
-         }
+         if (ctx->Light.Enabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_LIGHT);
+         ctx->Light.Enabled = state;
+
+         if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+          ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
+         else
+          ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
+         if ((ctx->Light.Enabled &&
+              ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
+             || ctx->Fog.ColorSumEnabled)
+            ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
+         else
+            ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
+
          break;
       case GL_LINE_SMOOTH:
-        if (ctx->Line.SmoothFlag!=state) {
-            ctx->Line.SmoothFlag = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Line.SmoothFlag == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_LINE);
+         ctx->Line.SmoothFlag = state;
+         ctx->_TriangleCaps ^= DD_LINE_SMOOTH;
+         break;
       case GL_LINE_STIPPLE:
-        if (ctx->Line.StippleFlag!=state) {
-            ctx->Line.StippleFlag = state;
-           ctx->TriangleCaps ^= DD_LINE_STIPPLE;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Line.StippleFlag == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_LINE);
+         ctx->Line.StippleFlag = state;
+         ctx->_TriangleCaps ^= DD_LINE_STIPPLE;
+         break;
       case GL_INDEX_LOGIC_OP:
-         if (ctx->Color.IndexLogicOpEnabled!=state) {
-           ctx->Color.IndexLogicOpEnabled = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Color.IndexLogicOpEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_COLOR);
+         ctx->Color.IndexLogicOpEnabled = state;
+         break;
       case GL_COLOR_LOGIC_OP:
-         if (ctx->Color.ColorLogicOpEnabled!=state) {
-           ctx->Color.ColorLogicOpEnabled = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Color.ColorLogicOpEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_COLOR);
+         ctx->Color.ColorLogicOpEnabled = state;
+         break;
       case GL_MAP1_COLOR_4:
-        ctx->Eval.Map1Color4 = state;
-        break;
+         if (ctx->Eval.Map1Color4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1Color4 = state;
+         break;
       case GL_MAP1_INDEX:
-        ctx->Eval.Map1Index = state;
-        break;
+         if (ctx->Eval.Map1Index == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1Index = state;
+         break;
       case GL_MAP1_NORMAL:
-        ctx->Eval.Map1Normal = state;
-        break;
+         if (ctx->Eval.Map1Normal == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1Normal = state;
+         break;
       case GL_MAP1_TEXTURE_COORD_1:
-        ctx->Eval.Map1TextureCoord1 = state;
-        break;
+         if (ctx->Eval.Map1TextureCoord1 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1TextureCoord1 = state;
+         break;
       case GL_MAP1_TEXTURE_COORD_2:
-        ctx->Eval.Map1TextureCoord2 = state;
-        break;
+         if (ctx->Eval.Map1TextureCoord2 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1TextureCoord2 = state;
+         break;
       case GL_MAP1_TEXTURE_COORD_3:
-        ctx->Eval.Map1TextureCoord3 = state;
-        break;
+         if (ctx->Eval.Map1TextureCoord3 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1TextureCoord3 = state;
+         break;
       case GL_MAP1_TEXTURE_COORD_4:
-        ctx->Eval.Map1TextureCoord4 = state;
-        break;
+         if (ctx->Eval.Map1TextureCoord4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1TextureCoord4 = state;
+         break;
       case GL_MAP1_VERTEX_3:
-        ctx->Eval.Map1Vertex3 = state;
-        break;
+         if (ctx->Eval.Map1Vertex3 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1Vertex3 = state;
+         break;
       case GL_MAP1_VERTEX_4:
-        ctx->Eval.Map1Vertex4 = state;
-        break;
+         if (ctx->Eval.Map1Vertex4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map1Vertex4 = state;
+         break;
       case GL_MAP2_COLOR_4:
-        ctx->Eval.Map2Color4 = state;
-        break;
+         if (ctx->Eval.Map2Color4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2Color4 = state;
+         break;
       case GL_MAP2_INDEX:
-        ctx->Eval.Map2Index = state;
-        break;
+         if (ctx->Eval.Map2Index == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2Index = state;
+         break;
       case GL_MAP2_NORMAL:
-        ctx->Eval.Map2Normal = state;
-        break;
-      case GL_MAP2_TEXTURE_COORD_1: 
-        ctx->Eval.Map2TextureCoord1 = state;
-        break;
+         if (ctx->Eval.Map2Normal == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2Normal = state;
+         break;
+      case GL_MAP2_TEXTURE_COORD_1:
+         if (ctx->Eval.Map2TextureCoord1 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2TextureCoord1 = state;
+         break;
       case GL_MAP2_TEXTURE_COORD_2:
-        ctx->Eval.Map2TextureCoord2 = state;
-        break;
+         if (ctx->Eval.Map2TextureCoord2 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2TextureCoord2 = state;
+         break;
       case GL_MAP2_TEXTURE_COORD_3:
-        ctx->Eval.Map2TextureCoord3 = state;
-        break;
+         if (ctx->Eval.Map2TextureCoord3 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2TextureCoord3 = state;
+         break;
       case GL_MAP2_TEXTURE_COORD_4:
-        ctx->Eval.Map2TextureCoord4 = state;
-        break;
+         if (ctx->Eval.Map2TextureCoord4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2TextureCoord4 = state;
+         break;
       case GL_MAP2_VERTEX_3:
-        ctx->Eval.Map2Vertex3 = state;
-        break;
+         if (ctx->Eval.Map2Vertex3 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2Vertex3 = state;
+         break;
       case GL_MAP2_VERTEX_4:
-        ctx->Eval.Map2Vertex4 = state;
-        break;
+         if (ctx->Eval.Map2Vertex4 == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_EVAL);
+         ctx->Eval.Map2Vertex4 = state;
+         break;
+      case GL_MINMAX:
+         if (ctx->Pixel.MinMaxEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.MinMaxEnabled = state;
+         break;
       case GL_NORMALIZE:
-        if (ctx->Transform.Normalize != state) {
-           ctx->Transform.Normalize = state;
-           ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
-           ctx->Enabled ^= ENABLE_NORMALIZE;
-        }
-        break;
+         if (ctx->Transform.Normalize == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+         ctx->Transform.Normalize = state;
+         break;
       case GL_POINT_SMOOTH:
-        if (ctx->Point.SmoothFlag!=state) {
-            ctx->Point.SmoothFlag = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Point.SmoothFlag==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POINT);
+         ctx->Point.SmoothFlag = state;
+         ctx->_TriangleCaps ^= DD_POINT_SMOOTH;
+         break;
       case GL_POLYGON_SMOOTH:
-        if (ctx->Polygon.SmoothFlag!=state) {
-            ctx->Polygon.SmoothFlag = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Polygon.SmoothFlag==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.SmoothFlag = state;
+         ctx->_TriangleCaps ^= DD_TRI_SMOOTH;
+         break;
       case GL_POLYGON_STIPPLE:
-        if (ctx->Polygon.StippleFlag!=state) {
-            ctx->Polygon.StippleFlag = state;
-           ctx->TriangleCaps ^= DD_TRI_STIPPLE;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Polygon.StippleFlag==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.StippleFlag = state;
+         ctx->_TriangleCaps ^= DD_TRI_STIPPLE;
+         break;
       case GL_POLYGON_OFFSET_POINT:
-         if (ctx->Polygon.OffsetPoint!=state) {
-            ctx->Polygon.OffsetPoint = state;
-            ctx->NewState |= NEW_POLYGON;
-         }
+         if (ctx->Polygon.OffsetPoint==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.OffsetPoint = state;
          break;
       case GL_POLYGON_OFFSET_LINE:
-         if (ctx->Polygon.OffsetLine!=state) {
-            ctx->Polygon.OffsetLine = state;
-            ctx->NewState |= NEW_POLYGON;
-         }
+         if (ctx->Polygon.OffsetLine==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.OffsetLine = state;
          break;
       case GL_POLYGON_OFFSET_FILL:
-      /*case GL_POLYGON_OFFSET_EXT:*/
-         if (ctx->Polygon.OffsetFill!=state) {
-            ctx->Polygon.OffsetFill = state;
-            ctx->NewState |= NEW_POLYGON;
-         }
+         /*case GL_POLYGON_OFFSET_EXT:*/
+         if (ctx->Polygon.OffsetFill==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POLYGON);
+         ctx->Polygon.OffsetFill = state;
          break;
       case GL_RESCALE_NORMAL_EXT:
-        if (ctx->Transform.RescaleNormals != state) {
-           ctx->Transform.RescaleNormals = state;
-           ctx->NewState |= NEW_NORMAL_TRANSFORM|NEW_LIGHTING;
-           ctx->Enabled ^= ENABLE_RESCALE;
-        }
+         if (ctx->Transform.RescaleNormals == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+         ctx->Transform.RescaleNormals = state;
          break;
       case GL_SCISSOR_TEST:
-         if (ctx->Scissor.Enabled!=state) {
-            ctx->Scissor.Enabled = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-         }
-        break;
+         if (ctx->Scissor.Enabled==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_SCISSOR);
+         ctx->Scissor.Enabled = state;
+         break;
       case GL_SHARED_TEXTURE_PALETTE_EXT:
+         if (ctx->Texture.SharedPalette == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
          ctx->Texture.SharedPalette = state;
-         if (ctx->Driver.UseGlobalTexturePalette)
-            (*ctx->Driver.UseGlobalTexturePalette)( ctx, state );
          break;
       case GL_STENCIL_TEST:
-        if (state && ctx->Visual->StencilBits==0) {
-            gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
-            return;
-        }
-        if (ctx->Stencil.Enabled!=state) {
-            ctx->Stencil.Enabled = state;
-            ctx->NewState |= NEW_RASTER_OPS;
-           ctx->TriangleCaps ^= DD_STENCIL;
-         }
-        break;
-      case GL_TEXTURE_1D:
-         if (ctx->Visual->RGBAflag) {
-           const GLuint curr = ctx->Texture.CurrentUnit;
-           const GLuint flag = TEXTURE0_1D << (curr * 4);
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
-           ctx->NewState |= NEW_TEXTURE_ENABLE;
-            if (state) {
-              texUnit->Enabled |= TEXTURE0_1D;
-              ctx->Enabled |= flag;
-           }
-            else {
-               texUnit->Enabled &= ~TEXTURE0_1D;
-               ctx->Enabled &= ~flag;
-            }
+         if (state && ctx->Visual.stencilBits==0) {
+            _mesa_warning(ctx,
+                          "glEnable(GL_STENCIL_TEST) but no stencil buffer");
+            return;
          }
+         if (ctx->Stencil.Enabled==state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_STENCIL);
+         ctx->Stencil.Enabled = state;
          break;
-      case GL_TEXTURE_2D:
-         if (ctx->Visual->RGBAflag) {
-           const GLuint curr = ctx->Texture.CurrentUnit;
-           const GLuint flag = TEXTURE0_2D << (curr * 4);
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
-           ctx->NewState |= NEW_TEXTURE_ENABLE;
-            if (state) {
-              texUnit->Enabled |= TEXTURE0_2D;
-              ctx->Enabled |= flag;
-           }
-            else {
-               texUnit->Enabled &= ~TEXTURE0_2D;
-               ctx->Enabled &= ~flag;
-            }
-         }
-        break;
-      case GL_TEXTURE_3D:
-         if (ctx->Visual->RGBAflag) {
-           const GLuint curr = ctx->Texture.CurrentUnit;
-           const GLuint flag = TEXTURE0_3D << (curr * 4);
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
-           ctx->NewState |= NEW_TEXTURE_ENABLE;
-            if (state) {
-              texUnit->Enabled |= TEXTURE0_3D;
-              ctx->Enabled |= flag;
-           }
-            else {
-               texUnit->Enabled &= ~TEXTURE0_3D;
-               ctx->Enabled &= ~flag;
-            }
-         }
+      case GL_TEXTURE_1D: {
+         const GLuint curr = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+         GLuint newenabled = texUnit->Enabled & ~TEXTURE_1D_BIT;
+         if (state)
+            newenabled |= TEXTURE_1D_BIT;
+         if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->Enabled = newenabled;
          break;
-      case GL_TEXTURE_GEN_Q:
+      }
+      case GL_TEXTURE_2D: {
+         const GLuint curr = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+         GLuint newenabled = texUnit->Enabled & ~TEXTURE_2D_BIT;
+         if (state)
+            newenabled |= TEXTURE_2D_BIT;
+         if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->Enabled = newenabled;
+         break;
+      }
+      case GL_TEXTURE_3D: {
+         const GLuint curr = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+         GLuint newenabled = texUnit->Enabled & ~TEXTURE_3D_BIT;
+         if (state)
+            newenabled |= TEXTURE_3D_BIT;
+         if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->Enabled = newenabled;
+         break;
+      }
+      case GL_TEXTURE_GEN_Q: {
+         GLuint unit = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+         GLuint newenabled = texUnit->TexGenEnabled & ~Q_BIT;
+         if (state)
+            newenabled |= Q_BIT;
+         if (texUnit->TexGenEnabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->TexGenEnabled = newenabled;
+         break;
+      }
+      case GL_TEXTURE_GEN_R: {
+         GLuint unit = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+         GLuint newenabled = texUnit->TexGenEnabled & ~R_BIT;
+         if (state)
+            newenabled |= R_BIT;
+         if (texUnit->TexGenEnabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->TexGenEnabled = newenabled;
+         break;
+      }
+      break;
+      case GL_TEXTURE_GEN_S: {
+         GLuint unit = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+         GLuint newenabled = texUnit->TexGenEnabled & ~S_BIT;
+         if (state)
+            newenabled |= S_BIT;
+         if (texUnit->TexGenEnabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->TexGenEnabled = newenabled;
+         break;
+      }
+      break;
+      case GL_TEXTURE_GEN_T: {
+         GLuint unit = ctx->Texture.CurrentUnit;
+         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+         GLuint newenabled = texUnit->TexGenEnabled & ~T_BIT;
+         if (state)
+            newenabled |= T_BIT;
+         if (texUnit->TexGenEnabled == newenabled)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+         texUnit->TexGenEnabled = newenabled;
+         break;
+      }
+      break;
+
+      /*
+       * CLIENT STATE!!!
+       */
+      case GL_VERTEX_ARRAY:
+      case GL_NORMAL_ARRAY:
+      case GL_COLOR_ARRAY:
+      case GL_INDEX_ARRAY:
+      case GL_TEXTURE_COORD_ARRAY:
+      case GL_EDGE_FLAG_ARRAY:
+      case GL_FOG_COORDINATE_ARRAY_EXT:
+      case GL_SECONDARY_COLOR_ARRAY_EXT:
+         client_state( ctx, cap, state );
+         return;
+
+      /* GL_HP_occlusion_test */
+      case GL_OCCLUSION_TEST_HP:
+         CHECK_EXTENSION(HP_occlusion_test, cap);
+         if (ctx->Depth.OcclusionTest == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_DEPTH);
+         ctx->Depth.OcclusionTest = state;
+         if (state)
+            ctx->OcclusionResult = ctx->OcclusionResultSaved;
+         else
+            ctx->OcclusionResultSaved = ctx->OcclusionResult;
+         break;
+
+      /* GL_SGIS_pixel_texture */
+      case GL_PIXEL_TEXTURE_SGIS:
+         CHECK_EXTENSION(SGIS_pixel_texture, cap);
+         if (ctx->Pixel.PixelTextureEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.PixelTextureEnabled = state;
+         break;
+
+      /* GL_SGIX_pixel_texture */
+      case GL_PIXEL_TEX_GEN_SGIX:
+         CHECK_EXTENSION(SGIX_pixel_texture, cap);
+         if (ctx->Pixel.PixelTextureEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.PixelTextureEnabled = state;
+         break;
+
+      /* GL_SGI_color_table */
+      case GL_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table, cap);
+         if (ctx->Pixel.ColorTableEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.ColorTableEnabled = state;
+         break;
+      case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table, cap);
+         if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.PostConvolutionColorTableEnabled = state;
+         break;
+      case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table, cap);
+         if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.PostColorMatrixColorTableEnabled = state;
+         break;
+
+      /* GL_EXT_convolution */
+      case GL_CONVOLUTION_1D:
+         CHECK_EXTENSION(EXT_convolution, cap);
+         if (ctx->Pixel.Convolution1DEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.Convolution1DEnabled = state;
+         break;
+      case GL_CONVOLUTION_2D:
+         CHECK_EXTENSION(EXT_convolution, cap);
+         if (ctx->Pixel.Convolution2DEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.Convolution2DEnabled = state;
+         break;
+      case GL_SEPARABLE_2D:
+         CHECK_EXTENSION(EXT_convolution, cap);
+         if (ctx->Pixel.Separable2DEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PIXEL);
+         ctx->Pixel.Separable2DEnabled = state;
+         break;
+
+      /* GL_ARB_texture_cube_map */
+      case GL_TEXTURE_CUBE_MAP_ARB:
          {
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const GLuint curr = ctx->Texture.CurrentUnit;
+            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+            GLuint newenabled = texUnit->Enabled & ~TEXTURE_CUBE_BIT;
+            CHECK_EXTENSION(ARB_texture_cube_map, cap);
             if (state)
-               texUnit->TexGenEnabled |= Q_BIT;
-            else
-               texUnit->TexGenEnabled &= ~Q_BIT;
-            ctx->NewState |= NEW_TEXTURING;
+               newenabled |= TEXTURE_CUBE_BIT;
+            if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
+               return;
+            FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+            texUnit->Enabled = newenabled;
          }
-        break;
-      case GL_TEXTURE_GEN_R:
+         break;
+
+      /* GL_EXT_secondary_color */
+      case GL_COLOR_SUM_EXT:
+         CHECK_EXTENSION(EXT_secondary_color, cap);
+         if (ctx->Fog.ColorSumEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_FOG);
+         ctx->Fog.ColorSumEnabled = state;
+
+         if ((ctx->Light.Enabled &&
+              ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
+             || ctx->Fog.ColorSumEnabled)
+            ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
+         else
+            ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
+
+         break;
+
+      /* GL_ARB_multisample */
+      case GL_MULTISAMPLE_ARB:
+         CHECK_EXTENSION(ARB_multisample, cap);
+         if (ctx->Multisample.Enabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+         ctx->Multisample.Enabled = state;
+         break;
+      case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+         CHECK_EXTENSION(ARB_multisample, cap);
+         if (ctx->Multisample.SampleAlphaToCoverage == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+         ctx->Multisample.SampleAlphaToCoverage = state;
+         break;
+      case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+         CHECK_EXTENSION(ARB_multisample, cap);
+         if (ctx->Multisample.SampleAlphaToOne == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+         ctx->Multisample.SampleAlphaToOne = state;
+         break;
+      case GL_SAMPLE_COVERAGE_ARB:
+         CHECK_EXTENSION(ARB_multisample, cap);
+         if (ctx->Multisample.SampleCoverage == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+         ctx->Multisample.SampleCoverage = state;
+         break;
+      case GL_SAMPLE_COVERAGE_INVERT_ARB:
+         CHECK_EXTENSION(ARB_multisample, cap);
+         if (ctx->Multisample.SampleCoverageInvert == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
+         ctx->Multisample.SampleCoverageInvert = state;
+         break;
+
+      /* GL_IBM_rasterpos_clip */
+      case GL_RASTER_POSITION_UNCLIPPED_IBM:
+         CHECK_EXTENSION(IBM_rasterpos_clip, cap);
+         if (ctx->Transform.RasterPositionUnclipped == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+         ctx->Transform.RasterPositionUnclipped = state;
+         break;
+
+      /* GL_NV_point_sprite */
+      case GL_POINT_SPRITE_NV:
+         CHECK_EXTENSION(NV_point_sprite, cap);
+         if (ctx->Point.PointSprite == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POINT);
+         ctx->Point.PointSprite = state;
+         break;
+
+#if FEATURE_NV_vertex_program
+      case GL_VERTEX_PROGRAM_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
+         if (ctx->VertexProgram.Enabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_TRANSFORM | _NEW_PROGRAM);  /* XXX OK? */
+         ctx->VertexProgram.Enabled = state;
+         break;
+      case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
+         if (ctx->VertexProgram.PointSizeEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_POINT | _NEW_PROGRAM);
+         ctx->VertexProgram.PointSizeEnabled = state;
+         break;
+      case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
+         if (ctx->VertexProgram.TwoSideEnabled == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_PROGRAM);  /* XXX OK? */
+         ctx->VertexProgram.TwoSideEnabled = state;
+         break;
+      case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
          {
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
-            if (state)
-               texUnit->TexGenEnabled |= R_BIT;
-            else
-               texUnit->TexGenEnabled &= ~R_BIT;
-            ctx->NewState |= NEW_TEXTURING;
+            const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
+            FLUSH_VERTICES(ctx, _NEW_EVAL);
+            ctx->Eval.Map1Attrib[map] = state;
          }
-        break;
-      case GL_TEXTURE_GEN_S:
+         break;
+      case GL_MAP2_VERTEX_ATTRIB0_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB1_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB2_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB3_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB4_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB5_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB6_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB7_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB8_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB9_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB10_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB11_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB12_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB13_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB14_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB15_4_NV:
+         CHECK_EXTENSION(NV_vertex_program, cap);
          {
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
-            if (state)
-               texUnit->TexGenEnabled |= S_BIT;
-            else
-               texUnit->TexGenEnabled &= ~S_BIT;
-            ctx->NewState |= NEW_TEXTURING;
+            const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
+            FLUSH_VERTICES(ctx, _NEW_EVAL);
+            ctx->Eval.Map2Attrib[map] = state;
          }
-        break;
-      case GL_TEXTURE_GEN_T:
+         break;
+#endif /* FEATURE_NV_vertex_program */
+
+      /* GL_NV_texture_rectangle */
+      case GL_TEXTURE_RECTANGLE_NV:
+         CHECK_EXTENSION(NV_texture_rectangle, cap);
          {
-            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const GLuint curr = ctx->Texture.CurrentUnit;
+            struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
+            GLuint newenabled = texUnit->Enabled & ~TEXTURE_RECT_BIT;
+            CHECK_EXTENSION(NV_texture_rectangle, cap);
             if (state)
-               texUnit->TexGenEnabled |= T_BIT;
-            else
-               texUnit->TexGenEnabled &= ~T_BIT;
-            ctx->NewState |= NEW_TEXTURING;
+               newenabled |= TEXTURE_RECT_BIT;
+            if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
+               return;
+            FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+            texUnit->Enabled = newenabled;
          }
-        break;
-
-      /*
-       * CLIENT STATE!!!
-       */
-      case GL_VERTEX_ARRAY:
-         ctx->Array.Vertex.Enabled = state;
          break;
-      case GL_NORMAL_ARRAY:
-         ctx->Array.Normal.Enabled = state;
-         break;
-      case GL_COLOR_ARRAY:
-         ctx->Array.Color.Enabled = state;
-         break;
-      case GL_INDEX_ARRAY:
-         ctx->Array.Index.Enabled = state;
-         break;
-      case GL_TEXTURE_COORD_ARRAY:
-         ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
-         break;
-      case GL_EDGE_FLAG_ARRAY:
-         ctx->Array.EdgeFlag.Enabled = state;
+
+      /* GL_EXT_stencil_two_side */
+      case GL_STENCIL_TEST_TWO_SIDE_EXT:
+         CHECK_EXTENSION(EXT_stencil_two_side, cap);
+         if (ctx->Stencil.TestTwoSide == state)
+            return;
+         FLUSH_VERTICES(ctx, _NEW_STENCIL);
+         ctx->Stencil.TestTwoSide = state;
          break;
 
       default:
-        if (state) {
-           gl_error( ctx, GL_INVALID_ENUM, "glEnable" );
-        }
-        else {
-           gl_error( ctx, GL_INVALID_ENUM, "glDisable" );
-        }
+         _mesa_error(ctx, GL_INVALID_ENUM,
+                     "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
          return;
    }
 
@@ -476,24 +911,38 @@ void gl_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
 }
 
 
-
-
-void gl_Enable( GLcontext* ctx, GLenum cap )
+void
+_mesa_Enable( GLenum cap )
 {
-   gl_set_enable( ctx, cap, GL_TRUE );
-}
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
 
+   _mesa_set_enable( ctx, cap, GL_TRUE );
+}
 
 
-void gl_Disable( GLcontext* ctx, GLenum cap )
+void
+_mesa_Disable( GLenum cap )
 {
-   gl_set_enable( ctx, cap, GL_FALSE );
+   GET_CURRENT_CONTEXT(ctx);
+   ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+   _mesa_set_enable( ctx, cap, GL_FALSE );
 }
 
 
+#undef CHECK_EXTENSION
+#define CHECK_EXTENSION(EXTNAME)                       \
+   if (!ctx->Extensions.EXTNAME) {                     \
+      _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled");        \
+      return GL_FALSE;                                 \
+   }
+
 
-GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
+GLboolean
+_mesa_IsEnabled( GLenum cap )
 {
+   GET_CURRENT_CONTEXT(ctx);
    switch (cap) {
       case GL_ALPHA_TEST:
          return ctx->Color.AlphaEnabled;
@@ -507,7 +956,7 @@ GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
       case GL_CLIP_PLANE3:
       case GL_CLIP_PLANE4:
       case GL_CLIP_PLANE5:
-        return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
+        return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1;
       case GL_COLOR_MATERIAL:
         return ctx->Light.ColorMaterialEnabled;
       case GL_CULL_FACE:
@@ -561,7 +1010,7 @@ GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
         return ctx->Eval.Map2Index;
       case GL_MAP2_NORMAL:
         return ctx->Eval.Map2Normal;
-      case GL_MAP2_TEXTURE_COORD_1: 
+      case GL_MAP2_TEXTURE_COORD_1:
         return ctx->Eval.Map2TextureCoord1;
       case GL_MAP2_TEXTURE_COORD_2:
         return ctx->Eval.Map2TextureCoord2;
@@ -598,37 +1047,44 @@ GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
         return ctx->Stencil.Enabled;
       case GL_TEXTURE_1D:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
-            return (texUnit->Enabled & TEXTURE0_1D) ? GL_TRUE : GL_FALSE;
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_2D:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
-            return (texUnit->Enabled & TEXTURE0_2D) ? GL_TRUE : GL_FALSE;
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_3D:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
-            return (texUnit->Enabled & TEXTURE0_3D) ? GL_TRUE : GL_FALSE;
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_GEN_Q:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
             return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_GEN_R:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
             return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_GEN_S:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
             return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
          }
       case GL_TEXTURE_GEN_T:
          {
-            const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
             return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
          }
 
@@ -636,70 +1092,195 @@ GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
        * CLIENT STATE!!!
        */
       case GL_VERTEX_ARRAY:
-         return ctx->Array.Vertex.Enabled;
+         return (ctx->Array.Vertex.Enabled != 0);
       case GL_NORMAL_ARRAY:
-         return ctx->Array.Normal.Enabled;
+         return (ctx->Array.Normal.Enabled != 0);
       case GL_COLOR_ARRAY:
-         return ctx->Array.Color.Enabled;
+         return (ctx->Array.Color.Enabled != 0);
       case GL_INDEX_ARRAY:
-         return ctx->Array.Index.Enabled;
+         return (ctx->Array.Index.Enabled != 0);
       case GL_TEXTURE_COORD_ARRAY:
-         return ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
+         return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0);
       case GL_EDGE_FLAG_ARRAY:
-         return ctx->Array.EdgeFlag.Enabled;
-      default:
-        gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
-        return GL_FALSE;
-   }
-}
+         return (ctx->Array.EdgeFlag.Enabled != 0);
+      case GL_FOG_COORDINATE_ARRAY_EXT:
+         CHECK_EXTENSION(EXT_fog_coord);
+         return (ctx->Array.FogCoord.Enabled != 0);
+      case GL_SECONDARY_COLOR_ARRAY_EXT:
+         CHECK_EXTENSION(EXT_secondary_color);
+         return (ctx->Array.SecondaryColor.Enabled != 0);
 
+      /* GL_EXT_histogram */
+      case GL_HISTOGRAM:
+         CHECK_EXTENSION(EXT_histogram);
+         return ctx->Pixel.HistogramEnabled;
+      case GL_MINMAX:
+         CHECK_EXTENSION(EXT_histogram);
+         return ctx->Pixel.MinMaxEnabled;
 
+      /* GL_HP_occlusion_test */
+      case GL_OCCLUSION_TEST_HP:
+         CHECK_EXTENSION(HP_occlusion_test);
+         return ctx->Depth.OcclusionTest;
 
+      /* GL_SGIS_pixel_texture */
+      case GL_PIXEL_TEXTURE_SGIS:
+         CHECK_EXTENSION(SGIS_pixel_texture);
+         return ctx->Pixel.PixelTextureEnabled;
 
-static void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state )
-{
-   ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, 
-                                      (state 
-                                       ? "glEnableClientState" 
-                                       : "glDisableClientState") );
+      /* GL_SGIX_pixel_texture */
+      case GL_PIXEL_TEX_GEN_SGIX:
+         CHECK_EXTENSION(SGIX_pixel_texture);
+         return ctx->Pixel.PixelTextureEnabled;
 
-   switch (cap) {
-      case GL_VERTEX_ARRAY:
-         ctx->Array.Vertex.Enabled = state;
-         break;
-      case GL_NORMAL_ARRAY:
-         ctx->Array.Normal.Enabled = state;
-         break;
-      case GL_COLOR_ARRAY:
-         ctx->Array.Color.Enabled = state;
-         break;
-      case GL_INDEX_ARRAY:
-         ctx->Array.Index.Enabled = state;
-         break;
-      case GL_TEXTURE_COORD_ARRAY:
-         ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled = state;
-         break;
-      case GL_EDGE_FLAG_ARRAY:
-         ctx->Array.EdgeFlag.Enabled = state;
-         break;
-      default:
-         gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
-   }
+      /* GL_SGI_color_table */
+      case GL_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table);
+         return ctx->Pixel.ColorTableEnabled;
+      case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table);
+         return ctx->Pixel.PostConvolutionColorTableEnabled;
+      case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+         CHECK_EXTENSION(SGI_color_table);
+         return ctx->Pixel.PostColorMatrixColorTableEnabled;
 
-   ctx->NewState |= NEW_CLIENT_STATE;
-}
+      /* GL_EXT_convolution */
+      case GL_CONVOLUTION_1D:
+         CHECK_EXTENSION(EXT_convolution);
+         return ctx->Pixel.Convolution1DEnabled;
+      case GL_CONVOLUTION_2D:
+         CHECK_EXTENSION(EXT_convolution);
+         return ctx->Pixel.Convolution2DEnabled;
+      case GL_SEPARABLE_2D:
+         CHECK_EXTENSION(EXT_convolution);
+         return ctx->Pixel.Separable2DEnabled;
 
+      /* GL_ARB_texture_cube_map */
+      case GL_TEXTURE_CUBE_MAP_ARB:
+         CHECK_EXTENSION(ARB_texture_cube_map);
+         {
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE;
+         }
 
+      /* GL_ARB_multisample */
+      case GL_MULTISAMPLE_ARB:
+         CHECK_EXTENSION(ARB_multisample);
+         return ctx->Multisample.Enabled;
+      case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+         CHECK_EXTENSION(ARB_multisample);
+         return ctx->Multisample.SampleAlphaToCoverage;
+      case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+         CHECK_EXTENSION(ARB_multisample);
+         return ctx->Multisample.SampleAlphaToOne;
+      case GL_SAMPLE_COVERAGE_ARB:
+         CHECK_EXTENSION(ARB_multisample);
+         return ctx->Multisample.SampleCoverage;
+      case GL_SAMPLE_COVERAGE_INVERT_ARB:
+         CHECK_EXTENSION(ARB_multisample);
+         return ctx->Multisample.SampleCoverageInvert;
 
-void gl_EnableClientState( GLcontext *ctx, GLenum cap )
-{
-   gl_client_state( ctx, cap, GL_TRUE );
-}
+      /* GL_IBM_rasterpos_clip */
+      case GL_RASTER_POSITION_UNCLIPPED_IBM:
+         CHECK_EXTENSION(IBM_rasterpos_clip);
+         return ctx->Transform.RasterPositionUnclipped;
 
+      /* GL_NV_point_sprite */
+      case GL_POINT_SPRITE_NV:
+         return ctx->Point.PointSprite;
 
+#if FEATURE_NV_vertex_program
+      case GL_VERTEX_PROGRAM_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         return ctx->VertexProgram.Enabled;
+      case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         return ctx->VertexProgram.PointSizeEnabled;
+      case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         return ctx->VertexProgram.TwoSideEnabled;
+      case GL_VERTEX_ATTRIB_ARRAY0_NV:
+      case GL_VERTEX_ATTRIB_ARRAY1_NV:
+      case GL_VERTEX_ATTRIB_ARRAY2_NV:
+      case GL_VERTEX_ATTRIB_ARRAY3_NV:
+      case GL_VERTEX_ATTRIB_ARRAY4_NV:
+      case GL_VERTEX_ATTRIB_ARRAY5_NV:
+      case GL_VERTEX_ATTRIB_ARRAY6_NV:
+      case GL_VERTEX_ATTRIB_ARRAY7_NV:
+      case GL_VERTEX_ATTRIB_ARRAY8_NV:
+      case GL_VERTEX_ATTRIB_ARRAY9_NV:
+      case GL_VERTEX_ATTRIB_ARRAY10_NV:
+      case GL_VERTEX_ATTRIB_ARRAY11_NV:
+      case GL_VERTEX_ATTRIB_ARRAY12_NV:
+      case GL_VERTEX_ATTRIB_ARRAY13_NV:
+      case GL_VERTEX_ATTRIB_ARRAY14_NV:
+      case GL_VERTEX_ATTRIB_ARRAY15_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         {
+            GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
+            return (ctx->Array.VertexAttrib[n].Enabled != 0);
+         }
+      case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+      case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         {
+            const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
+            return ctx->Eval.Map1Attrib[map];
+         }
+      case GL_MAP2_VERTEX_ATTRIB0_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB1_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB2_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB3_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB4_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB5_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB6_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB7_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB8_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB9_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB10_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB11_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB12_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB13_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB14_4_NV:
+      case GL_MAP2_VERTEX_ATTRIB15_4_NV:
+         CHECK_EXTENSION(NV_vertex_program);
+         {
+            const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
+            return ctx->Eval.Map2Attrib[map];
+         }
+#endif /* FEATURE_NV_vertex_program */
 
-void gl_DisableClientState( GLcontext *ctx, GLenum cap )
-{
-   gl_client_state( ctx, cap, GL_FALSE );
-}
+      /* GL_NV_texture_rectangle */
+      case GL_TEXTURE_RECTANGLE_NV:
+         CHECK_EXTENSION(NV_texture_rectangle);
+         {
+            const struct gl_texture_unit *texUnit;
+            texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
+            return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
+         }
 
+      /* GL_EXT_stencil_two_side */
+      case GL_STENCIL_TEST_TWO_SIDE_EXT:
+         CHECK_EXTENSION(EXT_stencil_two_side);
+         return ctx->Stencil.TestTwoSide;
+
+      default:
+         _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
+        return GL_FALSE;
+   }
+}