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Diffstat (limited to 'src/mesa/main/enable.c')
-rw-r--r--src/mesa/main/enable.c95
1 files changed, 44 insertions, 51 deletions
diff --git a/src/mesa/main/enable.c b/src/mesa/main/enable.c
index 3e0de24314e..e9642cca5ef 100644
--- a/src/mesa/main/enable.c
+++ b/src/mesa/main/enable.c
@@ -1,4 +1,4 @@
-/* $Id: enable.c,v 1.44 2001/03/03 20:33:27 brianp Exp $ */
+/* $Id: enable.c,v 1.45 2001/03/12 00:48:37 gareth Exp $ */
/*
* Mesa 3-D graphics library
@@ -67,7 +67,7 @@ client_state( GLcontext *ctx, GLenum cap, GLboolean state )
var = &ctx->Array.Index.Enabled;
flag = _NEW_ARRAY_INDEX;
break;
- case GL_TEXTURE_COORD_ARRAY:
+ case GL_TEXTURE_COORD_ARRAY:
var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
break;
@@ -95,7 +95,7 @@ client_state( GLcontext *ctx, GLenum cap, GLboolean state )
ctx->Array.NewState |= flag;
*var = state;
- if (state)
+ if (state)
ctx->Array._Enabled |= flag;
else
ctx->Array._Enabled &= ~flag;
@@ -139,7 +139,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
switch (cap) {
case GL_ALPHA_TEST:
- if (ctx->Color.AlphaEnabled == state)
+ if (ctx->Color.AlphaEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.AlphaEnabled = state;
@@ -151,13 +151,13 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
ctx->Eval.AutoNormal = state;
break;
case GL_BLEND:
- if (ctx->Color.BlendEnabled == state)
+ if (ctx->Color.BlendEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.BlendEnabled = state;
/* The following needed to accomodate 1.0 RGB logic op blending */
- ctx->Color.ColorLogicOpEnabled =
+ ctx->Color.ColorLogicOpEnabled =
(ctx->Color.BlendEquation == GL_LOGIC_OP && state);
break;
case GL_CLIP_PLANE0:
@@ -167,7 +167,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5: {
GLuint p = cap-GL_CLIP_PLANE0;
-
+
if (ctx->Transform.ClipEnabled[p] == state)
return;
@@ -177,11 +177,11 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
if (state) {
ctx->_Enabled |= ENABLE_USERCLIP;
ctx->Transform._AnyClip++;
-
+
if (ctx->ProjectionMatrix.flags & MAT_DIRTY) {
_math_matrix_analyse( &ctx->ProjectionMatrix );
}
-
+
/* This derived state also calculated in clip.c and
* from _mesa_update_state() on changes to EyeUserPlane
* and ctx->ProjectionMatrix respectively.
@@ -191,12 +191,12 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
ctx->ProjectionMatrix.inv );
} else {
if (--ctx->Transform._AnyClip == 0)
- ctx->_Enabled &= ~ENABLE_USERCLIP;
- }
+ ctx->_Enabled &= ~ENABLE_USERCLIP;
+ }
}
break;
case GL_COLOR_MATERIAL:
- if (ctx->Light.ColorMaterialEnabled == state)
+ if (ctx->Light.ColorMaterialEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ColorMaterialEnabled = state;
@@ -206,7 +206,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
}
break;
case GL_CULL_FACE:
- if (ctx->Polygon.CullFlag == state)
+ if (ctx->Polygon.CullFlag == state)
return;
FLUSH_VERTICES(ctx, _NEW_POLYGON);
ctx->Polygon.CullFlag = state;
@@ -216,7 +216,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
_mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
return;
}
- if (ctx->Depth.Test==state)
+ if (ctx->Depth.Test==state)
return;
FLUSH_VERTICES(ctx, _NEW_DEPTH);
ctx->Depth.Test = state;
@@ -225,13 +225,13 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
if (ctx->NoDither) {
state = GL_FALSE; /* MESA_NO_DITHER env var */
}
- if (ctx->Color.DitherFlag==state)
+ if (ctx->Color.DitherFlag==state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.DitherFlag = state;
break;
case GL_FOG:
- if (ctx->Fog.Enabled==state)
+ if (ctx->Fog.Enabled==state)
return;
FLUSH_VERTICES(ctx, _NEW_FOG);
ctx->Fog.Enabled = state;
@@ -255,7 +255,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
- if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
+ if (ctx->Light.Light[cap-GL_LIGHT0].Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Light[cap-GL_LIGHT0].Enabled = state;
@@ -268,7 +268,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
}
break;
case GL_LIGHTING:
- if (ctx->Light.Enabled == state)
+ if (ctx->Light.Enabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Enabled = state;
@@ -277,33 +277,33 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
if ((ctx->Light.Enabled &&
ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
|| ctx->Fog.ColorSumEnabled)
- ctx->_TriangleCaps |= DD_SEPERATE_SPECULAR;
+ ctx->_TriangleCaps |= DD_SEPERATE_SPECULAR;
else
- ctx->_TriangleCaps &= ~DD_SEPERATE_SPECULAR;
+ ctx->_TriangleCaps &= ~DD_SEPERATE_SPECULAR;
break;
case GL_LINE_SMOOTH:
- if (ctx->Line.SmoothFlag == state)
+ 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)
+ 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)
+ 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)
+ if (ctx->Color.ColorLogicOpEnabled == state)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ColorLogicOpEnabled = state;
@@ -423,61 +423,61 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
ctx->Pixel.MinMaxEnabled = state;
break;
case GL_NORMALIZE:
- if (ctx->Transform.Normalize == state)
+ if (ctx->Transform.Normalize == state)
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
ctx->Transform.Normalize = state;
ctx->_Enabled ^= ENABLE_NORMALIZE;
break;
case GL_POINT_SMOOTH:
- if (ctx->Point.SmoothFlag==state)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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)
+ if (ctx->Transform.RescaleNormals == state)
return;
FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
ctx->Transform.RescaleNormals = state;
ctx->_Enabled ^= ENABLE_RESCALE;
break;
case GL_SCISSOR_TEST:
- if (ctx->Scissor.Enabled==state)
+ if (ctx->Scissor.Enabled==state)
return;
FLUSH_VERTICES(ctx, _NEW_SCISSOR);
ctx->Scissor.Enabled = state;
@@ -493,7 +493,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
_mesa_warning(ctx, "glEnable(GL_STENCIL_TEST) but no stencil buffer");
return;
}
- if (ctx->Stencil.Enabled==state)
+ if (ctx->Stencil.Enabled==state)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
ctx->Stencil.Enabled = state;
@@ -503,7 +503,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
GLuint newenabled = texUnit->Enabled & ~TEXTURE0_1D;
- if (state)
+ if (state)
newenabled |= TEXTURE0_1D;
if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
return;
@@ -515,7 +515,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
GLuint newenabled = texUnit->Enabled & ~TEXTURE0_2D;
- if (state)
+ if (state)
newenabled |= TEXTURE0_2D;
if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
return;
@@ -527,7 +527,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
GLuint newenabled = texUnit->Enabled & ~TEXTURE0_3D;
- if (state)
+ if (state)
newenabled |= TEXTURE0_3D;
if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
return;
@@ -558,7 +558,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
texUnit->TexGenEnabled = newenabled;
break;
- }
+ }
break;
case GL_TEXTURE_GEN_S: {
GLuint unit = ctx->Texture.CurrentUnit;
@@ -571,7 +571,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
texUnit->TexGenEnabled = newenabled;
break;
- }
+ }
break;
case GL_TEXTURE_GEN_T: {
GLuint unit = ctx->Texture.CurrentUnit;
@@ -594,7 +594,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
case GL_NORMAL_ARRAY:
case GL_COLOR_ARRAY:
case GL_INDEX_ARRAY:
- case GL_TEXTURE_COORD_ARRAY:
+ case GL_TEXTURE_COORD_ARRAY:
case GL_EDGE_FLAG_ARRAY:
case GL_FOG_COORDINATE_ARRAY_EXT:
case GL_SECONDARY_COLOR_ARRAY_EXT:
@@ -710,7 +710,7 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
GLuint newenabled = texUnit->Enabled & ~TEXTURE0_CUBE;
- if (state)
+ if (state)
newenabled |= TEXTURE0_CUBE;
if (!ctx->Extensions.ARB_texture_cube_map) {
_mesa_error(ctx, GL_INVALID_ENUM, state ? "glEnable" : "glDisable");
@@ -732,13 +732,13 @@ void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
return;
FLUSH_VERTICES(ctx, _NEW_FOG);
ctx->Fog.ColorSumEnabled = state;
-
+
if ((ctx->Light.Enabled &&
ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
|| ctx->Fog.ColorSumEnabled)
- ctx->_TriangleCaps |= DD_SEPERATE_SPECULAR;
+ ctx->_TriangleCaps |= DD_SEPERATE_SPECULAR;
else
- ctx->_TriangleCaps &= ~DD_SEPERATE_SPECULAR;
+ ctx->_TriangleCaps &= ~DD_SEPERATE_SPECULAR;
break;
@@ -1011,10 +1011,3 @@ _mesa_IsEnabled( GLenum cap )
return GL_FALSE;
}
}
-
-
-
-
-
-
-