📄 enable.c
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case GL_CLIP_PLANE5: return (ctx->Transform.ClipPlanesEnabled >> (cap - GL_CLIP_PLANE0)) & 1; case GL_COLOR_MATERIAL: return ctx->Light.ColorMaterialEnabled; case GL_CULL_FACE: return ctx->Polygon.CullFlag; case GL_DEPTH_TEST: return ctx->Depth.Test; case GL_DITHER: return ctx->Color.DitherFlag; case GL_FOG: return ctx->Fog.Enabled; case GL_LIGHTING: return ctx->Light.Enabled; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: return ctx->Light.Light[cap-GL_LIGHT0].Enabled; case GL_LINE_SMOOTH: return ctx->Line.SmoothFlag; case GL_LINE_STIPPLE: return ctx->Line.StippleFlag; case GL_INDEX_LOGIC_OP: return ctx->Color.IndexLogicOpEnabled; case GL_COLOR_LOGIC_OP: return ctx->Color.ColorLogicOpEnabled; case GL_MAP1_COLOR_4: return ctx->Eval.Map1Color4; case GL_MAP1_INDEX: return ctx->Eval.Map1Index; case GL_MAP1_NORMAL: return ctx->Eval.Map1Normal; case GL_MAP1_TEXTURE_COORD_1: return ctx->Eval.Map1TextureCoord1; case GL_MAP1_TEXTURE_COORD_2: return ctx->Eval.Map1TextureCoord2; case GL_MAP1_TEXTURE_COORD_3: return ctx->Eval.Map1TextureCoord3; case GL_MAP1_TEXTURE_COORD_4: return ctx->Eval.Map1TextureCoord4; case GL_MAP1_VERTEX_3: return ctx->Eval.Map1Vertex3; case GL_MAP1_VERTEX_4: return ctx->Eval.Map1Vertex4; case GL_MAP2_COLOR_4: return ctx->Eval.Map2Color4; case GL_MAP2_INDEX: return ctx->Eval.Map2Index; case GL_MAP2_NORMAL: return ctx->Eval.Map2Normal; case GL_MAP2_TEXTURE_COORD_1: return ctx->Eval.Map2TextureCoord1; case GL_MAP2_TEXTURE_COORD_2: return ctx->Eval.Map2TextureCoord2; case GL_MAP2_TEXTURE_COORD_3: return ctx->Eval.Map2TextureCoord3; case GL_MAP2_TEXTURE_COORD_4: return ctx->Eval.Map2TextureCoord4; case GL_MAP2_VERTEX_3: return ctx->Eval.Map2Vertex3; case GL_MAP2_VERTEX_4: return ctx->Eval.Map2Vertex4; case GL_NORMALIZE: return ctx->Transform.Normalize; case GL_POINT_SMOOTH: return ctx->Point.SmoothFlag; case GL_POLYGON_SMOOTH: return ctx->Polygon.SmoothFlag; case GL_POLYGON_STIPPLE: return ctx->Polygon.StippleFlag; case GL_POLYGON_OFFSET_POINT: return ctx->Polygon.OffsetPoint; case GL_POLYGON_OFFSET_LINE: return ctx->Polygon.OffsetLine; case GL_POLYGON_OFFSET_FILL: /*case GL_POLYGON_OFFSET_EXT:*/ return ctx->Polygon.OffsetFill; case GL_RESCALE_NORMAL_EXT: return ctx->Transform.RescaleNormals; case GL_SCISSOR_TEST: return ctx->Scissor.Enabled; case GL_SHARED_TEXTURE_PALETTE_EXT: return ctx->Texture.SharedPalette; case GL_STENCIL_TEST: return ctx->Stencil.Enabled; case GL_TEXTURE_1D: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE_1D_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_2D: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE_2D_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_3D: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE_3D_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_Q: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_R: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_S: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE; } case GL_TEXTURE_GEN_T: { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE; } /* * CLIENT STATE!!! */ case GL_VERTEX_ARRAY: return (ctx->Array.Vertex.Enabled != 0); case GL_NORMAL_ARRAY: return (ctx->Array.Normal.Enabled != 0); case GL_COLOR_ARRAY: return (ctx->Array.Color.Enabled != 0); case GL_INDEX_ARRAY: return (ctx->Array.Index.Enabled != 0); case GL_TEXTURE_COORD_ARRAY: return (ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled != 0); case GL_EDGE_FLAG_ARRAY: return (ctx->Array.EdgeFlag.Enabled != 0); case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXTENSION(EXT_fog_coord); return (ctx->Array.FogCoord.Enabled != 0); case GL_SECONDARY_COLOR_ARRAY_EXT: CHECK_EXTENSION(EXT_secondary_color); return (ctx->Array.SecondaryColor.Enabled != 0); /* GL_EXT_histogram */ case GL_HISTOGRAM: CHECK_EXTENSION(EXT_histogram); return ctx->Pixel.HistogramEnabled; case GL_MINMAX: CHECK_EXTENSION(EXT_histogram); return ctx->Pixel.MinMaxEnabled; /* GL_SGI_color_table */ case GL_COLOR_TABLE_SGI: CHECK_EXTENSION(SGI_color_table); return ctx->Pixel.ColorTableEnabled; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: CHECK_EXTENSION(SGI_color_table); return ctx->Pixel.PostConvolutionColorTableEnabled; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: CHECK_EXTENSION(SGI_color_table); return ctx->Pixel.PostColorMatrixColorTableEnabled; /* GL_SGI_texture_color_table */ case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXTENSION(SGI_texture_color_table); return ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled; /* GL_EXT_convolution */ case GL_CONVOLUTION_1D: CHECK_EXTENSION(EXT_convolution); return ctx->Pixel.Convolution1DEnabled; case GL_CONVOLUTION_2D: CHECK_EXTENSION(EXT_convolution); return ctx->Pixel.Convolution2DEnabled; case GL_SEPARABLE_2D: CHECK_EXTENSION(EXT_convolution); return ctx->Pixel.Separable2DEnabled; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXTENSION(ARB_texture_cube_map); { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE_CUBE_BIT) ? GL_TRUE : GL_FALSE; } /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: CHECK_EXTENSION2(EXT_secondary_color, ARB_vertex_program); return ctx->Fog.ColorSumEnabled; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: CHECK_EXTENSION(ARB_multisample); return ctx->Multisample.Enabled; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXTENSION(ARB_multisample); return ctx->Multisample.SampleAlphaToCoverage; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXTENSION(ARB_multisample); return ctx->Multisample.SampleAlphaToOne; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXTENSION(ARB_multisample); return ctx->Multisample.SampleCoverage; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXTENSION(ARB_multisample); return ctx->Multisample.SampleCoverageInvert; /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXTENSION(IBM_rasterpos_clip); return ctx->Transform.RasterPositionUnclipped; /* GL_NV_point_sprite */ case GL_POINT_SPRITE_NV: CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite) return ctx->Point.PointSprite;#if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program case GL_VERTEX_PROGRAM_ARB: CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program); return ctx->VertexProgram.Enabled; case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program); return ctx->VertexProgram.PointSizeEnabled; case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: CHECK_EXTENSION2(ARB_vertex_program, NV_vertex_program); return ctx->VertexProgram.TwoSideEnabled;#endif#if FEATURE_NV_vertex_program case GL_VERTEX_ATTRIB_ARRAY0_NV: case GL_VERTEX_ATTRIB_ARRAY1_NV: case GL_VERTEX_ATTRIB_ARRAY2_NV: case GL_VERTEX_ATTRIB_ARRAY3_NV: case GL_VERTEX_ATTRIB_ARRAY4_NV: case GL_VERTEX_ATTRIB_ARRAY5_NV: case GL_VERTEX_ATTRIB_ARRAY6_NV: case GL_VERTEX_ATTRIB_ARRAY7_NV: case GL_VERTEX_ATTRIB_ARRAY8_NV: case GL_VERTEX_ATTRIB_ARRAY9_NV: case GL_VERTEX_ATTRIB_ARRAY10_NV: case GL_VERTEX_ATTRIB_ARRAY11_NV: case GL_VERTEX_ATTRIB_ARRAY12_NV: case GL_VERTEX_ATTRIB_ARRAY13_NV: case GL_VERTEX_ATTRIB_ARRAY14_NV: case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXTENSION(NV_vertex_program); { GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV; return (ctx->Array.VertexAttrib[n].Enabled != 0); } 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); { const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV); return ctx->Eval.Map1Attrib[map]; } 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); { const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV); return ctx->Eval.Map2Attrib[map]; }#endif /* FEATURE_NV_vertex_program */#if FEATURE_NV_fragment_program case GL_FRAGMENT_PROGRAM_NV: CHECK_EXTENSION(NV_fragment_program); return ctx->FragmentProgram.Enabled;#endif /* FEATURE_NV_fragment_program */ /* GL_NV_texture_rectangle */ case GL_TEXTURE_RECTANGLE_NV: CHECK_EXTENSION(NV_texture_rectangle); { const struct gl_texture_unit *texUnit; texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE; } /* GL_EXT_stencil_two_side */ case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXTENSION(EXT_stencil_two_side); return ctx->Stencil.TestTwoSide;#if FEATURE_ARB_fragment_program case GL_FRAGMENT_PROGRAM_ARB: return ctx->FragmentProgram.Enabled;#endif /* FEATURE_ARB_fragment_program */ /* GL_EXT_depth_bounds_test */ case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXTENSION(EXT_depth_bounds_test); return ctx->Depth.BoundsTest; /* GL_MESA_program_debug */ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION(MESA_program_debug); return ctx->FragmentProgram.CallbackEnabled; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION(MESA_program_debug); return ctx->VertexProgram.CallbackEnabled;#if FEATURE_ATI_fragment_shader case GL_FRAGMENT_SHADER_ATI: CHECK_EXTENSION(ATI_fragment_shader); return ctx->ATIFragmentShader.Enabled;#endif /* FEATURE_ATI_fragment_shader */ default: _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap); return GL_FALSE; }}
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