/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
}
-
static void
client_state( GLcontext *ctx, GLenum cap, GLboolean state )
{
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls client_state().
*/
-void
+void GLAPIENTRY
_mesa_EnableClientState( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls client_state().
*/
-void
+void GLAPIENTRY
_mesa_DisableClientState( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
return; \
}
+#define CHECK_EXTENSION2(EXT1, EXT2, CAP) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)", \
+ state ? "Enable" : "Disable", CAP); \
+ return; \
+ }
+
+
/**
* Perform glEnable() and glDisable() calls.
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);
+ /* This is needed to support 1.1's RGB logic ops AND
+ * 1.0's blending logicops.
+ */
+ ctx->Color._LogicOpEnabled =
+ (ctx->Color.ColorLogicOpEnabled ||
+ (state && ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
break;
#if FEATURE_userclip
case GL_CLIP_PLANE0:
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.CullFlag = state;
break;
+
+ case GL_CULL_VERTEX_EXT:
+ CHECK_EXTENSION(EXT_cull_vertex, cap);
+ if (ctx->Transform.CullVertexFlag == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
+ ctx->Transform.CullVertexFlag = state;
+ break;
+
case GL_DEPTH_TEST:
if (state && ctx->Visual.depthBits==0) {
_mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
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)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ColorLogicOpEnabled = state;
+ /* This is needed to support 1.1's RGB logic ops AND
+ * 1.0's blending logicops.
+ */
+ ctx->Color._LogicOpEnabled =
+ (state || (ctx->Color.BlendEnabled &&
+ ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
break;
case GL_MAP1_COLOR_4:
if (ctx->Eval.Map1Color4 == state)
texUnit->TexGenEnabled = newenabled;
break;
}
- break;
case GL_TEXTURE_GEN_S: {
GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
texUnit->TexGenEnabled = newenabled;
break;
}
- break;
case GL_TEXTURE_GEN_T: {
GLuint unit = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
texUnit->TexGenEnabled = newenabled;
break;
}
- break;
/*
* CLIENT 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 */
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
- CHECK_EXTENSION(NV_point_sprite, cap);
+ CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
if (ctx->Point.PointSprite == state)
return;
FLUSH_VERTICES(ctx, _NEW_POINT);
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
- CHECK_EXTENSION(NV_vertex_program, cap);
+ CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
if (ctx->VertexProgram.Enabled == state)
return;
- FLUSH_VERTICES(ctx, _NEW_TRANSFORM | _NEW_PROGRAM); /* XXX OK? */
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->VertexProgram.Enabled = state;
break;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
- CHECK_EXTENSION(NV_vertex_program, cap);
+ CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
if (ctx->VertexProgram.PointSizeEnabled == state)
return;
- FLUSH_VERTICES(ctx, _NEW_POINT | _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->VertexProgram.PointSizeEnabled = state;
break;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
- CHECK_EXTENSION(NV_vertex_program, cap);
+ CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
if (ctx->VertexProgram.TwoSideEnabled == state)
return;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM); /* XXX OK? */
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->VertexProgram.TwoSideEnabled = state;
break;
case GL_MAP1_VERTEX_ATTRIB0_4_NV:
CHECK_EXTENSION(NV_fragment_program, cap);
if (ctx->FragmentProgram.Enabled == state)
return;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_TEXTURE);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->FragmentProgram.Enabled = state;
break;
#endif /* FEATURE_NV_fragment_program */
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
ctx->Stencil.TestTwoSide = state;
+ if (state) {
+ ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
+ } else {
+ ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
+ }
break;
#if FEATURE_ARB_fragment_program
CHECK_EXTENSION(ARB_fragment_program, cap);
if (ctx->FragmentProgram.Enabled == state)
return;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_TEXTURE);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->FragmentProgram.Enabled = state;
break;
#endif /* FEATURE_ARB_fragment_program */
ctx->VertexProgram.CallbackEnabled = state;
break;
+#if FEATURE_ATI_fragment_shader
+ case GL_FRAGMENT_SHADER_ATI:
+ CHECK_EXTENSION(ATI_fragment_shader, cap);
+ if (ctx->ATIFragmentShader.Enabled == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->ATIFragmentShader.Enabled = state;
+ break;
+#endif
default:
_mesa_error(ctx, GL_INVALID_ENUM,
"%s(0x%x)", state ? "glEnable" : "glDisable", cap);
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls _mesa_set_enable().
*/
-void
+void GLAPIENTRY
_mesa_Enable( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls _mesa_set_enable().
*/
-void
+void GLAPIENTRY
_mesa_Disable( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
* For the capabilities associated with extensions verifies that those
* extensions are effectively present before reporting.
*/
-GLboolean
+GLboolean GLAPIENTRY
_mesa_IsEnabled( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
case GL_VERTEX_PROGRAM_CALLBACK_MESA:
CHECK_EXTENSION(MESA_program_debug);
return ctx->VertexProgram.CallbackEnabled;
-
+#if FEATURE_ATI_fragment_shader
+ case GL_FRAGMENT_SHADER_ATI:
+ CHECK_EXTENSION(ATI_fragment_shader);
+ return ctx->ATIFragmentShader.Enabled;
+#endif /* FEATURE_ATI_fragment_shader */
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
return GL_FALSE;