示例#1
0
void
_tnl_wakeup_exec( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);

   install_driver_callbacks(ctx);
   ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;

   /* Hook our functions into exec and compile dispatch tables.
    */
   _mesa_install_exec_vtxfmt( ctx, &tnl->exec_vtxfmt );

   /* Call all appropriate driver callbacks to revive state.
    */
   _tnl_MakeCurrent( ctx, ctx->DrawBuffer, ctx->ReadBuffer );

   /* Assume we haven't been getting state updates either:
    */
   _tnl_InvalidateState( ctx, ~0 );
   tnl->pipeline.run_input_changes = ~0;

   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material( ctx, 
				   ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
   }
}
示例#2
0
文件: t_imm_exec.c 项目: aosm/X11
/**
 * Copy the last specified normal, color, texcoord, edge flag, etc
 * from the immediate struct into the ctx->Current attribute group.
 */
void _tnl_copy_to_current( GLcontext *ctx, struct immediate *IM,
			   GLuint flag, GLuint count )
{
   if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
      _tnl_print_vert_flags("copy to current", flag);

   /* XXX should be able to replace these conditions with a loop over
    * the 16 vertex attributes.
    */
   if (flag & VERT_BIT_NORMAL)
      COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_NORMAL],
                IM->Attrib[VERT_ATTRIB_NORMAL][count]);

   if (flag & VERT_BIT_COLOR0) {
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_COLOR0],
               IM->Attrib[VERT_ATTRIB_COLOR0][count]);
      if (ctx->Light.ColorMaterialEnabled) {
	 _mesa_update_color_material( ctx,
                                   ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
 	 TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
      }
   }

   if (flag & VERT_BIT_COLOR1)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_COLOR1],
               IM->Attrib[VERT_ATTRIB_COLOR1][count]);

   if (flag & VERT_BIT_FOG)
      ctx->Current.Attrib[VERT_ATTRIB_FOG][0] = IM->Attrib[VERT_ATTRIB_FOG][count][0];

   if (flag & VERT_BIT_SIX)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_SIX], IM->Attrib[VERT_ATTRIB_SIX][count]);

   if (flag & VERT_BIT_SEVEN)
      COPY_4FV(ctx->Current.Attrib[VERT_ATTRIB_SEVEN], IM->Attrib[VERT_ATTRIB_SEVEN][count]);

   if (flag & VERT_BITS_TEX_ANY) {
      GLuint i;
      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
	 if (flag & VERT_BIT_TEX(i)) {
	    COPY_4FV( ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i],
                      IM->Attrib[VERT_ATTRIB_TEX0 + i][count]);
	 }
      }
   }

   if (flag & VERT_BIT_INDEX)
      ctx->Current.Index = IM->Index[count];

   if (flag & VERT_BIT_EDGEFLAG)
      ctx->Current.EdgeFlag = IM->EdgeFlag[count];

   if (flag & VERT_BIT_MATERIAL) {
      _mesa_update_material( ctx,
			  IM->Material[IM->LastMaterial],
			  IM->MaterialOrMask );

      TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange( ctx );
   }
}
示例#3
0
/**
 * Copy the active vertex's values to the ctx->Current fields.
 */
static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
{
   struct gl_context *ctx = exec->ctx;
   struct vbo_context *vbo = vbo_context(ctx);
   GLuint i;

   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
      if (exec->vtx.attrsz[i]) {
         /* Note: the exec->vtx.current[i] pointers point into the
          * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays.
          */
	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
         GLfloat tmp[4];

         COPY_CLEAN_4V_TYPE_AS_FLOAT(tmp,
                                     exec->vtx.attrsz[i],
                                     exec->vtx.attrptr[i],
                                     exec->vtx.attrtype[i]);
         
         if (exec->vtx.attrtype[i] != vbo->currval[i].Type ||
             memcmp(current, tmp, sizeof(tmp)) != 0) {
            memcpy(current, tmp, sizeof(tmp));
	 
            /* Given that we explicitly state size here, there is no need
             * for the COPY_CLEAN above, could just copy 16 bytes and be
             * done.  The only problem is when Mesa accesses ctx->Current
             * directly.
             */
            vbo->currval[i].Size = exec->vtx.attrsz[i];
            vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
            vbo->currval[i].Type = exec->vtx.attrtype[i];
            vbo->currval[i].Integer =
                  vbo_attrtype_to_integer_flag(exec->vtx.attrtype[i]);

            /* This triggers rather too much recalculation of Mesa state
             * that doesn't get used (eg light positions).
             */
            if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT &&
                i <= VBO_ATTRIB_MAT_BACK_INDEXES)
               ctx->NewState |= _NEW_LIGHT;
            
            ctx->NewState |= _NEW_CURRENT_ATTRIB;
         }
      }
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled &&
       exec->vtx.attrsz[VBO_ATTRIB_COLOR0]) {
      _mesa_update_color_material(ctx, 
				  ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
   }
}
示例#4
0
/*
 * After playback, copy everything but the position from the
 * last vertex to the saved state
 */
static void _playback_copy_to_current( GLcontext *ctx,
				       const struct vbo_save_vertex_list *node )
{
   struct vbo_context *vbo = vbo_context(ctx);
   GLfloat vertex[VBO_ATTRIB_MAX * 4], *data = vertex;
   GLuint i, offset;

   if (node->count)
      offset = (node->buffer_offset + 
		(node->count-1) * node->vertex_size * sizeof(GLfloat));
   else
      offset = node->buffer_offset;

   ctx->Driver.GetBufferSubData( ctx, 0, offset, 
				 node->vertex_size * sizeof(GLfloat), 
				 data, node->vertex_store->bufferobj );

   data += node->attrsz[0]; /* skip vertex position */

   for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
      if (node->attrsz[i]) {
	 GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;

	 COPY_CLEAN_4V(current, 
		       node->attrsz[i], 
		       data);

	 vbo->currval[i].Size = node->attrsz[i];

	 data += node->attrsz[i];

	 if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
	     i <= VBO_ATTRIB_LAST_MATERIAL)
	    ctx->NewState |= _NEW_LIGHT;
      }
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
   }

   /* CurrentExecPrimitive
    */
   if (node->prim_count) {
      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
      if (prim->end)
	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
      else
	 ctx->Driver.CurrentExecPrimitive = prim->mode;
   }
}
示例#5
0
void
_tnl_wakeup( GLcontext *ctx )
{
   /* Assume we haven't been getting state updates either:
    */
   _tnl_InvalidateState( ctx, ~0 );

#if 0
   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material( ctx, 
				   ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
   }
#endif
}
示例#6
0
static void _playback_copy_to_current( GLcontext *ctx,
				       const struct tnl_vertex_list *node )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx); 
   const GLfloat *data;
   GLuint i;

   if (node->count)
      data = node->buffer + (node->count-1) * node->vertex_size;
   else
      data = node->buffer;

   for (i = _TNL_ATTRIB_POS+1 ; i <= _TNL_ATTRIB_INDEX ; i++) {
      if (node->attrsz[i]) {
	 ASSIGN_4V(tnl->vtx.current[i], 0, 0, 0, 1);
	 COPY_SZ_4V(tnl->vtx.current[i], node->attrsz[i], data);
	 data += node->attrsz[i];
      }
   }

   /* Edgeflag requires special treatment:
    */
   if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) {
      ctx->Current.EdgeFlag = (data[0] == 1.0);
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material(ctx, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
   }

   if (node->have_materials) {
      tnl->Driver.NotifyMaterialChange( ctx );
   }

   /* CurrentExecPrimitive
    */
   if (node->prim_count) {
      GLenum mode = node->prim[node->prim_count - 1].mode;
      if (mode & PRIM_END)
	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
      else
	 ctx->Driver.CurrentExecPrimitive = (mode & PRIM_MODE_MASK);
   }
}
示例#7
0
/*
 * Copy the active vertex's values to the ctx->Current fields.
 */
static void _tnl_copy_to_current( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx); 
   GLuint i;

   for (i = _TNL_ATTRIB_POS+1 ; i < _TNL_ATTRIB_INDEX ; i++) {
      if (tnl->vtx.attrsz[i]) {
         /* Note: the tnl->vtx.current[i] pointers points to
          * the ctx->Current fields.  The first 16 or so, anyway.
          */
	 COPY_CLEAN_4V(tnl->vtx.current[i], 
		    tnl->vtx.attrsz[i], 
		    tnl->vtx.attrptr[i]);
      }
   }

   /* color index is special (it's not a float[4] so COPY_CLEAN_4V above
    * will trash adjacent memory!)
    */
   if (tnl->vtx.attrsz[_TNL_ATTRIB_INDEX]) {
      ctx->Current.Index = tnl->vtx.attrptr[_TNL_ATTRIB_INDEX][0];
   }

   /* Edgeflag requires additional treatment:
    */
   if (tnl->vtx.attrsz[_TNL_ATTRIB_EDGEFLAG]) {
      ctx->Current.EdgeFlag = 
	 (tnl->vtx.CurrentFloatEdgeFlag == 1.0);
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material(ctx, 
				  ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
   }

   if (tnl->vtx.have_materials) {
      tnl->Driver.NotifyMaterialChange( ctx );
   }
         
   ctx->Driver.NeedFlush &= ~FLUSH_UPDATE_CURRENT;
}
示例#8
0
文件: enable.c 项目: toastpp/toastpp
/**
 * 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 );
   }
}
示例#9
0
/**
 * Copy the active vertex's values to the ctx->Current fields.
 */
static void vbo_exec_copy_to_current( struct vbo_exec_context *exec )
{
   struct gl_context *ctx = exec->ctx;
   struct vbo_context *vbo = vbo_context(ctx);
   GLbitfield64 enabled = exec->vtx.enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));

   while (enabled) {
      const int i = u_bit_scan64(&enabled);

      /* Note: the exec->vtx.current[i] pointers point into the
       * ctx->Current.Attrib and ctx->Light.Material.Attrib arrays.
       */
      GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
      fi_type tmp[8]; /* space for doubles */
      int dmul = exec->vtx.attrtype[i] == GL_DOUBLE ? 2 : 1;

      assert(exec->vtx.attrsz[i]);

      if (exec->vtx.attrtype[i] == GL_DOUBLE) {
         memset(tmp, 0, sizeof(tmp));
         memcpy(tmp, exec->vtx.attrptr[i], exec->vtx.attrsz[i] * sizeof(GLfloat));
      } else {
         COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
                                     exec->vtx.attrsz[i],
                                     exec->vtx.attrptr[i],
                                     exec->vtx.attrtype[i]);
      }

      if (exec->vtx.attrtype[i] != vbo->currval[i].Type ||
          memcmp(current, tmp, 4 * sizeof(GLfloat) * dmul) != 0) {
         memcpy(current, tmp, 4 * sizeof(GLfloat) * dmul);
	 
         /* Given that we explicitly state size here, there is no need
          * for the COPY_CLEAN above, could just copy 16 bytes and be
          * done.  The only problem is when Mesa accesses ctx->Current
          * directly.
          */
         /* Size here is in components - not bytes */
         vbo->currval[i].Size = exec->vtx.attrsz[i] / dmul;
         vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat) * dmul;
         vbo->currval[i].Type = exec->vtx.attrtype[i];
         vbo->currval[i].Integer =
            vbo_attrtype_to_integer_flag(exec->vtx.attrtype[i]);
         vbo->currval[i].Doubles =
            vbo_attrtype_to_double_flag(exec->vtx.attrtype[i]);

         /* This triggers rather too much recalculation of Mesa state
          * that doesn't get used (eg light positions).
          */
         if (i >= VBO_ATTRIB_MAT_FRONT_AMBIENT &&
             i <= VBO_ATTRIB_MAT_BACK_INDEXES)
            ctx->NewState |= _NEW_LIGHT;

         ctx->NewState |= _NEW_CURRENT_ATTRIB;
      }
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled &&
       exec->vtx.attrsz[VBO_ATTRIB_COLOR0]) {
      _mesa_update_color_material(ctx, 
				  ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
   }
}
示例#10
0
/**
 * After playback, copy everything but the position from the
 * last vertex to the saved state
 */
static void
_playback_copy_to_current(struct gl_context *ctx,
                          const struct vbo_save_vertex_list *node)
{
   struct vbo_context *vbo = vbo_context(ctx);
   fi_type vertex[VBO_ATTRIB_MAX * 4];
   fi_type *data;
   GLbitfield64 mask;
   GLuint offset;

   if (node->current_size == 0)
      return;

   if (node->current_data) {
      data = node->current_data;
   }
   else {
      data = vertex;

      if (node->count)
         offset = (node->buffer_offset + 
                   (node->count-1) * node->vertex_size * sizeof(GLfloat));
      else
         offset = node->buffer_offset;

      ctx->Driver.GetBufferSubData( ctx, offset,
                                    node->vertex_size * sizeof(GLfloat), 
                                    data, node->vertex_store->bufferobj );

      data += node->attrsz[0]; /* skip vertex position */
   }

   mask = node->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
   while (mask) {
      const int i = u_bit_scan64(&mask);
      fi_type *current = (fi_type *)vbo->currval[i].Ptr;
      fi_type tmp[4];
      assert(node->attrsz[i]);

      COPY_CLEAN_4V_TYPE_AS_UNION(tmp,
                                  node->attrsz[i],
                                  data,
                                  node->attrtype[i]);

      if (node->attrtype[i] != vbo->currval[i].Type ||
          memcmp(current, tmp, 4 * sizeof(GLfloat)) != 0) {
         memcpy(current, tmp, 4 * sizeof(GLfloat));
         
         vbo->currval[i].Size = node->attrsz[i];
         vbo->currval[i]._ElementSize = vbo->currval[i].Size * sizeof(GLfloat);
         vbo->currval[i].Type = node->attrtype[i];
         vbo->currval[i].Integer =
            vbo_attrtype_to_integer_flag(node->attrtype[i]);

         if (i >= VBO_ATTRIB_FIRST_MATERIAL &&
             i <= VBO_ATTRIB_LAST_MATERIAL)
            ctx->NewState |= _NEW_LIGHT;

         ctx->NewState |= _NEW_CURRENT_ATTRIB;
      }

      data += node->attrsz[i];
   }

   /* Colormaterial -- this kindof sucks.
    */
   if (ctx->Light.ColorMaterialEnabled) {
      _mesa_update_color_material(ctx, ctx->Current.Attrib[VBO_ATTRIB_COLOR0]);
   }

   /* CurrentExecPrimitive
    */
   if (node->prim_count) {
      const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
      if (prim->end)
	 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
      else
	 ctx->Driver.CurrentExecPrimitive = prim->mode;
   }
}
示例#11
0
文件: enable.c 项目: GYGit/reactos
/**
 * 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);
}