📄 enable.c
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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 (state && ctx->DrawBuffer->Visual.stencilBits == 0) { _mesa_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer"); return; } 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: { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 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: { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 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: { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 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: { GLuint unit = ctx->Texture.CurrentUnit; struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 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: 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);
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