reactos/dll/opengl/mesa/main/enable.c
Amine Khaldi 527f2f9057 [SHELL/EXPERIMENTS]
* Create a branch for some evul shell experiments.

svn path=/branches/shell-experiments/; revision=61927
2014-02-02 19:37:27 +00:00

980 lines
30 KiB
C

/**
* \file enable.c
* Enable/disable/query GL capabilities.
*/
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2007 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
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <precomp.h>
#define CHECK_EXTENSION(EXTNAME, CAP) \
if (!ctx->Extensions.EXTNAME) { \
goto invalid_enum_error; \
}
/**
* Helper to enable/disable client-side state.
*/
static void
client_state(struct gl_context *ctx, GLenum cap, GLboolean state)
{
struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
GLbitfield64 flag;
GLboolean *var;
switch (cap) {
case GL_VERTEX_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled;
flag = VERT_BIT_POS;
break;
case GL_NORMAL_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled;
flag = VERT_BIT_NORMAL;
break;
case GL_COLOR_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled;
flag = VERT_BIT_COLOR0;
break;
case GL_INDEX_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled;
flag = VERT_BIT_COLOR_INDEX;
break;
case GL_TEXTURE_COORD_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_TEX].Enabled;
flag = VERT_BIT_TEX;
break;
case GL_EDGE_FLAG_ARRAY:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled;
flag = VERT_BIT_EDGEFLAG;
break;
case GL_FOG_COORDINATE_ARRAY_EXT:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled;
flag = VERT_BIT_FOG;
break;
case GL_SECONDARY_COLOR_ARRAY_EXT:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled;
flag = VERT_BIT_COLOR1;
break;
#if FEATURE_point_size_array
case GL_POINT_SIZE_ARRAY_OES:
var = &arrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled;
flag = VERT_BIT_POINT_SIZE;
break;
#endif
#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;
ASSERT(VERT_ATTRIB_GENERIC(n) < Elements(ctx->Array.ArrayObj->VertexAttrib));
var = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(n)].Enabled;
flag = VERT_BIT_GENERIC(n);
}
break;
#endif /* FEATURE_NV_vertex_program */
default:
goto invalid_enum_error;
}
if (*var == state)
return;
FLUSH_VERTICES(ctx, _NEW_ARRAY);
ctx->Array.NewState |= flag;
_ae_invalidate_state(ctx, _NEW_ARRAY);
*var = state;
if (state)
ctx->Array.ArrayObj->_Enabled |= flag;
else
ctx->Array.ArrayObj->_Enabled &= ~flag;
if (ctx->Driver.Enable) {
ctx->Driver.Enable( ctx, cap, state );
}
return;
invalid_enum_error:
_mesa_error(ctx, GL_INVALID_ENUM, "gl%sClientState(0x%x)",
state ? "Enable" : "Disable", cap);
}
/**
* Enable GL capability.
* \param cap state to enable/disable.
*
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls client_state().
*/
void GLAPIENTRY
_mesa_EnableClientState( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
client_state( ctx, cap, GL_TRUE );
}
/**
* Disable GL capability.
* \param cap state to enable/disable.
*
* Get's the current context, assures that we're outside glBegin()/glEnd() and
* calls client_state().
*/
void GLAPIENTRY
_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) { \
goto invalid_enum_error; \
}
#define CHECK_EXTENSION2(EXT1, EXT2, CAP) \
if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
goto invalid_enum_error; \
}
/**
* Return pointer to current texture unit for setting/getting coordinate
* state.
* Note that we'll set GL_INVALID_OPERATION and return NULL if the active
* texture unit is higher than the number of supported coordinate units.
*/
static inline struct gl_texture_unit *
get_texcoord_unit(struct gl_context *ctx)
{
return &ctx->Texture.Unit;
}
/**
* 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(struct gl_context *ctx, GLboolean state, GLbitfield texBit)
{
struct gl_texture_unit *texUnit = &ctx->Texture.Unit;
const GLbitfield newenabled = state
? (texUnit->Enabled | texBit) : (texUnit->Enabled & ~texBit);
if (texUnit->Enabled == newenabled)
return GL_FALSE;
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
texUnit->Enabled = newenabled;
return GL_TRUE;
}
/**
* Helper function to enable or disable state.
*
* \param ctx GL context.
* \param cap the state to enable/disable
* \param state whether to enable or disable the specified capability.
*
* Updates the current context and flushes the vertices as needed. For
* capabilities associated with extensions it verifies that those extensions
* are effectivly present before updating. Notifies the driver via
* dd_function_table::Enable.
*/
void
_mesa_set_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
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)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.AlphaEnabled = state;
break;
case GL_AUTO_NORMAL:
if (ctx->Eval.AutoNormal == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.AutoNormal = state;
break;
case GL_BLEND:
{
if (state != ctx->Color.BlendEnabled) {
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.BlendEnabled = state;
}
}
break;
#if FEATURE_userclip
case GL_CLIP_DISTANCE0:
case GL_CLIP_DISTANCE1:
case GL_CLIP_DISTANCE2:
case GL_CLIP_DISTANCE3:
case GL_CLIP_DISTANCE4:
case GL_CLIP_DISTANCE5:
case GL_CLIP_DISTANCE6:
case GL_CLIP_DISTANCE7:
{
const GLuint p = cap - GL_CLIP_DISTANCE0;
if (p >= ctx->Const.MaxClipPlanes)
goto invalid_enum_error;
if ((ctx->Transform.ClipPlanesEnabled & (1 << p))
== ((GLuint) state << p))
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
if (state) {
ctx->Transform.ClipPlanesEnabled |= (1 << p);
_mesa_update_clip_plane(ctx, p);
}
else {
ctx->Transform.ClipPlanesEnabled &= ~(1 << p);
}
}
break;
#endif
case GL_COLOR_MATERIAL:
if (ctx->Light.ColorMaterialEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
FLUSH_CURRENT(ctx, 0);
ctx->Light.ColorMaterialEnabled = state;
if (state) {
_mesa_update_color_material( ctx,
ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
}
break;
case GL_CULL_FACE:
if (ctx->Polygon.CullFlag == state)
return;
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.CullFlag = state;
break;
case GL_DEPTH_TEST:
if (ctx->Depth.Test == state)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Test = state;
break;
case GL_DITHER:
if (ctx->Color.DitherFlag == state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.DitherFlag = state;
break;
case GL_FOG:
if (ctx->Fog.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_FOG);
ctx->Fog.Enabled = state;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
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)
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;
break;
case GL_LINE_SMOOTH:
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)
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)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.IndexLogicOpEnabled = state;
break;
case GL_COLOR_LOGIC_OP:
if (ctx->Color.ColorLogicOpEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ColorLogicOpEnabled = state;
break;
case GL_MAP1_COLOR_4:
if (ctx->Eval.Map1Color4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1Color4 = state;
break;
case GL_MAP1_INDEX:
if (ctx->Eval.Map1Index == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1Index = state;
break;
case GL_MAP1_NORMAL:
if (ctx->Eval.Map1Normal == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1Normal = state;
break;
case GL_MAP1_TEXTURE_COORD_1:
if (ctx->Eval.Map1TextureCoord1 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1TextureCoord1 = state;
break;
case GL_MAP1_TEXTURE_COORD_2:
if (ctx->Eval.Map1TextureCoord2 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1TextureCoord2 = state;
break;
case GL_MAP1_TEXTURE_COORD_3:
if (ctx->Eval.Map1TextureCoord3 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1TextureCoord3 = state;
break;
case GL_MAP1_TEXTURE_COORD_4:
if (ctx->Eval.Map1TextureCoord4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1TextureCoord4 = state;
break;
case GL_MAP1_VERTEX_3:
if (ctx->Eval.Map1Vertex3 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1Vertex3 = state;
break;
case GL_MAP1_VERTEX_4:
if (ctx->Eval.Map1Vertex4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map1Vertex4 = state;
break;
case GL_MAP2_COLOR_4:
if (ctx->Eval.Map2Color4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2Color4 = state;
break;
case GL_MAP2_INDEX:
if (ctx->Eval.Map2Index == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2Index = state;
break;
case GL_MAP2_NORMAL:
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:
if (ctx->Eval.Map2TextureCoord2 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2TextureCoord2 = state;
break;
case GL_MAP2_TEXTURE_COORD_3:
if (ctx->Eval.Map2TextureCoord3 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2TextureCoord3 = state;
break;
case GL_MAP2_TEXTURE_COORD_4:
if (ctx->Eval.Map2TextureCoord4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2TextureCoord4 = state;
break;
case GL_MAP2_VERTEX_3:
if (ctx->Eval.Map2Vertex3 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2Vertex3 = state;
break;
case GL_MAP2_VERTEX_4:
if (ctx->Eval.Map2Vertex4 == state)
return;
FLUSH_VERTICES(ctx, _NEW_EVAL);
ctx->Eval.Map2Vertex4 = state;
break;
case GL_NORMALIZE:
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)
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)
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)
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)
return;
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.OffsetPoint = state;
break;
case GL_POLYGON_OFFSET_LINE:
if (ctx->Polygon.OffsetLine == state)
return;
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.OffsetLine = state;
break;
case GL_POLYGON_OFFSET_FILL:
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)
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
ctx->Transform.RescaleNormals = state;
break;
case GL_SCISSOR_TEST:
if (ctx->Scissor.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_SCISSOR);
ctx->Scissor.Enabled = state;
break;
case GL_STENCIL_TEST:
if (ctx->Stencil.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
ctx->Stencil.Enabled = state;
break;
case GL_TEXTURE_1D:
if (!enable_texture(ctx, state, TEXTURE_1D_BIT)) {
return;
}
break;
case GL_TEXTURE_2D:
if (!enable_texture(ctx, state, TEXTURE_2D_BIT)) {
return;
}
break;
case GL_TEXTURE_3D:
if (!enable_texture(ctx, state, TEXTURE_3D_BIT)) {
return;
}
break;
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
case GL_TEXTURE_GEN_R:
case GL_TEXTURE_GEN_Q:
{
struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
if (texUnit) {
GLbitfield coordBit = S_BIT << (cap - GL_TEXTURE_GEN_S);
GLbitfield newenabled = texUnit->TexGenEnabled & ~coordBit;
if (state)
newenabled |= coordBit;
if (texUnit->TexGenEnabled == newenabled)
return;
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
texUnit->TexGenEnabled = newenabled;
}
}
break;
#if FEATURE_ES1
case GL_TEXTURE_GEN_STR_OES:
/* disable S, T, and R at the same time */
{
struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
if (texUnit) {
GLuint newenabled =
texUnit->TexGenEnabled & ~STR_BITS;
if (state)
newenabled |= STR_BITS;
if (texUnit->TexGenEnabled == newenabled)
return;
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
texUnit->TexGenEnabled = newenabled;
}
}
break;
#endif
/* client-side 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:
case GL_POINT_SIZE_ARRAY_OES:
client_state( ctx, cap, state );
return;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION(ARB_texture_cube_map, cap);
if (!enable_texture(ctx, state, TEXTURE_CUBE_BIT)) {
return;
}
break;
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
if (ctx->Multisample.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
ctx->Multisample.Enabled = state;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
if (ctx->Multisample.SampleAlphaToCoverage == state)
return;
FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
ctx->Multisample.SampleAlphaToCoverage = state;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
if (ctx->Multisample.SampleAlphaToOne == state)
return;
FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
ctx->Multisample.SampleAlphaToOne = state;
break;
case GL_SAMPLE_COVERAGE_ARB:
if (ctx->Multisample.SampleCoverage == state)
return;
FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
ctx->Multisample.SampleCoverage = state;
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
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_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
if (ctx->Point.PointSprite == state)
return;
FLUSH_VERTICES(ctx, _NEW_POINT);
ctx->Point.PointSprite = state;
break;
/* GL_EXT_depth_bounds_test */
case GL_DEPTH_BOUNDS_TEST_EXT:
CHECK_EXTENSION(EXT_depth_bounds_test, cap);
if (ctx->Depth.BoundsTest == state)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.BoundsTest = state;
break;
default:
goto invalid_enum_error;
}
if (ctx->Driver.Enable) {
ctx->Driver.Enable( ctx, cap, state );
}
return;
invalid_enum_error:
_mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)",
state ? "Enable" : "Disable", cap);
}
/**
* Enable GL capability. Called by glEnable()
* \param cap state to enable.
*/
void GLAPIENTRY
_mesa_Enable( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
_mesa_set_enable( ctx, cap, GL_TRUE );
}
/**
* Disable GL capability. Called by glDisable()
* \param cap state to disable.
*/
void GLAPIENTRY
_mesa_Disable( GLenum cap )
{
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) { \
goto invalid_enum_error; \
}
#undef CHECK_EXTENSION2
#define CHECK_EXTENSION2(EXT1, EXT2) \
if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
goto invalid_enum_error; \
}
/**
* Helper function to determine whether a texture target is enabled.
*/
static GLboolean
is_texture_enabled(struct gl_context *ctx, GLbitfield bit)
{
const struct gl_texture_unit *const texUnit =
&ctx->Texture.Unit;
return (texUnit->Enabled & bit) ? GL_TRUE : GL_FALSE;
}
/**
* Return simple enable/disable state.
*
* \param cap state variable to query.
*
* Returns the state of the specified capability from the current GL context.
* For the capabilities associated with extensions verifies that those
* extensions are effectively present before reporting.
*/
GLboolean GLAPIENTRY
_mesa_IsEnabled( GLenum cap )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
switch (cap) {
case GL_ALPHA_TEST:
return ctx->Color.AlphaEnabled;
case GL_AUTO_NORMAL:
return ctx->Eval.AutoNormal;
case GL_BLEND:
return ctx->Color.BlendEnabled & 1; /* return state for buffer[0] */
case GL_CLIP_DISTANCE0:
case GL_CLIP_DISTANCE1:
case GL_CLIP_DISTANCE2:
case GL_CLIP_DISTANCE3:
case GL_CLIP_DISTANCE4:
case GL_CLIP_DISTANCE5:
case GL_CLIP_DISTANCE6:
case GL_CLIP_DISTANCE7: {
const GLuint p = cap - GL_CLIP_DISTANCE0;
if (p >= ctx->Const.MaxClipPlanes)
goto invalid_enum_error;
return (ctx->Transform.ClipPlanesEnabled >> p) & 1;
}
case GL_COLOR_MATERIAL:
return ctx->Light.ColorMaterialEnabled;
case GL_CULL_FACE:
return ctx->Polygon.CullFlag;
case GL_DEPTH_TEST:
return ctx->Depth.Test;
case GL_DITHER:
return ctx->Color.DitherFlag;
case GL_FOG:
return ctx->Fog.Enabled;
case GL_LIGHTING:
return ctx->Light.Enabled;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
return ctx->Light.Light[cap-GL_LIGHT0].Enabled;
case GL_LINE_SMOOTH:
return ctx->Line.SmoothFlag;
case GL_LINE_STIPPLE:
return ctx->Line.StippleFlag;
case GL_INDEX_LOGIC_OP:
return ctx->Color.IndexLogicOpEnabled;
case GL_COLOR_LOGIC_OP:
return ctx->Color.ColorLogicOpEnabled;
case GL_MAP1_COLOR_4:
return ctx->Eval.Map1Color4;
case GL_MAP1_INDEX:
return ctx->Eval.Map1Index;
case GL_MAP1_NORMAL:
return ctx->Eval.Map1Normal;
case GL_MAP1_TEXTURE_COORD_1:
return ctx->Eval.Map1TextureCoord1;
case GL_MAP1_TEXTURE_COORD_2:
return ctx->Eval.Map1TextureCoord2;
case GL_MAP1_TEXTURE_COORD_3:
return ctx->Eval.Map1TextureCoord3;
case GL_MAP1_TEXTURE_COORD_4:
return ctx->Eval.Map1TextureCoord4;
case GL_MAP1_VERTEX_3:
return ctx->Eval.Map1Vertex3;
case GL_MAP1_VERTEX_4:
return ctx->Eval.Map1Vertex4;
case GL_MAP2_COLOR_4:
return ctx->Eval.Map2Color4;
case GL_MAP2_INDEX:
return ctx->Eval.Map2Index;
case GL_MAP2_NORMAL:
return ctx->Eval.Map2Normal;
case GL_MAP2_TEXTURE_COORD_1:
return ctx->Eval.Map2TextureCoord1;
case GL_MAP2_TEXTURE_COORD_2:
return ctx->Eval.Map2TextureCoord2;
case GL_MAP2_TEXTURE_COORD_3:
return ctx->Eval.Map2TextureCoord3;
case GL_MAP2_TEXTURE_COORD_4:
return ctx->Eval.Map2TextureCoord4;
case GL_MAP2_VERTEX_3:
return ctx->Eval.Map2Vertex3;
case GL_MAP2_VERTEX_4:
return ctx->Eval.Map2Vertex4;
case GL_NORMALIZE:
return ctx->Transform.Normalize;
case GL_POINT_SMOOTH:
return ctx->Point.SmoothFlag;
case GL_POLYGON_SMOOTH:
return ctx->Polygon.SmoothFlag;
case GL_POLYGON_STIPPLE:
return ctx->Polygon.StippleFlag;
case GL_POLYGON_OFFSET_POINT:
return ctx->Polygon.OffsetPoint;
case GL_POLYGON_OFFSET_LINE:
return ctx->Polygon.OffsetLine;
case GL_POLYGON_OFFSET_FILL:
return ctx->Polygon.OffsetFill;
case GL_RESCALE_NORMAL_EXT:
return ctx->Transform.RescaleNormals;
case GL_SCISSOR_TEST:
return ctx->Scissor.Enabled;
case GL_STENCIL_TEST:
return ctx->Stencil.Enabled;
case GL_TEXTURE_1D:
return is_texture_enabled(ctx, TEXTURE_1D_BIT);
case GL_TEXTURE_2D:
return is_texture_enabled(ctx, TEXTURE_2D_BIT);
case GL_TEXTURE_3D:
return is_texture_enabled(ctx, TEXTURE_3D_BIT);
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_T:
case GL_TEXTURE_GEN_R:
case GL_TEXTURE_GEN_Q:
{
const struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
if (texUnit) {
GLbitfield coordBit = S_BIT << (cap - GL_TEXTURE_GEN_S);
return (texUnit->TexGenEnabled & coordBit) ? GL_TRUE : GL_FALSE;
}
}
return GL_FALSE;
#if FEATURE_ES1
case GL_TEXTURE_GEN_STR_OES:
{
const struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
if (texUnit) {
return (texUnit->TexGenEnabled & STR_BITS) == STR_BITS
? GL_TRUE : GL_FALSE;
}
}
#endif
/* client-side state */
case GL_VERTEX_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled != 0);
case GL_NORMAL_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled != 0);
case GL_COLOR_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled != 0);
case GL_INDEX_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled != 0);
case GL_TEXTURE_COORD_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX]
.Enabled != 0);
case GL_EDGE_FLAG_ARRAY:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled != 0);
case GL_FOG_COORDINATE_ARRAY_EXT:
CHECK_EXTENSION(EXT_fog_coord);
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled != 0);
case GL_SECONDARY_COLOR_ARRAY_EXT:
CHECK_EXTENSION(EXT_secondary_color);
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled != 0);
#if FEATURE_point_size_array
case GL_POINT_SIZE_ARRAY_OES:
return (ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled != 0);
#endif
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION(ARB_texture_cube_map);
return is_texture_enabled(ctx, TEXTURE_CUBE_BIT);
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
return ctx->Multisample.Enabled;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
return ctx->Multisample.SampleAlphaToCoverage;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
return ctx->Multisample.SampleAlphaToOne;
case GL_SAMPLE_COVERAGE_ARB:
return ctx->Multisample.SampleCoverage;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
return ctx->Multisample.SampleCoverageInvert;
/* 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:
CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite)
return ctx->Point.PointSprite;
/* GL_EXT_depth_bounds_test */
case GL_DEPTH_BOUNDS_TEST_EXT:
CHECK_EXTENSION(EXT_depth_bounds_test);
return ctx->Depth.BoundsTest;
default:
goto invalid_enum_error;
}
return GL_FALSE;
invalid_enum_error:
_mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
return GL_FALSE;
}