Exemplo n.º 1
0
static struct pipe_resource *
llvmpipe_resource_create(struct pipe_screen *_screen,
                         const struct pipe_resource *templat)
{
   struct llvmpipe_screen *screen = llvmpipe_screen(_screen);
   struct llvmpipe_resource *lpr = CALLOC_STRUCT(llvmpipe_resource);
   if (!lpr)
      return NULL;

   lpr->base = *templat;
   pipe_reference_init(&lpr->base.reference, 1);
   lpr->base.screen = &screen->base;

   /* assert(lpr->base.bind); */

   if (resource_is_texture(&lpr->base)) {
      if (lpr->base.bind & PIPE_BIND_DISPLAY_TARGET) {
         /* displayable surface */
         if (!llvmpipe_displaytarget_layout(screen, lpr))
            goto fail;
         assert(lpr->layout[0][0] == LP_TEX_LAYOUT_NONE);
      }
      else {
         /* texture map */
         if (!llvmpipe_texture_layout(screen, lpr))
            goto fail;
         assert(lpr->layout[0][0] == LP_TEX_LAYOUT_NONE);
      }
      assert(lpr->layout[0]);
   }
   else {
      /* other data (vertex buffer, const buffer, etc) */
      const enum pipe_format format = templat->format;
      const uint w = templat->width0 / util_format_get_blockheight(format);
      /* XXX buffers should only have one dimension, those values should be 1 */
      const uint h = templat->height0 / util_format_get_blockwidth(format);
      const uint d = templat->depth0;
      const uint bpp = util_format_get_blocksize(format);
      const uint bytes = w * h * d * bpp;
      lpr->data = align_malloc(bytes, 16);
      if (!lpr->data)
         goto fail;
      memset(lpr->data, 0, bytes);
   }

   lpr->id = id_counter++;

#ifdef DEBUG
   insert_at_tail(&resource_list, lpr);
#endif

   return &lpr->base;

 fail:
   FREE(lpr);
   return NULL;
}
Exemplo n.º 2
0
static void r600_init_query_stateobj(radeonContextPtr radeon, int SZ)
{
	radeon->query.queryobj.cmd_size = (SZ);
	radeon->query.queryobj.cmd = NULL;
	radeon->query.queryobj.name = "queryobj";
	radeon->query.queryobj.idx = 0;
	radeon->query.queryobj.check = check_queryobj;
	radeon->query.queryobj.dirty = GL_FALSE;
	radeon->query.queryobj.emit = r700SendQueryBegin;
	radeon->hw.max_state_size += (SZ);
	insert_at_tail(&radeon->hw.atomlist, &radeon->query.queryobj);
}
Exemplo n.º 3
0
GLsync GLAPIENTRY
_mesa_FenceSync(GLenum condition, GLbitfield flags)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_sync_object *syncObj;
   ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);

   if (condition != GL_SYNC_GPU_COMMANDS_COMPLETE) {
      _mesa_error(ctx, GL_INVALID_ENUM, "glFenceSync(condition=0x%x)",
		  condition);
      return 0;
   }

   if (flags != 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glFenceSync(flags=0x%x)",
		  condition);
      return 0;
   }

   syncObj = ctx->Driver.NewSyncObject(ctx, GL_SYNC_FENCE);
   if (syncObj != NULL) {
      syncObj->Type = GL_SYNC_FENCE;
      /* The name is not currently used, and it is never visible to
       * applications.  If sync support is extended to provide support for
       * NV_fence, this field will be used.  We'll also need to add an object
       * ID hashtable.
       */
      syncObj->Name = 1;
      syncObj->RefCount = 1;
      syncObj->DeletePending = GL_FALSE;
      syncObj->SyncCondition = condition;
      syncObj->Flags = flags;
      syncObj->StatusFlag = 0;

      ctx->Driver.FenceSync(ctx, syncObj, condition, flags);

      _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
      insert_at_tail(& ctx->Shared->SyncObjects, & syncObj->link);
      _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);

      return (GLsync) syncObj;
   }

   return NULL;
}
Exemplo n.º 4
0
/**
 * 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(GLcontext *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 (ctx->Color.BlendEnabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_COLOR);
         ctx->Color.BlendEnabled = state;
         break;
#if FEATURE_userclip
      case GL_CLIP_PLANE0:
      case GL_CLIP_PLANE1:
      case GL_CLIP_PLANE2:
      case GL_CLIP_PLANE3:
      case GL_CLIP_PLANE4:
      case GL_CLIP_PLANE5:
         {
            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 (_math_matrix_is_dirty(ctx->ProjectionMatrixStack.Top))
                  _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;
#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_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 (ctx->Depth.Test == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_DEPTH);
         ctx->Depth.Test = state;
         break;
      case GL_DITHER:
         if (ctx->NoDither) {
            state = GL_FALSE; /* MESA_NO_DITHER env var */
         }
         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_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:
      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_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)
            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:
         /*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)
            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_SHARED_TEXTURE_PALETTE_EXT:
         if (ctx->Texture.SharedPalette == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
         ctx->Texture.SharedPalette = 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_Q:
         {
            struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
            if (texUnit) {
               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:
         {
            struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
            if (texUnit) {
               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;
      case GL_TEXTURE_GEN_S:
         {
            struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
            if (texUnit) {
               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;
      case GL_TEXTURE_GEN_T:
         {
            struct gl_texture_unit *texUnit = get_texcoord_unit(ctx);
            if (texUnit) {
               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;

      /*
       * 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:
      case GL_POINT_SIZE_ARRAY_OES:
         client_state( ctx, cap, state );
         return;

      /* GL_SGI_color_table */
      case GL_COLOR_TABLE_SGI:
         CHECK_EXTENSION(SGI_color_table, cap);
         if (ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION] == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PIXEL);
         ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION] = state;
         break;
      case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
         CHECK_EXTENSION(SGI_color_table, cap);
         if (ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION] == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PIXEL);
         ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION] = state;
         break;
      case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
         CHECK_EXTENSION(SGI_color_table, cap);
         if (ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX] == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PIXEL);
         ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX] = state;
         break;
      case GL_TEXTURE_COLOR_TABLE_SGI:
         CHECK_EXTENSION(SGI_texture_color_table, cap);
         if (ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_TEXTURE);
         ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled = 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:
         CHECK_EXTENSION(ARB_texture_cube_map, cap);
         if (!enable_texture(ctx, state, TEXTURE_CUBE_BIT)) {
            return;
         }
         break;

      /* GL_EXT_secondary_color */
      case GL_COLOR_SUM_EXT:
         CHECK_EXTENSION2(EXT_secondary_color, ARB_vertex_program, cap);
         if (ctx->Fog.ColorSumEnabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_FOG);
         ctx->Fog.ColorSumEnabled = state;
         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;

#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program
      case GL_VERTEX_PROGRAM_ARB:
         CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
         if (ctx->VertexProgram.Enabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PROGRAM); 
         ctx->VertexProgram.Enabled = state;
         break;
      case GL_VERTEX_PROGRAM_POINT_SIZE_ARB:
         CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
         if (ctx->VertexProgram.PointSizeEnabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PROGRAM);
         ctx->VertexProgram.PointSizeEnabled = state;
         break;
      case GL_VERTEX_PROGRAM_TWO_SIDE_ARB:
         CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program, cap);
         if (ctx->VertexProgram.TwoSideEnabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PROGRAM); 
         ctx->VertexProgram.TwoSideEnabled = state;
         break;
#endif
#if FEATURE_NV_vertex_program
      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);
         {
            const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
            FLUSH_VERTICES(ctx, _NEW_EVAL);
            ctx->Eval.Map1Attrib[map] = state;
         }
         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);
         {
            const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
            FLUSH_VERTICES(ctx, _NEW_EVAL);
            ctx->Eval.Map2Attrib[map] = state;
         }
         break;
#endif /* FEATURE_NV_vertex_program */

#if FEATURE_NV_fragment_program
      case GL_FRAGMENT_PROGRAM_NV:
         CHECK_EXTENSION(NV_fragment_program, cap);
         if (ctx->FragmentProgram.Enabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PROGRAM);
         ctx->FragmentProgram.Enabled = state;
         break;
#endif /* FEATURE_NV_fragment_program */

      /* GL_NV_texture_rectangle */
      case GL_TEXTURE_RECTANGLE_NV:
         CHECK_EXTENSION(NV_texture_rectangle, cap);
         if (!enable_texture(ctx, state, TEXTURE_RECT_BIT)) {
            return;
         }
         break;

      /* 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;
         if (state) {
            ctx->Stencil._BackFace = 2;
            ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
         } else {
            ctx->Stencil._BackFace = 1;
            ctx->_TriangleCaps &= ~DD_TRI_TWOSTENCIL;
         }
         break;

#if FEATURE_ARB_fragment_program
      case GL_FRAGMENT_PROGRAM_ARB:
         CHECK_EXTENSION(ARB_fragment_program, cap);
         if (ctx->FragmentProgram.Enabled == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_PROGRAM);
         ctx->FragmentProgram.Enabled = state;
         break;
#endif /* FEATURE_ARB_fragment_program */

      /* GL_EXT_depth_bounds_test */
      case GL_DEPTH_BOUNDS_TEST_EXT:
         CHECK_EXTENSION(EXT_depth_bounds_test, cap);
         if (state && ctx->DrawBuffer->Visual.depthBits == 0) {
            _mesa_warning(ctx,
                   "glEnable(GL_DEPTH_BOUNDS_TEST_EXT) but no depth buffer");
            return;
         }
         if (ctx->Depth.BoundsTest == state)
            return;
         FLUSH_VERTICES(ctx, _NEW_DEPTH);
         ctx->Depth.BoundsTest = 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

      /* GL_MESA_texture_array */
      case GL_TEXTURE_1D_ARRAY_EXT:
         CHECK_EXTENSION(MESA_texture_array, cap);
         if (!enable_texture(ctx, state, TEXTURE_1D_ARRAY_BIT)) {
            return;
         }
         break;

      case GL_TEXTURE_2D_ARRAY_EXT:
         CHECK_EXTENSION(MESA_texture_array, cap);
         if (!enable_texture(ctx, state, TEXTURE_2D_ARRAY_BIT)) {
            return;
         }
         break;

      default:
         _mesa_error(ctx, GL_INVALID_ENUM,
                     "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
         return;
   }

   if (ctx->Driver.Enable) {
      ctx->Driver.Enable( ctx, cap, state );
   }
}
Exemplo n.º 5
0
/* The state atoms will be emitted in the order they appear in the atom list,
 * so this step is important.
 */
void radeonSetUpAtomList( r100ContextPtr rmesa )
{
   int i, mtu = rmesa->radeon.glCtx->Const.MaxTextureUnits;

   make_empty_list(&rmesa->radeon.hw.atomlist);
   rmesa->radeon.hw.atomlist.name = "atom-list";

   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.ctx);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.set);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.lin);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.msk);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.vpt);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.tcl);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.msc);
   for (i = 0; i < mtu; ++i) {
       insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.tex[i]);
       insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.txr[i]);
       insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.cube[i]);
   }
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.zbs);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.mtl);
   for (i = 0; i < 3 + mtu; ++i)
      insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.mat[i]);
   for (i = 0; i < 8; ++i)
      insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.lit[i]);
   for (i = 0; i < 6; ++i)
      insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.ucp[i]);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.stp);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.eye);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.grd);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.fog);
   insert_at_tail(&rmesa->radeon.hw.atomlist, &rmesa->hw.glt);
}
Exemplo n.º 6
0
/**
 * Copy attribute groups from one context to another.
 * 
 * \param src source context
 * \param dst destination context
 * \param mask bitwise OR of GL_*_BIT flags
 *
 * According to the bits specified in \p mask, copies the corresponding
 * attributes from \p src into \p dst.  For many of the attributes a simple \c
 * memcpy is not enough due to the existence of internal pointers in their data
 * structures.
 */
void
_mesa_copy_context( const GLcontext *src, GLcontext *dst, GLuint mask )
{
   if (mask & GL_ACCUM_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Accum = src->Accum;
   }
   if (mask & GL_COLOR_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Color = src->Color;
   }
   if (mask & GL_CURRENT_BIT) {
      /* OK to memcpy */
      dst->Current = src->Current;
   }
   if (mask & GL_DEPTH_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Depth = src->Depth;
   }
   if (mask & GL_ENABLE_BIT) {
      /* no op */
   }
   if (mask & GL_EVAL_BIT) {
      /* OK to memcpy */
      dst->Eval = src->Eval;
   }
   if (mask & GL_FOG_BIT) {
      /* OK to memcpy */
      dst->Fog = src->Fog;
   }
   if (mask & GL_HINT_BIT) {
      /* OK to memcpy */
      dst->Hint = src->Hint;
   }
   if (mask & GL_LIGHTING_BIT) {
      GLuint i;
      /* begin with memcpy */
      dst->Light = src->Light;
      /* fixup linked lists to prevent pointer insanity */
      make_empty_list( &(dst->Light.EnabledList) );
      for (i = 0; i < MAX_LIGHTS; i++) {
         if (dst->Light.Light[i].Enabled) {
            insert_at_tail(&(dst->Light.EnabledList), &(dst->Light.Light[i]));
         }
      }
   }
   if (mask & GL_LINE_BIT) {
      /* OK to memcpy */
      dst->Line = src->Line;
   }
   if (mask & GL_LIST_BIT) {
      /* OK to memcpy */
      dst->List = src->List;
   }
   if (mask & GL_PIXEL_MODE_BIT) {
      /* OK to memcpy */
      dst->Pixel = src->Pixel;
   }
   if (mask & GL_POINT_BIT) {
      /* OK to memcpy */
      dst->Point = src->Point;
   }
   if (mask & GL_POLYGON_BIT) {
      /* OK to memcpy */
      dst->Polygon = src->Polygon;
   }
   if (mask & GL_POLYGON_STIPPLE_BIT) {
      /* Use loop instead of MEMCPY due to problem with Portland Group's
       * C compiler.  Reported by John Stone.
       */
      GLuint i;
      for (i = 0; i < 32; i++) {
         dst->PolygonStipple[i] = src->PolygonStipple[i];
      }
   }
   if (mask & GL_SCISSOR_BIT) {
      /* OK to memcpy */
      dst->Scissor = src->Scissor;
   }
   if (mask & GL_STENCIL_BUFFER_BIT) {
      /* OK to memcpy */
      dst->Stencil = src->Stencil;
   }
   if (mask & GL_TEXTURE_BIT) {
      /* Cannot memcpy because of pointers */
      _mesa_copy_texture_state(src, dst);
   }
   if (mask & GL_TRANSFORM_BIT) {
      /* OK to memcpy */
      dst->Transform = src->Transform;
   }
   if (mask & GL_VIEWPORT_BIT) {
      /* Cannot use memcpy, because of pointers in GLmatrix _WindowMap */
      dst->Viewport.X = src->Viewport.X;
      dst->Viewport.Y = src->Viewport.Y;
      dst->Viewport.Width = src->Viewport.Width;
      dst->Viewport.Height = src->Viewport.Height;
      dst->Viewport.Near = src->Viewport.Near;
      dst->Viewport.Far = src->Viewport.Far;
      _math_matrix_copy(&dst->Viewport._WindowMap, &src->Viewport._WindowMap);
   }

   /* XXX FIXME:  Call callbacks?
    */
   dst->NewState = _NEW_ALL;
}
Exemplo n.º 7
0
static struct pipe_resource *
llvmpipe_resource_create(struct pipe_screen *_screen,
                         const struct pipe_resource *templat)
{
   struct llvmpipe_screen *screen = llvmpipe_screen(_screen);
   struct llvmpipe_resource *lpr = CALLOC_STRUCT(llvmpipe_resource);
   if (!lpr)
      return NULL;

   lpr->base = *templat;
   pipe_reference_init(&lpr->base.reference, 1);
   lpr->base.screen = &screen->base;

   /* assert(lpr->base.bind); */

   if (llvmpipe_resource_is_texture(&lpr->base)) {
      if (lpr->base.bind & (PIPE_BIND_DISPLAY_TARGET |
                            PIPE_BIND_SCANOUT |
                            PIPE_BIND_SHARED)) {
         /* displayable surface */
         if (!llvmpipe_displaytarget_layout(screen, lpr))
            goto fail;
      }
      else {
         /* texture map */
         if (!llvmpipe_texture_layout(screen, lpr))
            goto fail;
      }
   }
   else {
      /* other data (vertex buffer, const buffer, etc) */
      const uint bytes = templat->width0;
      assert(util_format_get_blocksize(templat->format) == 1);
      assert(templat->height0 == 1);
      assert(templat->depth0 == 1);
      assert(templat->last_level == 0);
      /*
       * Reserve some extra storage since if we'd render to a buffer we
       * read/write always LP_RASTER_BLOCK_SIZE pixels, but the element
       * offset doesn't need to be aligned to LP_RASTER_BLOCK_SIZE.
       */
      lpr->data = align_malloc(bytes + (LP_RASTER_BLOCK_SIZE - 1) * 4 * sizeof(float), 64);
      /*
       * buffers don't really have stride but it's probably safer
       * (for code doing same calculations for buffers and textures)
       * to put something sane in there.
       */
      lpr->row_stride[0] = bytes;
      if (!lpr->data)
         goto fail;
      memset(lpr->data, 0, bytes);
   }

   lpr->id = id_counter++;

#ifdef DEBUG
   insert_at_tail(&resource_list, lpr);
#endif

   return &lpr->base;

 fail:
   FREE(lpr);
   return NULL;
}
Exemplo n.º 8
0
/**
 * 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_COLOR] );
         }
         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_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);
}