#include "mtypes.h"
#include "enums.h"
#include "math/m_matrix.h"
-#include "math/m_xform.h"
#include "api_arrayelt.h"
ctx->Transform.CullVertexFlag = state;
break;
case GL_DEPTH_TEST:
- if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
- _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
- return;
- }
if (ctx->Depth.Test == state)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
/* 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);
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
ctx->Stencil.TestTwoSide = state;
- if (state)
+ if (state) {
+ ctx->Stencil._BackFace = 2;
ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
- else
+ } else {
+ ctx->Stencil._BackFace = 1;
ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
+ }
break;
#if FEATURE_ARB_fragment_program
break;
/* GL_MESA_program_debug */
+#if FEATURE_MESA_program_debug
case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug, cap);
ctx->FragmentProgram.CallbackEnabled = state;
CHECK_EXTENSION(MESA_program_debug, cap);
ctx->VertexProgram.CallbackEnabled = state;
break;
+#endif
#if FEATURE_ATI_fragment_shader
case GL_FRAGMENT_SHADER_ATI:
/* 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;
/* GL_IBM_rasterpos_clip */
return ctx->Depth.BoundsTest;
/* GL_MESA_program_debug */
+#if FEATURE_MESA_program_debug
case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug);
return ctx->FragmentProgram.CallbackEnabled;
case GL_VERTEX_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug);
return ctx->VertexProgram.CallbackEnabled;
+#endif
+
#if FEATURE_ATI_fragment_shader
case GL_FRAGMENT_SHADER_ATI:
CHECK_EXTENSION(ATI_fragment_shader);