blob: dcfa9c7363f82eafbeacffc4858712df70118ba3 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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.
*/
#include "glheader.h"
#include "enums.h"
#include "context.h"
#include "hint.h"
#include "imports.h"
void GLAPIENTRY
_mesa_Hint( GLenum target, GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glHint %s %d\n",
_mesa_lookup_enum_by_nr(target), mode);
if (mode != GL_NICEST && mode != GL_FASTEST && mode != GL_DONT_CARE) {
_mesa_error(ctx, GL_INVALID_ENUM, "glHint(mode)");
return;
}
switch (target) {
case GL_FOG_HINT:
if (ctx->Hint.Fog == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.Fog = mode;
break;
case GL_LINE_SMOOTH_HINT:
if (ctx->Hint.LineSmooth == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.LineSmooth = mode;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
if (ctx->Hint.PerspectiveCorrection == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.PerspectiveCorrection = mode;
break;
case GL_POINT_SMOOTH_HINT:
if (ctx->Hint.PointSmooth == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.PointSmooth = mode;
break;
case GL_POLYGON_SMOOTH_HINT:
if (ctx->Hint.PolygonSmooth == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.PolygonSmooth = mode;
break;
/* GL_EXT_clip_volume_hint */
case GL_CLIP_VOLUME_CLIPPING_HINT_EXT:
if (ctx->Hint.ClipVolumeClipping == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.ClipVolumeClipping = mode;
break;
/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSION_HINT_ARB:
if (!ctx->Extensions.ARB_texture_compression) {
_mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");
return;
}
if (ctx->Hint.TextureCompression == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.TextureCompression = mode;
break;
/* GL_SGIS_generate_mipmap */
case GL_GENERATE_MIPMAP_HINT_SGIS:
if (!ctx->Extensions.SGIS_generate_mipmap) {
_mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");
return;
}
if (ctx->Hint.GenerateMipmap == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.GenerateMipmap = mode;
break;
/* GL_ARB_fragment_shader */
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
if (!ctx->Extensions.ARB_fragment_shader) {
_mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");
return;
}
if (ctx->Hint.FragmentShaderDerivative == mode)
return;
FLUSH_VERTICES(ctx, _NEW_HINT);
ctx->Hint.FragmentShaderDerivative = mode;
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glHint(target)");
return;
}
if (ctx->Driver.Hint) {
(*ctx->Driver.Hint)( ctx, target, mode );
}
}
/**********************************************************************/
/***** Initialization *****/
/**********************************************************************/
void _mesa_init_hint( GLcontext * ctx )
{
/* Hint group */
ctx->Hint.PerspectiveCorrection = GL_DONT_CARE;
ctx->Hint.PointSmooth = GL_DONT_CARE;
ctx->Hint.LineSmooth = GL_DONT_CARE;
ctx->Hint.PolygonSmooth = GL_DONT_CARE;
ctx->Hint.Fog = GL_DONT_CARE;
ctx->Hint.ClipVolumeClipping = GL_DONT_CARE;
ctx->Hint.TextureCompression = GL_DONT_CARE;
ctx->Hint.GenerateMipmap = GL_DONT_CARE;
ctx->Hint.FragmentShaderDerivative = GL_DONT_CARE;
}