reactos/dll/opengl/mesa/enable.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does.
It exposes :
  - The same pixel formats
  - The same set of extensions
  - Nothing more
All of this without taking 10% of your build time.
If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree.
CORE-7499
2019-01-19 14:23:54 +01:00

653 lines
18 KiB
C

/* $Id: enable.c,v 1.23 1997/10/29 02:23:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.5
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: enable.c,v $
* Revision 1.23 1997/10/29 02:23:54 brianp
* added UseGlobalTexturePalette() dd function (David Bucciarelli v20 3dfx)
*
* Revision 1.22 1997/10/16 01:59:08 brianp
* added GL_EXT_shared_texture_palette extension
*
* Revision 1.21 1997/07/24 01:25:01 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.20 1997/06/20 02:20:32 brianp
* replaced Current.IntColor with Current.ByteColor
*
* Revision 1.19 1997/05/31 16:57:14 brianp
* added MESA_NO_RASTER env var support
*
* Revision 1.18 1997/05/28 03:24:22 brianp
* added precompiled header (PCH) support
*
* Revision 1.17 1997/04/24 01:49:30 brianp
* call gl_set_color_function() instead of directly setting pointers
*
* Revision 1.16 1997/04/12 16:54:05 brianp
* new NEW_POLYGON state flag
*
* Revision 1.15 1997/04/12 16:20:27 brianp
* removed call to Driver.Dither()
*
* Revision 1.14 1997/04/02 03:10:36 brianp
* changed some #include's
*
* Revision 1.13 1997/02/27 19:59:08 brianp
* issue a warning if enable depth or stencil test without such a buffer
*
* Revision 1.12 1997/02/09 19:53:43 brianp
* now use TEXTURE_xD enable constants
*
* Revision 1.11 1997/02/09 18:49:37 brianp
* added GL_EXT_texture3D support
*
* Revision 1.10 1997/01/28 22:13:42 brianp
* now there's separate state for CI and RGBA logic op enabled
*
* Revision 1.9 1996/12/18 20:00:57 brianp
* gl_set_material() now takes a bitmask instead of face and pname
*
* Revision 1.8 1996/12/11 20:16:49 brianp
* more work on the GL_COLOR_MATERIAL bug
*
* Revision 1.7 1996/12/09 22:51:51 brianp
* update API Color4f and Color4ub pointers for GL_COLOR_MATERIAL
*
* Revision 1.6 1996/12/07 10:21:07 brianp
* call gl_set_material() instead of gl_Materialfv()
*
* Revision 1.5 1996/11/09 03:11:18 brianp
* added missing GL_EXT_vertex_array caps to gl_enable()
*
* Revision 1.4 1996/10/11 03:44:09 brianp
* added comments for GL_POLYGON_OFFSET_EXT symbol
*
* Revision 1.3 1996/09/27 01:26:40 brianp
* removed unused variables
*
* Revision 1.2 1996/09/15 14:17:30 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <string.h>
#include "context.h"
#include "depth.h"
#include "enable.h"
#include "light.h"
#include "dlist.h"
#include "macros.h"
#include "stencil.h"
#include "types.h"
#include "vbfill.h"
#endif
/*
* Perform glEnable and glDisable calls.
*/
static void gl_enable( GLcontext* ctx, GLenum cap, GLboolean state )
{
GLuint p;
if (INSIDE_BEGIN_END(ctx)) {
if (state) {
gl_error( ctx, GL_INVALID_OPERATION, "glEnable" );
}
else {
gl_error( ctx, GL_INVALID_OPERATION, "glDisable" );
}
return;
}
switch (cap) {
case GL_ALPHA_TEST:
if (ctx->Color.AlphaEnabled!=state) {
ctx->Color.AlphaEnabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_AUTO_NORMAL:
ctx->Eval.AutoNormal = state;
break;
case GL_BLEND:
if (ctx->Color.BlendEnabled!=state) {
ctx->Color.BlendEnabled = state;
/* The following needed to accomodate 1.0 RGB logic op blending */
ctx->Color.ColorLogicOpEnabled = GL_FALSE;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0] = state;
/* Check if any clip planes enabled */
ctx->Transform.AnyClip = GL_FALSE;
for (p=0;p<MAX_CLIP_PLANES;p++) {
if (ctx->Transform.ClipEnabled[p]) {
ctx->Transform.AnyClip = GL_TRUE;
break;
}
}
break;
case GL_COLOR_MATERIAL:
if (ctx->Light.ColorMaterialEnabled!=state) {
ctx->Light.ColorMaterialEnabled = state;
if (state) {
GLfloat color[4];
color[0] = ctx->Current.ByteColor[0] * ctx->Visual->InvRedScale;
color[1] = ctx->Current.ByteColor[1] * ctx->Visual->InvGreenScale;
color[2] = ctx->Current.ByteColor[2] * ctx->Visual->InvBlueScale;
color[3] = ctx->Current.ByteColor[3] * ctx->Visual->InvAlphaScale;
/* update material with current color */
gl_set_material( ctx, ctx->Light.ColorMaterialBitmask, color );
}
gl_set_color_function(ctx);
ctx->NewState |= NEW_LIGHTING;
}
break;
case GL_CULL_FACE:
if (ctx->Polygon.CullFlag!=state) {
ctx->Polygon.CullFlag = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_DEPTH_TEST:
if (state && ctx->Visual->DepthBits==0) {
gl_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
return;
}
if (ctx->Depth.Test!=state) {
ctx->Depth.Test = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_DITHER:
if (ctx->NoDither) {
/* MESA_NO_DITHER env var */
state = GL_FALSE;
}
if (ctx->Color.DitherFlag!=state) {
ctx->Color.DitherFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_FOG:
if (ctx->Fog.Enabled!=state) {
ctx->Fog.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
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:
ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
ctx->NewState |= NEW_LIGHTING;
break;
case GL_LIGHTING:
if (ctx->Light.Enabled!=state) {
ctx->Light.Enabled = state;
ctx->NewState |= NEW_LIGHTING;
}
break;
case GL_LINE_SMOOTH:
if (ctx->Line.SmoothFlag!=state) {
ctx->Line.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_LINE_STIPPLE:
if (ctx->Line.StippleFlag!=state) {
ctx->Line.StippleFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_INDEX_LOGIC_OP:
if (ctx->Color.IndexLogicOpEnabled!=state) {
ctx->NewState |= NEW_RASTER_OPS;
}
ctx->Color.IndexLogicOpEnabled = state;
break;
case GL_COLOR_LOGIC_OP:
if (ctx->Color.ColorLogicOpEnabled!=state) {
ctx->NewState |= NEW_RASTER_OPS;
}
ctx->Color.ColorLogicOpEnabled = state;
break;
case GL_MAP1_COLOR_4:
ctx->Eval.Map1Color4 = state;
break;
case GL_MAP1_INDEX:
ctx->Eval.Map1Index = state;
break;
case GL_MAP1_NORMAL:
ctx->Eval.Map1Normal = state;
break;
case GL_MAP1_TEXTURE_COORD_1:
ctx->Eval.Map1TextureCoord1 = state;
break;
case GL_MAP1_TEXTURE_COORD_2:
ctx->Eval.Map1TextureCoord2 = state;
break;
case GL_MAP1_TEXTURE_COORD_3:
ctx->Eval.Map1TextureCoord3 = state;
break;
case GL_MAP1_TEXTURE_COORD_4:
ctx->Eval.Map1TextureCoord4 = state;
break;
case GL_MAP1_VERTEX_3:
ctx->Eval.Map1Vertex3 = state;
break;
case GL_MAP1_VERTEX_4:
ctx->Eval.Map1Vertex4 = state;
break;
case GL_MAP2_COLOR_4:
ctx->Eval.Map2Color4 = state;
break;
case GL_MAP2_INDEX:
ctx->Eval.Map2Index = state;
break;
case GL_MAP2_NORMAL:
ctx->Eval.Map2Normal = state;
break;
case GL_MAP2_TEXTURE_COORD_1:
ctx->Eval.Map2TextureCoord1 = state;
break;
case GL_MAP2_TEXTURE_COORD_2:
ctx->Eval.Map2TextureCoord2 = state;
break;
case GL_MAP2_TEXTURE_COORD_3:
ctx->Eval.Map2TextureCoord3 = state;
break;
case GL_MAP2_TEXTURE_COORD_4:
ctx->Eval.Map2TextureCoord4 = state;
break;
case GL_MAP2_VERTEX_3:
ctx->Eval.Map2Vertex3 = state;
break;
case GL_MAP2_VERTEX_4:
ctx->Eval.Map2Vertex4 = state;
break;
case GL_NORMALIZE:
ctx->Transform.Normalize = state;
break;
case GL_POINT_SMOOTH:
if (ctx->Point.SmoothFlag!=state) {
ctx->Point.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_SMOOTH:
if (ctx->Polygon.SmoothFlag!=state) {
ctx->Polygon.SmoothFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_STIPPLE:
if (ctx->Polygon.StippleFlag!=state) {
ctx->Polygon.StippleFlag = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_POLYGON_OFFSET_POINT:
if (ctx->Polygon.OffsetPoint!=state) {
ctx->Polygon.OffsetPoint = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_POLYGON_OFFSET_LINE:
if (ctx->Polygon.OffsetLine!=state) {
ctx->Polygon.OffsetLine = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_POLYGON_OFFSET_FILL:
/*case GL_POLYGON_OFFSET_EXT:*/
if (ctx->Polygon.OffsetFill!=state) {
ctx->Polygon.OffsetFill = state;
ctx->NewState |= NEW_POLYGON;
}
break;
case GL_SCISSOR_TEST:
if (ctx->Scissor.Enabled!=state) {
ctx->Scissor.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_STENCIL_TEST:
if (state && ctx->Visual->StencilBits==0) {
gl_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
return;
}
if (ctx->Stencil.Enabled!=state) {
ctx->Stencil.Enabled = state;
ctx->NewState |= NEW_RASTER_OPS;
}
break;
case GL_TEXTURE_1D:
if (ctx->Visual->RGBAflag) {
/* texturing only works in RGB mode */
if (state) {
ctx->Texture.Enabled |= TEXTURE_1D;
}
else {
ctx->Texture.Enabled &= (~TEXTURE_1D);
}
ctx->NewState |= (NEW_RASTER_OPS | NEW_TEXTURING);
}
break;
case GL_TEXTURE_2D:
if (ctx->Visual->RGBAflag) {
/* texturing only works in RGB mode */
if (state) {
ctx->Texture.Enabled |= TEXTURE_2D;
}
else {
ctx->Texture.Enabled &= (~TEXTURE_2D);
}
ctx->NewState |= (NEW_RASTER_OPS | NEW_TEXTURING);
}
break;
case GL_TEXTURE_GEN_Q:
if (state) {
ctx->Texture.TexGenEnabled |= Q_BIT;
}
else {
ctx->Texture.TexGenEnabled &= ~Q_BIT;
}
ctx->NewState |= NEW_TEXTURING;
break;
case GL_TEXTURE_GEN_R:
if (state) {
ctx->Texture.TexGenEnabled |= R_BIT;
}
else {
ctx->Texture.TexGenEnabled &= ~R_BIT;
}
ctx->NewState |= NEW_TEXTURING;
break;
case GL_TEXTURE_GEN_S:
if (state) {
ctx->Texture.TexGenEnabled |= S_BIT;
}
else {
ctx->Texture.TexGenEnabled &= ~S_BIT;
}
ctx->NewState |= NEW_TEXTURING;
break;
case GL_TEXTURE_GEN_T:
if (state) {
ctx->Texture.TexGenEnabled |= T_BIT;
}
else {
ctx->Texture.TexGenEnabled &= ~T_BIT;
}
ctx->NewState |= NEW_TEXTURING;
break;
/*
* CLIENT STATE!!!
*/
case GL_VERTEX_ARRAY:
ctx->Array.VertexEnabled = state;
break;
case GL_NORMAL_ARRAY:
ctx->Array.NormalEnabled = state;
break;
case GL_COLOR_ARRAY:
ctx->Array.ColorEnabled = state;
break;
case GL_INDEX_ARRAY:
ctx->Array.IndexEnabled = state;
break;
case GL_TEXTURE_COORD_ARRAY:
ctx->Array.TexCoordEnabled = state;
break;
case GL_EDGE_FLAG_ARRAY:
ctx->Array.EdgeFlagEnabled = state;
break;
default:
if (state) {
gl_error( ctx, GL_INVALID_ENUM, "glEnable" );
}
else {
gl_error( ctx, GL_INVALID_ENUM, "glDisable" );
}
break;
}
}
void gl_Enable( GLcontext* ctx, GLenum cap )
{
gl_enable( ctx, cap, GL_TRUE );
}
void gl_Disable( GLcontext* ctx, GLenum cap )
{
gl_enable( ctx, cap, GL_FALSE );
}
GLboolean gl_IsEnabled( GLcontext* ctx, GLenum cap )
{
switch (cap) {
case GL_ALPHA_TEST:
return ctx->Color.AlphaEnabled;
case GL_AUTO_NORMAL:
return ctx->Eval.AutoNormal;
case GL_BLEND:
return ctx->Color.BlendEnabled;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
return ctx->Transform.ClipEnabled[cap-GL_CLIP_PLANE0];
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_SCISSOR_TEST:
return ctx->Scissor.Enabled;
case GL_STENCIL_TEST:
return ctx->Stencil.Enabled;
case GL_TEXTURE_1D:
return (ctx->Texture.Enabled & TEXTURE_1D) ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_2D:
return (ctx->Texture.Enabled & TEXTURE_2D) ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_GEN_Q:
return (ctx->Texture.TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_GEN_R:
return (ctx->Texture.TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_GEN_S:
return (ctx->Texture.TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_GEN_T:
return (ctx->Texture.TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
/*
* CLIENT STATE!!!
*/
case GL_VERTEX_ARRAY:
return ctx->Array.VertexEnabled;
case GL_NORMAL_ARRAY:
return ctx->Array.NormalEnabled;
case GL_COLOR_ARRAY:
return ctx->Array.ColorEnabled;
case GL_INDEX_ARRAY:
return ctx->Array.IndexEnabled;
case GL_TEXTURE_COORD_ARRAY:
return ctx->Array.TexCoordEnabled;
case GL_EDGE_FLAG_ARRAY:
return ctx->Array.EdgeFlagEnabled;
default:
gl_error( ctx, GL_INVALID_ENUM, "glIsEnabled" );
return GL_FALSE;
}
}
void gl_client_state( GLcontext *ctx, GLenum cap, GLboolean state )
{
switch (cap) {
case GL_VERTEX_ARRAY:
ctx->Array.VertexEnabled = state;
break;
case GL_NORMAL_ARRAY:
ctx->Array.NormalEnabled = state;
break;
case GL_COLOR_ARRAY:
ctx->Array.ColorEnabled = state;
break;
case GL_INDEX_ARRAY:
ctx->Array.IndexEnabled = state;
break;
case GL_TEXTURE_COORD_ARRAY:
ctx->Array.TexCoordEnabled = state;
break;
case GL_EDGE_FLAG_ARRAY:
ctx->Array.EdgeFlagEnabled = state;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glEnable/DisableClientState" );
}
}
void gl_EnableClientState( GLcontext *ctx, GLenum cap )
{
gl_client_state( ctx, cap, GL_TRUE );
}
void gl_DisableClientState( GLcontext *ctx, GLenum cap )
{
gl_client_state( ctx, cap, GL_FALSE );
}