Leaked source code of windows server 2003
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250 lines
9.5 KiB

#include "precomp.h"
#pragma hdrstop
void APIPRIVATE __glim_Enable(GLenum cap)
{
__GL_SETUP_NOT_IN_BEGIN();
switch (cap) {
case GL_ALPHA_TEST:
if (gc->state.enables.general & __GL_ALPHA_TEST_ENABLE) return;
gc->state.enables.general |= __GL_ALPHA_TEST_ENABLE;
break;
case GL_BLEND:
if (gc->state.enables.general & __GL_BLEND_ENABLE) return;
gc->state.enables.general |= __GL_BLEND_ENABLE;
break;
case GL_COLOR_MATERIAL:
if (gc->state.enables.general & __GL_COLOR_MATERIAL_ENABLE) return;
gc->state.enables.general |= __GL_COLOR_MATERIAL_ENABLE;
ComputeColorMaterialChange(gc);
(*gc->procs.pickColorMaterialProcs)(gc);
(*gc->procs.applyColor)(gc);
break;
case GL_CULL_FACE:
if (gc->state.enables.general & __GL_CULL_FACE_ENABLE) return;
gc->state.enables.general |= __GL_CULL_FACE_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ENABLES);
#endif
return;
case GL_DEPTH_TEST:
if (gc->state.enables.general & __GL_DEPTH_TEST_ENABLE) return;
gc->state.enables.general |= __GL_DEPTH_TEST_ENABLE;
if (gc->modes.depthBits) {
if (!gc->modes.haveDepthBuffer)
LazyAllocateDepth(gc);
// XXX if this fails should we be setting the enable bit?
} else {
gc->state.depth.testFunc = GL_ALWAYS;
#ifdef _MCD_
MCD_STATE_DIRTY(gc, DEPTHTEST);
#endif
}
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_DEPTH);
break;
case GL_POLYGON_OFFSET_POINT:
if (gc->state.enables.general & __GL_POLYGON_OFFSET_POINT_ENABLE)
return;
gc->state.enables.general |= __GL_POLYGON_OFFSET_POINT_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POINT);
break;
case GL_POLYGON_OFFSET_LINE:
if (gc->state.enables.general & __GL_POLYGON_OFFSET_LINE_ENABLE)
return;
gc->state.enables.general |= __GL_POLYGON_OFFSET_LINE_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LINE);
break;
case GL_POLYGON_OFFSET_FILL:
if (gc->state.enables.general & __GL_POLYGON_OFFSET_FILL_ENABLE)
return;
gc->state.enables.general |= __GL_POLYGON_OFFSET_FILL_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
break;
case GL_DITHER:
if (gc->state.enables.general & __GL_DITHER_ENABLE) return;
gc->state.enables.general |= __GL_DITHER_ENABLE;
break;
#ifdef GL_WIN_specular_fog
case GL_FOG_SPECULAR_TEXTURE_WIN:
if (gc->state.enables.general & __GL_FOG_SPEC_TEX_ENABLE) return;
gc->state.enables.general |= __GL_FOG_SPEC_TEX_ENABLE;
break;
#endif //GL_WIN_specular_fog
case GL_FOG:
if (gc->state.enables.general & __GL_FOG_ENABLE) return;
gc->state.enables.general |= __GL_FOG_ENABLE;
break;
case GL_LIGHTING:
if (gc->state.enables.general & __GL_LIGHTING_ENABLE) return;
gc->state.enables.general |= __GL_LIGHTING_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LIGHTING);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ENABLES);
#endif
#ifdef NT
ComputeColorMaterialChange(gc);
#endif
(*gc->procs.pickColorMaterialProcs)(gc);
(*gc->procs.applyColor)(gc);
return;
case GL_LINE_SMOOTH:
if (gc->state.enables.general & __GL_LINE_SMOOTH_ENABLE) return;
gc->state.enables.general |= __GL_LINE_SMOOTH_ENABLE;
break;
case GL_LINE_STIPPLE:
if (gc->state.enables.general & __GL_LINE_STIPPLE_ENABLE) return;
gc->state.enables.general |= __GL_LINE_STIPPLE_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LINE);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ENABLES);
#endif
return;
case GL_INDEX_LOGIC_OP:
if (gc->state.enables.general & __GL_INDEX_LOGIC_OP_ENABLE) return;
gc->state.enables.general |= __GL_INDEX_LOGIC_OP_ENABLE;
break;
case GL_COLOR_LOGIC_OP:
if (gc->state.enables.general & __GL_COLOR_LOGIC_OP_ENABLE) return;
gc->state.enables.general |= __GL_COLOR_LOGIC_OP_ENABLE;
break;
case GL_NORMALIZE:
if (gc->state.enables.general & __GL_NORMALIZE_ENABLE) return;
gc->state.enables.general |= __GL_NORMALIZE_ENABLE;
break;
case GL_POINT_SMOOTH:
if (gc->state.enables.general & __GL_POINT_SMOOTH_ENABLE) return;
gc->state.enables.general |= __GL_POINT_SMOOTH_ENABLE;
break;
case GL_POLYGON_SMOOTH:
if (gc->state.enables.general & __GL_POLYGON_SMOOTH_ENABLE) return;
gc->state.enables.general |= __GL_POLYGON_SMOOTH_ENABLE;
break;
case GL_POLYGON_STIPPLE:
if (gc->state.enables.general & __GL_POLYGON_STIPPLE_ENABLE) return;
gc->state.enables.general |= __GL_POLYGON_STIPPLE_ENABLE;
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_POLYGON);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ENABLES);
#endif
return;
case GL_SCISSOR_TEST:
if (gc->state.enables.general & __GL_SCISSOR_TEST_ENABLE) return;
gc->state.enables.general |= __GL_SCISSOR_TEST_ENABLE;
#ifdef NT
#ifdef _MCD_
MCD_STATE_DIRTY(gc, SCISSOR);
#endif
// applyViewport does both
(*gc->procs.applyViewport)(gc);
#else
(*gc->procs.computeClipBox)(gc);
(*gc->procs.applyScissor)(gc);
#endif
break;
case GL_STENCIL_TEST:
if (gc->state.enables.general & __GL_STENCIL_TEST_ENABLE) return;
gc->state.enables.general |= __GL_STENCIL_TEST_ENABLE;
if (!gc->modes.haveStencilBuffer && gc->modes.stencilBits) {
LazyAllocateStencil(gc);
// XXX if this fails should we be setting the enable bit?
}
break;
case GL_TEXTURE_1D:
if (gc->state.enables.general & __GL_TEXTURE_1D_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_1D_ENABLE;
break;
case GL_TEXTURE_2D:
if (gc->state.enables.general & __GL_TEXTURE_2D_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_2D_ENABLE;
break;
case GL_AUTO_NORMAL:
if (gc->state.enables.general & __GL_AUTO_NORMAL_ENABLE) return;
gc->state.enables.general |= __GL_AUTO_NORMAL_ENABLE;
break;
case GL_TEXTURE_GEN_S:
if (gc->state.enables.general & __GL_TEXTURE_GEN_S_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_GEN_S_ENABLE;
break;
case GL_TEXTURE_GEN_T:
if (gc->state.enables.general & __GL_TEXTURE_GEN_T_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_GEN_T_ENABLE;
break;
case GL_TEXTURE_GEN_R:
if (gc->state.enables.general & __GL_TEXTURE_GEN_R_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_GEN_R_ENABLE;
break;
case GL_TEXTURE_GEN_Q:
if (gc->state.enables.general & __GL_TEXTURE_GEN_Q_ENABLE) return;
gc->state.enables.general |= __GL_TEXTURE_GEN_Q_ENABLE;
break;
#ifdef GL_WIN_multiple_textures
case GL_TEXCOMBINE_CLAMP_WIN:
if (gc->state.enables.general & __GL_TEXCOMBINE_CLAMP_ENABLE)
{
return;
}
gc->state.enables.general |= __GL_TEXCOMBINE_CLAMP_ENABLE;
break;
#endif // GL_WIN_multiple_textures
#ifdef GL_EXT_flat_paletted_lighting
case GL_PALETTED_LIGHTING_EXT:
gc->state.enables.general |= __GL_PALETTED_LIGHTING_ENABLE;
break;
#endif
case GL_CLIP_PLANE0: case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2: case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4: case GL_CLIP_PLANE5:
cap -= GL_CLIP_PLANE0;
if (gc->state.enables.clipPlanes & (1 << cap)) return;
gc->state.enables.clipPlanes |= (1 << cap);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, CLIPCTRL);
#endif
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:
cap -= GL_LIGHT0;
if (gc->state.enables.lights & (1 << cap)) return;
gc->state.enables.lights |= (1 << cap);
__GL_DELAY_VALIDATE_MASK(gc, __GL_DIRTY_LIGHTING);
MCD_STATE_DIRTY(gc, LIGHTS);
return;
case GL_MAP1_COLOR_4:
case GL_MAP1_NORMAL:
case GL_MAP1_INDEX:
case GL_MAP1_TEXTURE_COORD_1: case GL_MAP1_TEXTURE_COORD_2:
case GL_MAP1_TEXTURE_COORD_3: case GL_MAP1_TEXTURE_COORD_4:
case GL_MAP1_VERTEX_3: case GL_MAP1_VERTEX_4:
cap = __GL_EVAL1D_INDEX(cap);
if (gc->state.enables.eval1 & (GLushort) (1 << cap)) return;
gc->state.enables.eval1 |= (GLushort) (1 << cap);
break;
case GL_MAP2_COLOR_4:
case GL_MAP2_NORMAL:
case GL_MAP2_INDEX:
case GL_MAP2_TEXTURE_COORD_1: case GL_MAP2_TEXTURE_COORD_2:
case GL_MAP2_TEXTURE_COORD_3: case GL_MAP2_TEXTURE_COORD_4:
case GL_MAP2_VERTEX_3: case GL_MAP2_VERTEX_4:
cap = __GL_EVAL2D_INDEX(cap);
if (gc->state.enables.eval2 & (GLushort) (1 << cap)) return;
gc->state.enables.eval2 |= (GLushort) (1 << cap);
break;
default:
__glSetError(GL_INVALID_ENUM);
return;
}
__GL_DELAY_VALIDATE(gc);
#ifdef _MCD_
MCD_STATE_DIRTY(gc, ENABLES);
#endif
}