text: /**
   * \file enable.c
   * Enable/disable/query GL capabilities.
   */
  
  /*
   * Mesa 3-D graphics library
   * Version:  6.1
   *
   * Copyright (C) 1999-2004  Brian Paul   All Rights Reserved.
   *
   * Permission is hereby granted, free of charge, to any person obtaining a
   * copy of this software and associated documentation files (the "Software"),
   * to deal in the Software without restriction, including without limitation
   * the rights to use, copy, modify, merge, publish, distribute, sublicense,
   * and/or sell copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included
   * in all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
   * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
   * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
   * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
   * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
   */
  /* $XFree86: xc/extras/Mesa/src/mesa/main/enable.c,v 1.4 2004/12/10 15:30:12 alanh Exp $ */
  
  #include "glheader.h"
  #include "context.h"
  #include "enable.h"
  #include "light.h"
  #include "macros.h"
  #include "simple_list.h"
  #include "mtypes.h"
  #include "enums.h"
  #include "math/m_matrix.h"
  #include "math/m_xform.h"
  
  
  
  #define CHECK_EXTENSION(EXTNAME, CAP)					\
     if (!ctx->Extensions.EXTNAME) {					\
        _mesa_error(ctx, GL_INVALID_ENUM, "gl%sClientState(0x%x)",	\
                    state ? "Enable" : "Disable", CAP);			\
        return;								\
     }
  
  
  static void
  client_state( GLcontext *ctx, GLenum cap, GLboolean state )
  {
     GLuint flag;
     GLuint *var;
  
     switch (cap) {
        case GL_VERTEX_ARRAY:
           var = &ctx->Array.Vertex.Enabled;
           flag = _NEW_ARRAY_VERTEX;
           break;
        case GL_NORMAL_ARRAY:
           var = &ctx->Array.Normal.Enabled;
           flag = _NEW_ARRAY_NORMAL;
           break;
        case GL_COLOR_ARRAY:
           var = &ctx->Array.Color.Enabled;
           flag = _NEW_ARRAY_COLOR0;
           break;
        case GL_INDEX_ARRAY:
           var = &ctx->Array.Index.Enabled;
           flag = _NEW_ARRAY_INDEX;
           break;
        case GL_TEXTURE_COORD_ARRAY:
           var = &ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
           flag = _NEW_ARRAY_TEXCOORD(ctx->Array.ActiveTexture);
           break;
        case GL_EDGE_FLAG_ARRAY:
           var = &ctx->Array.EdgeFlag.Enabled;
           flag = _NEW_ARRAY_EDGEFLAG;
           break;
        case GL_FOG_COORDINATE_ARRAY_EXT:
           var = &ctx->Array.FogCoord.Enabled;
           flag = _NEW_ARRAY_FOGCOORD;
           break;
        case GL_SECONDARY_COLOR_ARRAY_EXT:
           var = &ctx->Array.SecondaryColor.Enabled;
           flag = _NEW_ARRAY_COLOR1;
           break;
  
  #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, cap);
           {
              GLint n = (GLint) cap - GL_VERTEX_ATTRIB_ARRAY0_NV;
              var = &ctx->Array.VertexAttrib[n].Enabled;
              flag = _NEW_ARRAY_ATTRIB(n);
           }
           break;
  #endif /* FEATURE_NV_vertex_program */
  
        default:
           _mesa_error( ctx, GL_INVALID_ENUM,
                        "glEnable/DisableClientState(0x%x)", cap);
           return;
     }
  
     if (*var == state)
        return;
  
     FLUSH_VERTICES(ctx, _NEW_ARRAY);
     ctx->Array.NewState |= flag;
     *var = state;
  
     if (state)
        ctx->Array._Enabled |= flag;
     else
        ctx->Array._Enabled &= ~flag;
  
     if (ctx->Driver.Enable) {
        (*ctx->Driver.Enable)( ctx, cap, state );
     }
  }
  
  
  /**
   * Enable GL capability.
   *
   * \param cap capability.
   *
   * \sa glEnable().
   *
   * Get's the current context, assures that we're outside glBegin()/glEnd() and
   * calls client_state().
   */
  void GLAPIENTRY
  _mesa_EnableClientState( GLenum cap )
  {
     GET_CURRENT_CONTEXT(ctx);
     ASSERT_OUTSIDE_BEGIN_END(ctx);
     client_state( ctx, cap, GL_TRUE );
  }
  
  
  /**
   * Disable GL capability.
   *
   * \param cap capability.
   *
   * \sa glDisable().
   *
   * Get's the current context, assures that we're outside glBegin()/glEnd() and
   * calls client_state().
   */
  void GLAPIENTRY
  _mesa_DisableClientState( GLenum cap )
  {
     GET_CURRENT_CONTEXT(ctx);
     ASSERT_OUTSIDE_BEGIN_END(ctx);
     client_state( ctx, cap, GL_FALSE );
  }
  
  
  #undef CHECK_EXTENSION
  #define CHECK_EXTENSION(EXTNAME, CAP)					\
     if (!ctx->Extensions.EXTNAME) {					\
        _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)",			\
                    state ? "Enable" : "Disable", CAP);			\
        return;								\
     }
  
  #define CHECK_EXTENSION2(EXT1, EXT2, CAP)				\
     if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) {		\
        _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(0x%x)",			\
                    state ? "Enable" : "Disable", CAP);			\
        return;								\
     }
  
  
  
  /**
   * Perform glEnable() and glDisable() calls.
   *
   * \param ctx GL context.
   * \param cap capability.
   * \param state whether to enable or disable the specified capability.
   *
   * Updates the current context and flushes the vertices as needed. For
   * capabilities associated with extensions it verifies that those extensions
   * are effectivly present before updating. Notifies the driver via
   * dd_function_table::Enable.
   */
  void _mesa_set_enable( GLcontext *ctx, GLenum cap, GLboolean state )
  {
     if (MESA_VERBOSE & VERBOSE_API)
        _mesa_debug(ctx, "%s %s (newstate is %x)\n",
                    state ? "glEnable" : "glDisable",
                    _mesa_lookup_enum_by_nr(cap),
                    ctx->NewState);
  
     switch (cap) {
        case GL_ALPHA_TEST:
           if (ctx->Color.AlphaEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_COLOR);
           ctx->Color.AlphaEnabled = state;
           break;
        case GL_AUTO_NORMAL:
           if (ctx->Eval.AutoNormal == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_EVAL);
           ctx->Eval.AutoNormal = state;
           break;
        case GL_BLEND:
           if (ctx->Color.BlendEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_COLOR);
           ctx->Color.BlendEnabled = state;
           /* This is needed to support 1.1's RGB logic ops AND
            * 1.0's blending logicops.
            */
           ctx->Color._LogicOpEnabled =
              (ctx->Color.ColorLogicOpEnabled ||
               (state && ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
           break;
  #if FEATURE_userclip
        case GL_CLIP_PLANE0:
        case GL_CLIP_PLANE1:
        case GL_CLIP_PLANE2:
        case GL_CLIP_PLANE3:
        case GL_CLIP_PLANE4:
        case GL_CLIP_PLANE5:
           {
              const GLuint p = cap - GL_CLIP_PLANE0;
  
              if ((ctx->Transform.ClipPlanesEnabled & (1 << p)) == ((GLuint) state << p))
                 return;
  
              FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
  
              if (state) {
                 ctx->Transform.ClipPlanesEnabled |= (1 << p);
  
                 if (ctx->ProjectionMatrixStack.Top->flags & MAT_DIRTY)
                    _math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
  
                 /* This derived state also calculated in clip.c and
                  * from _mesa_update_state() on changes to EyeUserPlane
                  * and ctx->ProjectionMatrix respectively.
                  */
                 _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
                                      ctx->Transform.EyeUserPlane[p],
                                      ctx->ProjectionMatrixStack.Top->inv );
              }
              else {
                 ctx->Transform.ClipPlanesEnabled &= ~(1 << p);
              }               
           }
           break;
  #endif
        case GL_COLOR_MATERIAL:
           if (ctx->Light.ColorMaterialEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_LIGHT);
           FLUSH_CURRENT(ctx, 0);
           ctx->Light.ColorMaterialEnabled = state;
           if (state) {
              _mesa_update_color_material( ctx,
                                    ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
           }
           break;
        case GL_CULL_FACE:
           if (ctx->Polygon.CullFlag == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_POLYGON);
           ctx->Polygon.CullFlag = state;
           break;
  
        case GL_CULL_VERTEX_EXT:
           CHECK_EXTENSION(EXT_cull_vertex, cap);
           if (ctx->Transform.CullVertexFlag == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
           ctx->Transform.CullVertexFlag = state;
           break;
  
        case GL_DEPTH_TEST:
           if (state && ctx->Visual.depthBits==0) {
              _mesa_warning(ctx,"glEnable(GL_DEPTH_TEST) but no depth buffer");
              return;
           }
           if (ctx->Depth.Test==state)
              return;
           FLUSH_VERTICES(ctx, _NEW_DEPTH);
           ctx->Depth.Test = state;
           break;
        case GL_DITHER:
           if (ctx->NoDither) {
              state = GL_FALSE; /* MESA_NO_DITHER env var */
           }
           if (ctx->Color.DitherFlag==state)
              return;
           FLUSH_VERTICES(ctx, _NEW_COLOR);
           ctx->Color.DitherFlag = state;
           break;
        case GL_FOG:
           if (ctx->Fog.Enabled==state)
              return;
           FLUSH_VERTICES(ctx, _NEW_FOG);
           ctx->Fog.Enabled = state;
           break;
        case GL_HISTOGRAM:
           CHECK_EXTENSION(EXT_histogram, cap);
           if (ctx->Pixel.HistogramEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.HistogramEnabled = state;
           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:
           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;
           /* This is needed to support 1.1's RGB logic ops AND
            * 1.0's blending logicops.
            */
           ctx->Color._LogicOpEnabled =
              (state || (ctx->Color.BlendEnabled &&
                         ctx->Color.BlendEquationRGB == GL_LOGIC_OP));
           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->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: {
           const GLuint curr = ctx->Texture.CurrentUnit;
           struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
           GLuint newenabled = texUnit->Enabled & ~TEXTURE_1D_BIT;
           if (state)
              newenabled |= TEXTURE_1D_BIT;
           if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
              return;
           FLUSH_VERTICES(ctx, _NEW_TEXTURE);
           texUnit->Enabled = newenabled;
           break;
        }
        case GL_TEXTURE_2D: {
           const GLuint curr = ctx->Texture.CurrentUnit;
           struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
           GLuint newenabled = texUnit->Enabled & ~TEXTURE_2D_BIT;
           if (state)
              newenabled |= TEXTURE_2D_BIT;
           if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
              return;
           FLUSH_VERTICES(ctx, _NEW_TEXTURE);
           texUnit->Enabled = newenabled;
           break;
        }
        case GL_TEXTURE_3D: {
           const GLuint curr = ctx->Texture.CurrentUnit;
           struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
           GLuint newenabled = texUnit->Enabled & ~TEXTURE_3D_BIT;
           if (state)
              newenabled |= TEXTURE_3D_BIT;
           if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
              return;
           FLUSH_VERTICES(ctx, _NEW_TEXTURE);
           texUnit->Enabled = newenabled;
           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_HP_occlusion_test */
        case GL_OCCLUSION_TEST_HP:
           CHECK_EXTENSION(HP_occlusion_test, cap);
           if (ctx->Depth.OcclusionTest == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_DEPTH);
           ctx->Depth.OcclusionTest = state;
           if (state)
              ctx->OcclusionResult = ctx->OcclusionResultSaved;
           else
              ctx->OcclusionResultSaved = ctx->OcclusionResult;
           break;
  
        /* GL_SGIS_pixel_texture */
        case GL_PIXEL_TEXTURE_SGIS:
           CHECK_EXTENSION(SGIS_pixel_texture, cap);
           if (ctx->Pixel.PixelTextureEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.PixelTextureEnabled = state;
           break;
  
        /* GL_SGIX_pixel_texture */
        case GL_PIXEL_TEX_GEN_SGIX:
           CHECK_EXTENSION(SGIX_pixel_texture, cap);
           if (ctx->Pixel.PixelTextureEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.PixelTextureEnabled = state;
           break;
  
        /* GL_SGI_color_table */
        case GL_COLOR_TABLE_SGI:
           CHECK_EXTENSION(SGI_color_table, cap);
           if (ctx->Pixel.ColorTableEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.ColorTableEnabled = state;
           break;
        case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
           CHECK_EXTENSION(SGI_color_table, cap);
           if (ctx->Pixel.PostConvolutionColorTableEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.PostConvolutionColorTableEnabled = state;
           break;
        case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
           CHECK_EXTENSION(SGI_color_table, cap);
           if (ctx->Pixel.PostColorMatrixColorTableEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.PostColorMatrixColorTableEnabled = state;
           break;
        case GL_TEXTURE_COLOR_TABLE_SGI:
           CHECK_EXTENSION(SGI_texture_color_table, cap);
           if (ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_TEXTURE);
           ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled = state;
           break;
  
        /* GL_EXT_convolution */
        case GL_CONVOLUTION_1D:
           CHECK_EXTENSION(EXT_convolution, cap);
           if (ctx->Pixel.Convolution1DEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.Convolution1DEnabled = state;
           break;
        case GL_CONVOLUTION_2D:
           CHECK_EXTENSION(EXT_convolution, cap);
           if (ctx->Pixel.Convolution2DEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.Convolution2DEnabled = state;
           break;
        case GL_SEPARABLE_2D:
           CHECK_EXTENSION(EXT_convolution, cap);
           if (ctx->Pixel.Separable2DEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PIXEL);
           ctx->Pixel.Separable2DEnabled = state;
           break;
  
        /* GL_ARB_texture_cube_map */
        case GL_TEXTURE_CUBE_MAP_ARB:
           {
              const GLuint curr = ctx->Texture.CurrentUnit;
              struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
              GLuint newenabled = texUnit->Enabled & ~TEXTURE_CUBE_BIT;
              CHECK_EXTENSION(ARB_texture_cube_map, cap);
              if (state)
                 newenabled |= TEXTURE_CUBE_BIT;
              if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
                 return;
              FLUSH_VERTICES(ctx, _NEW_TEXTURE);
              texUnit->Enabled = newenabled;
           }
           break;
  
        /* GL_EXT_secondary_color */
        case GL_COLOR_SUM_EXT:
           CHECK_EXTENSION(EXT_secondary_color, cap);
           if (ctx->Fog.ColorSumEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_FOG);
           ctx->Fog.ColorSumEnabled = state;
           break;
  
        /* GL_ARB_multisample */
        case GL_MULTISAMPLE_ARB:
           CHECK_EXTENSION(ARB_multisample, cap);
           if (ctx->Multisample.Enabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
           ctx->Multisample.Enabled = state;
           break;
        case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
           CHECK_EXTENSION(ARB_multisample, cap);
           if (ctx->Multisample.SampleAlphaToCoverage == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
           ctx->Multisample.SampleAlphaToCoverage = state;
           break;
        case GL_SAMPLE_ALPHA_TO_ONE_ARB:
           CHECK_EXTENSION(ARB_multisample, cap);
           if (ctx->Multisample.SampleAlphaToOne == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
           ctx->Multisample.SampleAlphaToOne = state;
           break;
        case GL_SAMPLE_COVERAGE_ARB:
           CHECK_EXTENSION(ARB_multisample, cap);
           if (ctx->Multisample.SampleCoverage == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
           ctx->Multisample.SampleCoverage = state;
           break;
        case GL_SAMPLE_COVERAGE_INVERT_ARB:
           CHECK_EXTENSION(ARB_multisample, cap);
           if (ctx->Multisample.SampleCoverageInvert == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_MULTISAMPLE);
           ctx->Multisample.SampleCoverageInvert = state;
           break;
  
        /* GL_IBM_rasterpos_clip */
        case GL_RASTER_POSITION_UNCLIPPED_IBM:
           CHECK_EXTENSION(IBM_rasterpos_clip, cap);
           if (ctx->Transform.RasterPositionUnclipped == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
           ctx->Transform.RasterPositionUnclipped = state;
           break;
  
        /* GL_NV_point_sprite */
        case GL_POINT_SPRITE_NV:
           CHECK_EXTENSION2(NV_point_sprite, ARB_point_sprite, cap);
           if (ctx->Point.PointSprite == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_POINT);
           ctx->Point.PointSprite = state;
           break;
  
  #if FEATURE_NV_vertex_program
        case GL_VERTEX_PROGRAM_NV:
           CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
           if (ctx->VertexProgram.Enabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PROGRAM); 
           ctx->VertexProgram.Enabled = state;
           break;
        case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
           CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
           if (ctx->VertexProgram.PointSizeEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PROGRAM);
           ctx->VertexProgram.PointSizeEnabled = state;
           break;
        case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
           CHECK_EXTENSION2(NV_vertex_program, ARB_vertex_program, cap);
           if (ctx->VertexProgram.TwoSideEnabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PROGRAM); 
           ctx->VertexProgram.TwoSideEnabled = state;
           break;
        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, cap);
           {
              const GLuint map = (GLuint) (cap - GL_MAP1_VERTEX_ATTRIB0_4_NV);
              FLUSH_VERTICES(ctx, _NEW_EVAL);
              ctx->Eval.Map1Attrib[map] = state;
           }
           break;
        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, cap);
           {
              const GLuint map = (GLuint) (cap - GL_MAP2_VERTEX_ATTRIB0_4_NV);
              FLUSH_VERTICES(ctx, _NEW_EVAL);
              ctx->Eval.Map2Attrib[map] = state;
           }
           break;
  #endif /* FEATURE_NV_vertex_program */
  
  #if FEATURE_NV_fragment_program
        case GL_FRAGMENT_PROGRAM_NV:
           CHECK_EXTENSION(NV_fragment_program, cap);
           if (ctx->FragmentProgram.Enabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PROGRAM);
           ctx->FragmentProgram.Enabled = state;
           break;
  #endif /* FEATURE_NV_fragment_program */
  
        /* GL_NV_texture_rectangle */
        case GL_TEXTURE_RECTANGLE_NV:
           CHECK_EXTENSION(NV_texture_rectangle, cap);
           {
              const GLuint curr = ctx->Texture.CurrentUnit;
              struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
              GLuint newenabled = texUnit->Enabled & ~TEXTURE_RECT_BIT;
              CHECK_EXTENSION(NV_texture_rectangle, cap);
              if (state)
                 newenabled |= TEXTURE_RECT_BIT;
              if (!ctx->Visual.rgbMode || texUnit->Enabled == newenabled)
                 return;
              FLUSH_VERTICES(ctx, _NEW_TEXTURE);
              texUnit->Enabled = newenabled;
           }
           break;
  
        /* GL_EXT_stencil_two_side */
        case GL_STENCIL_TEST_TWO_SIDE_EXT:
           CHECK_EXTENSION(EXT_stencil_two_side, cap);
           if (ctx->Stencil.TestTwoSide == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_STENCIL);
           ctx->Stencil.TestTwoSide = state;
           break;
  
  #if FEATURE_ARB_fragment_program
        case GL_FRAGMENT_PROGRAM_ARB:
           CHECK_EXTENSION(ARB_fragment_program, cap);
           if (ctx->FragmentProgram.Enabled == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_PROGRAM);
           ctx->FragmentProgram.Enabled = state;
           break;
  #endif /* FEATURE_ARB_fragment_program */
  
        /* GL_EXT_depth_bounds_test */
        case GL_DEPTH_BOUNDS_TEST_EXT:
           CHECK_EXTENSION(EXT_depth_bounds_test, cap);
           if (state && ctx->Visual.depthBits==0) {
              _mesa_warning(ctx,
                     "glEnable(GL_DEPTH_BOUNDS_TEST_EXT) but no depth buffer");
              return;
           }
           if (ctx->Depth.BoundsTest == state)
              return;
           FLUSH_VERTICES(ctx, _NEW_DEPTH);
           ctx->Depth.BoundsTest = state;
           break;
  
        /* GL_MESA_program_debug */
        case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
           CHECK_EXTENSION(MESA_program_debug, cap);
           ctx->FragmentProgram.CallbackEnabled = state;
           break;
        case GL_VERTEX_PROGRAM_CALLBACK_MESA:
           CHECK_EXTENSION(MESA_program_debug, cap);
           ctx->VertexProgram.CallbackEnabled = state;
           break;
  
        default:
           _mesa_error(ctx, GL_INVALID_ENUM,
                       "%s(0x%x)", state ? "glEnable" : "glDisable", cap);
           return;
     }
  
     if (ctx->Driver.Enable) {
        (*ctx->Driver.Enable)( ctx, cap, state );
     }
  }
  
  
  /**
   * Enable GL capability.
   *
   * \param cap capability.
   *
   * \sa glEnable().
   *
   * Get's the current context, assures that we're outside glBegin()/glEnd() and
   * calls _mesa_set_enable().
   */
  void GLAPIENTRY
  _mesa_Enable( GLenum cap )
  {
     GET_CURRENT_CONTEXT(ctx);
     ASSERT_OUTSIDE_BEGIN_END(ctx);
  
     _mesa_set_enable( ctx, cap, GL_TRUE );
  }
  
  
  /**
   * Disable GL capability.
   *
   * \param cap capability.
   *
   * \sa glDisable().
   *
   * Get's the current context, assures that we're outside glBegin()/glEnd() and
   * calls _mesa_set_enable().
   */
  void GLAPIENTRY
  _mesa_Disable( GLenum cap )
  {
     GET_CURRENT_CONTEXT(ctx);
     ASSERT_OUTSIDE_BEGIN_END(ctx);
  
     _mesa_set_enable( ctx, cap, GL_FALSE );
  }
  
  
  #undef CHECK_EXTENSION
  #define CHECK_EXTENSION(EXTNAME)			\
     if (!ctx->Extensions.EXTNAME) {			\
        _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled");	\
        return GL_FALSE;					\
     }
  
  
  /**
   * Test whether a capability is enabled.
   *
   * \param cap capability.
   *
   * Returns the state of the specified capability from the current GL context.
   * For the capabilities associated with extensions verifies that those
   * extensions are effectively present before reporting.
   */
  GLboolean GLAPIENTRY
  _mesa_IsEnabled( GLenum cap )
  {
     GET_CURRENT_CONTEXT(ctx);
     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.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_HP_occlusion_test */
        case GL_OCCLUSION_TEST_HP:
           CHECK_EXTENSION(HP_occlusion_test);
           return ctx->Depth.OcclusionTest;
  
        /* GL_SGIS_pixel_texture */
        case GL_PIXEL_TEXTURE_SGIS:
           CHECK_EXTENSION(SGIS_pixel_texture);
           return ctx->Pixel.PixelTextureEnabled;
  
        /* GL_SGIX_pixel_texture */
        case GL_PIXEL_TEX_GEN_SGIX:
           CHECK_EXTENSION(SGIX_pixel_texture);
           return ctx->Pixel.PixelTextureEnabled;
  
        /* 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_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:
           return ctx->Point.PointSprite;
  
  #if FEATURE_NV_vertex_program
        case GL_VERTEX_PROGRAM_NV:
           CHECK_EXTENSION(NV_vertex_program);
           return ctx->VertexProgram.Enabled;
        case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
           CHECK_EXTENSION(NV_vertex_program);
           return ctx->VertexProgram.PointSizeEnabled;
        case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
           CHECK_EXTENSION(NV_vertex_program);
           return ctx->VertexProgram.TwoSideEnabled;
        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;
  
        default:
           _mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
  	 return GL_FALSE;
     }
  }
  