blob: 9090ca661e3c8fc9242c7bdace1594dfef91b427 [file] [log] [blame]
/*
* Copyright (C) 2010 Brian Paul All Rights Reserved.
* Copyright (C) 2010 Intel Corporation
*
* 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.
*
* Author: Kristian Høgsberg <krh@bitplanet.net>
*/
#include "glheader.h"
#include "context.h"
#include "enable.h"
#include "enums.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
#include "mfeatures.h"
#include "mtypes.h"
#include "state.h"
#include "texcompress.h"
#include "framebuffer.h"
/* This is a table driven implemetation of the glGet*v() functions.
* The basic idea is that most getters just look up an int somewhere
* in struct gl_context and then convert it to a bool or float according to
* which of glGetIntegerv() glGetBooleanv() etc is being called.
* Instead of generating code to do this, we can just record the enum
* value and the offset into struct gl_context in an array of structs. Then
* in glGet*(), we lookup the struct for the enum in question, and use
* the offset to get the int we need.
*
* Sometimes we need to look up a float, a boolean, a bit in a
* bitfield, a matrix or other types instead, so we need to track the
* type of the value in struct gl_context. And sometimes the value isn't in
* struct gl_context but in the drawbuffer, the array object, current texture
* unit, or maybe it's a computed value. So we need to also track
* where or how to find the value. Finally, we sometimes need to
* check that one of a number of extensions are enabled, the GL
* version or flush or call _mesa_update_state(). This is done by
* attaching optional extra information to the value description
* struct, it's sort of like an array of opcodes that describe extra
* checks or actions.
*
* Putting all this together we end up with struct value_desc below,
* and with a couple of macros to help, the table of struct value_desc
* is about as concise as the specification in the old python script.
*/
#undef CONST
#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
#define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
((F) * 65536.0f < INT_MIN) ? INT_MIN : \
(GLint) ((F) * 65536.0f) )
#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
#define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
((I) < SHRT_MIN) ? INT_MIN : \
(GLint) ((I) * 65536) )
#define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
#define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
#define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
#define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
#define ENUM_TO_INT64(E) ( (GLint64) (E) )
#define ENUM_TO_FIXED(E) (E)
enum value_type {
TYPE_INVALID,
TYPE_API_MASK,
TYPE_INT,
TYPE_INT_2,
TYPE_INT_3,
TYPE_INT_4,
TYPE_INT_N,
TYPE_INT64,
TYPE_ENUM,
TYPE_ENUM_2,
TYPE_BOOLEAN,
TYPE_BIT_0,
TYPE_BIT_1,
TYPE_BIT_2,
TYPE_BIT_3,
TYPE_BIT_4,
TYPE_BIT_5,
TYPE_FLOAT,
TYPE_FLOAT_2,
TYPE_FLOAT_3,
TYPE_FLOAT_4,
TYPE_FLOATN,
TYPE_FLOATN_2,
TYPE_FLOATN_3,
TYPE_FLOATN_4,
TYPE_DOUBLEN,
TYPE_MATRIX,
TYPE_MATRIX_T,
TYPE_CONST
};
enum value_location {
LOC_BUFFER,
LOC_CONTEXT,
LOC_ARRAY,
LOC_TEXUNIT,
LOC_CUSTOM
};
enum value_extra {
EXTRA_END = 0x8000,
EXTRA_VERSION_30,
EXTRA_VERSION_31,
EXTRA_VERSION_32,
EXTRA_VERSION_ES2,
EXTRA_NEW_BUFFERS,
EXTRA_NEW_FRAG_CLAMP,
EXTRA_VALID_DRAW_BUFFER,
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_FLUSH_CURRENT,
};
#define NO_EXTRA NULL
#define NO_OFFSET 0
struct value_desc {
GLenum pname;
GLubyte location; /**< enum value_location */
GLubyte type; /**< enum value_type */
int offset;
const int *extra;
};
union value {
GLfloat value_float;
GLfloat value_float_4[4];
GLmatrix *value_matrix;
GLint value_int;
GLint value_int_4[4];
GLint64 value_int64;
GLenum value_enum;
/* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
struct {
GLint n, ints[100];
} value_int_n;
GLboolean value_bool;
};
#define BUFFER_FIELD(field, type) \
LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
#define CONTEXT_FIELD(field, type) \
LOC_CONTEXT, type, offsetof(struct gl_context, field)
#define ARRAY_FIELD(field, type) \
LOC_ARRAY, type, offsetof(struct gl_array_object, field)
#define CONST(value) \
LOC_CONTEXT, TYPE_CONST, value
#define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
#define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
#define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
#define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
#define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
#define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
#define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
#define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
#define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
#define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
#define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
#define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
#define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
#define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
#define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
#define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
#define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
#define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
#define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
#define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
#define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
#define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
#define EXT(f) \
offsetof(struct gl_extensions, f)
#define EXTRA_EXT(e) \
static const int extra_##e[] = { \
EXT(e), EXTRA_END \
}
#define EXTRA_EXT2(e1, e2) \
static const int extra_##e1##_##e2[] = { \
EXT(e1), EXT(e2), EXTRA_END \
}
/* The 'extra' mechanism is a way to specify extra checks (such as
* extensions or specific gl versions) or actions (flush current, new
* buffers) that we need to do before looking up an enum. We need to
* declare them all up front so we can refer to them in the value_desc
* structs below. */
static const int extra_new_buffers[] = {
EXTRA_NEW_BUFFERS,
EXTRA_END
};
static const int extra_new_frag_clamp[] = {
EXTRA_NEW_FRAG_CLAMP,
EXTRA_END
};
static const int extra_valid_draw_buffer[] = {
EXTRA_VALID_DRAW_BUFFER,
EXTRA_END
};
static const int extra_valid_texture_unit[] = {
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_END
};
static const int extra_flush_current_valid_texture_unit[] = {
EXTRA_FLUSH_CURRENT,
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_END
};
static const int extra_flush_current[] = {
EXTRA_FLUSH_CURRENT,
EXTRA_END
};
static const int extra_new_buffers_OES_read_format[] = {
EXTRA_NEW_BUFFERS,
EXT(OES_read_format),
EXTRA_END
};
static const int extra_EXT_secondary_color_flush_current[] = {
EXT(EXT_secondary_color),
EXTRA_FLUSH_CURRENT,
EXTRA_END
};
static const int extra_EXT_fog_coord_flush_current[] = {
EXT(EXT_fog_coord),
EXTRA_FLUSH_CURRENT,
EXTRA_END
};
static const int extra_EXT_texture_integer[] = {
EXT(EXT_texture_integer),
EXTRA_END
};
static const int extra_EXT_gpu_shader4[] = {
EXT(EXT_gpu_shader4),
EXTRA_END
};
EXTRA_EXT(ARB_ES2_compatibility);
EXTRA_EXT(ARB_multitexture);
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(MESA_texture_array);
EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
EXTRA_EXT(EXT_secondary_color);
EXTRA_EXT(EXT_fog_coord);
EXTRA_EXT(EXT_texture_lod_bias);
EXTRA_EXT(EXT_texture_filter_anisotropic);
EXTRA_EXT(IBM_rasterpos_clip);
EXTRA_EXT(NV_point_sprite);
EXTRA_EXT(SGIS_generate_mipmap);
EXTRA_EXT(NV_vertex_program);
EXTRA_EXT(NV_fragment_program);
EXTRA_EXT(NV_texture_rectangle);
EXTRA_EXT(EXT_stencil_two_side);
EXTRA_EXT(NV_light_max_exponent);
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
EXTRA_EXT(EXT_framebuffer_blit);
EXTRA_EXT(ARB_shader_objects);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
EXTRA_EXT(EXT_framebuffer_object);
EXTRA_EXT(APPLE_vertex_array_object);
EXTRA_EXT(ARB_seamless_cube_map);
EXTRA_EXT(EXT_compiled_vertex_array);
EXTRA_EXT(ARB_sync);
EXTRA_EXT(ARB_vertex_shader);
EXTRA_EXT(EXT_transform_feedback);
EXTRA_EXT(ARB_transform_feedback2);
EXTRA_EXT(EXT_pixel_buffer_object);
EXTRA_EXT(ARB_vertex_program);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
EXTRA_EXT(ARB_vertex_buffer_object);
EXTRA_EXT(ARB_geometry_shader4);
EXTRA_EXT(ARB_copy_buffer);
EXTRA_EXT(EXT_framebuffer_sRGB);
static const int
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
EXT(ARB_vertex_program),
EXT(ARB_fragment_program),
EXT(NV_vertex_program),
EXTRA_END
};
static const int
extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
EXT(NV_vertex_program),
EXT(ARB_vertex_program),
EXT(ARB_fragment_program),
EXT(NV_vertex_program),
EXTRA_END
};
static const int
extra_NV_primitive_restart[] = {
EXT(NV_primitive_restart),
EXTRA_END
};
static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
static const int
extra_ARB_vertex_program_version_es2[] = {
EXT(ARB_vertex_program),
EXTRA_VERSION_ES2,
EXTRA_END
};
#define API_OPENGL_BIT (1 << API_OPENGL)
#define API_OPENGLES_BIT (1 << API_OPENGLES)
#define API_OPENGLES2_BIT (1 << API_OPENGLES2)
/* This is the big table describing all the enums we accept in
* glGet*v(). The table is partitioned into six parts: enums
* understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
* between OpenGL and GLES, enums exclusive to GLES, etc for the
* remaining combinations. When we add the enums to the hash table in
* _mesa_init_get_hash(), we only add the enums for the API we're
* instantiating and the different sections are guarded by #if
* FEATURE_GL etc to make sure we only compile in the enums we may
* need. */
static const struct value_desc values[] = {
/* Enums shared between OpenGL, GLES1 and GLES2 */
{ 0, 0, TYPE_API_MASK,
API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
{ GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
{ GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
{ GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
{ GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
{ GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
{ GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
{ GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
{ GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
{ GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
{ GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
{ GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
{ GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
{ GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
{ GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
{ GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
{ GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
{ GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
{ GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
{ GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
{ GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
{ GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
{ GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
{ GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
{ GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
{ GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
{ GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
{ GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
{ GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
{ GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
{ GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
{ GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
{ GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
{ GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
{ GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
{ GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
{ GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
{ GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
{ GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
{ GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
{ GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
/* GL_ARB_multitexture */
{ GL_ACTIVE_TEXTURE_ARB,
LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
/* Note that all the OES_* extensions require that the Mesa "struct
* gl_extensions" include a member with the name of the extension.
* That structure does not yet include OES extensions (and we're
* not sure whether it will). If it does, all the OES_*
* extensions below should mark the dependency. */
/* GL_ARB_texture_cube_map */
{ GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
{ GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_context, Const.MaxCubeTextureLevels),
extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
/* XXX: OES_blend_subtract */
{ GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
{ GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
{ GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
{ GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
/* GL_BLEND_EQUATION_RGB, which is what we're really after, is
* defined identically to GL_BLEND_EQUATION. */
{ GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
{ GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
/* GL_ARB_texture_compression */
{ GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
{ GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
/* GL_ARB_multisample */
{ GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
{ GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
{ GL_SAMPLE_COVERAGE_VALUE_ARB,
CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
{ GL_SAMPLE_COVERAGE_INVERT_ARB,
CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
{ GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
{ GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
/* GL_SGIS_generate_mipmap */
{ GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
extra_SGIS_generate_mipmap },
/* GL_ARB_vertex_buffer_object */
{ GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
/* GL_ARB_vertex_buffer_object */
/* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
{ GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_vertex_buffer_object },
/* GL_ARB_copy_buffer */
{ GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
{ GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
/* GL_OES_read_format */
{ GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
extra_new_buffers_OES_read_format },
{ GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
extra_new_buffers_OES_read_format },
/* GL_EXT_framebuffer_object */
{ GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
extra_EXT_framebuffer_object },
{ GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
extra_EXT_framebuffer_object },
{ GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
extra_EXT_framebuffer_object },
/* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
* GLSL: */
{ GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
#if FEATURE_GL || FEATURE_ES1
/* Enums in OpenGL and GLES1 */
{ 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
{ GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
{ GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
{ GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
{ GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
{ GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
{ GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
{ GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
{ GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
{ GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
{ GL_LIGHT_MODEL_AMBIENT,
CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
{ GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
{ GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
{ GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
{ GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
{ GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
{ GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
{ GL_CURRENT_COLOR,
CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
extra_flush_current },
{ GL_CURRENT_NORMAL,
CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
extra_flush_current },
{ GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
extra_flush_current_valid_texture_unit },
{ GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
{ GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
{ GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
{ GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
{ GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
{ GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
{ GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
{ GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
{ GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
{ GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
{ GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
{ GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
{ GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
{ GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
{ GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
{ GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
{ GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
{ GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
{ GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
{ GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
{ GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
{ GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
{ GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
{ GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
{ GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
{ GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
{ GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
{ GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
{ GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
{ GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
{ GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
{ GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
{ GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
{ GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
{ GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
{ GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
extra_valid_texture_unit },
{ GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
{ GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
{ GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
{ GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
{ GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA },
{ GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
{ GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
{ GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
{ GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
{ GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
{ GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY,
LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_SIZE,
LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_TYPE,
LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_STRIDE,
LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
/* GL_ARB_ES2_compatibility */
{ GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
{ GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
extra_ARB_ES2_compatibility },
{ GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_ES2_compatibility },
{ GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_ES2_compatibility },
/* GL_ARB_multitexture */
{ GL_MAX_TEXTURE_UNITS_ARB,
CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
{ GL_CLIENT_ACTIVE_TEXTURE_ARB,
LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
/* GL_ARB_texture_cube_map */
{ GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
/* S, T, and R are always set at the same time */
{ GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
/* GL_ARB_multisample */
{ GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
{ GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
/* GL_ARB_vertex_buffer_object */
{ GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
{ GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
{ GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
/* GL_OES_point_sprite */
{ GL_POINT_SPRITE_NV,
CONTEXT_BOOL(Point.PointSprite),
extra_NV_point_sprite_ARB_point_sprite },
/* GL_ARB_fragment_shader */
{ GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
extra_ARB_fragment_shader },
/* GL_ARB_vertex_shader */
{ GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
extra_ARB_vertex_shader },
{ GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_vertex_shader },
/* GL_EXT_texture_lod_bias */
{ GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
extra_EXT_texture_lod_bias },
/* GL_EXT_texture_filter_anisotropic */
{ GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
extra_EXT_texture_filter_anisotropic },
#endif /* FEATURE_GL || FEATURE_ES1 */
#if FEATURE_ES1
{ 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
/* XXX: OES_matrix_get */
{ GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
{ GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
{ GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
/* OES_point_size_array */
{ GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
{ GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
{ GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
{ GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
#endif /* FEATURE_ES1 */
#if FEATURE_GL || FEATURE_ES2
{ 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
/* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
{ GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
{ GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
CONTEXT_INT(Const.MaxTextureCoordUnits),
extra_ARB_fragment_program_NV_fragment_program },
/* GL_ARB_draw_buffers */
{ GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
{ GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
/* GL_ARB_fragment_program */
{ GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
CONTEXT_INT(Const.MaxTextureImageUnits),
extra_ARB_fragment_program_NV_fragment_program },
{ GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
{ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
extra_ARB_vertex_shader },
/* GL_ARB_shader_objects
* Actually, this token isn't part of GL_ARB_shader_objects, but is
* close enough for now. */
{ GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
/* OpenGL 2.0 */
{ GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
{ GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
{ GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
{ GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
{ GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
{ GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
{ GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
{ GL_MAX_VERTEX_ATTRIBS_ARB,
CONTEXT_INT(Const.VertexProgram.MaxAttribs),
extra_ARB_vertex_program_version_es2 },
/* OES_texture_3D */
{ GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
{ GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
/* GL_ARB_fragment_program/OES_standard_derivatives */
{ GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
#endif /* FEATURE_GL || FEATURE_ES2 */
#if FEATURE_ES2
/* Enums unique to OpenGL ES 2.0 */
{ 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
{ GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
{ GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
{ GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
{ GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
/* OES_get_program_binary */
{ GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
{ GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
#endif /* FEATURE_ES2 */
#if FEATURE_GL
/* Remaining enums are only in OpenGL */
{ 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
{ GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
{ GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
{ GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
{ GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
{ GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
{ GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
{ GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
{ GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
{ GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
{ GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
{ GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
{ GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
{ GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
{ GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
{ GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
{ GL_CURRENT_INDEX,
CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
extra_flush_current },
{ GL_CURRENT_RASTER_COLOR,
CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
{ GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
{ GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
{ GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
{ GL_CURRENT_RASTER_SECONDARY_COLOR,
CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
{ GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
extra_valid_texture_unit },
{ GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
{ GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
{ GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
{ GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
{ GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
{ GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
{ GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
{ GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
{ GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
{ GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
{ GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
{ GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
{ GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
{ GL_INDEX_MODE, CONST(0) , NO_EXTRA},
{ GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
{ GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
{ GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
{ GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
{ GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
{ GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
{ GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
{ GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
{ GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
{ GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
{ GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
{ GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
{ GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
{ GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
{ GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
{ GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
{ GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
{ GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
{ GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
{ GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
{ GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
{ GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
{ GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
{ GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
{ GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
{ GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
{ GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
{ GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
{ GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
{ GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
{ GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
{ GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
{ GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
{ GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
{ GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
{ GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
{ GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
{ GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
{ GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
{ GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
{ GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
{ GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
{ GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
{ GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
{ GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
{ GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
{ GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
{ GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
{ GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
{ GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
{ GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
{ GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
{ GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
{ GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
{ GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
{ GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
{ GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
{ GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
{ GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
{ GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
{ GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
{ GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
{ GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
{ GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
{ GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
{ GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
{ GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
{ GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
{ GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
{ GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
{ GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
{ GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
{ GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
{ GL_RGBA_MODE, CONST(1), NO_EXTRA },
{ GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
{ GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
{ GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
{ GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
{ GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
{ GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
{ GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
{ GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
{ GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
{ GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
{ GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
{ GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
{ GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
{ GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
{ GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
{ GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
{ GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
{ GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
{ GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
{ GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
{ GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
/* Vertex arrays */
{ GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
{ GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
{ GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
{ GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
{ GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
{ GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
{ GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
/* GL_ARB_texture_compression */
{ GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
/* GL_EXT_compiled_vertex_array */
{ GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
extra_EXT_compiled_vertex_array },
{ GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
extra_EXT_compiled_vertex_array },
/* GL_ARB_transpose_matrix */
{ GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
{ GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
{ GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
/* GL_EXT_secondary_color */
{ GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
extra_EXT_secondary_color_ARB_vertex_program },
{ GL_CURRENT_SECONDARY_COLOR_EXT,
CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
extra_EXT_secondary_color_flush_current },
{ GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
extra_EXT_secondary_color },
{ GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
extra_EXT_secondary_color },
{ GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
extra_EXT_secondary_color },
{ GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
extra_EXT_secondary_color },
/* GL_EXT_fog_coord */
{ GL_CURRENT_FOG_COORDINATE_EXT,
CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
extra_EXT_fog_coord_flush_current },
{ GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
extra_EXT_fog_coord },
/* GL_IBM_rasterpos_clip */
{ GL_RASTER_POSITION_UNCLIPPED_IBM,
CONTEXT_BOOL(Transform.RasterPositionUnclipped),
extra_IBM_rasterpos_clip },
/* GL_NV_point_sprite */
{ GL_POINT_SPRITE_R_MODE_NV,
CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
{ GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
extra_NV_point_sprite_ARB_point_sprite },
/* GL_NV_vertex_program */
{ GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
extra_NV_vertex_program },
{ GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
extra_NV_vertex_program },
{ GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
extra_NV_vertex_program },
/* GL_NV_fragment_program */
{ GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
extra_NV_fragment_program },
{ GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
extra_NV_fragment_program },
{ GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
extra_NV_fragment_program },
/* GL_NV_texture_rectangle */
{ GL_TEXTURE_RECTANGLE_NV,
LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
{ GL_TEXTURE_BINDING_RECTANGLE_NV,
LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
{ GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
/* GL_EXT_stencil_two_side */
{ GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
extra_EXT_stencil_two_side },
{ GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
/* GL_NV_light_max_exponent */
{ GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
extra_NV_light_max_exponent },
{ GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
extra_NV_light_max_exponent },
/* GL_NV_primitive_restart */
{ GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
extra_NV_primitive_restart },
{ GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
extra_NV_primitive_restart },
/* GL_ARB_vertex_buffer_object */
{ GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
{ GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
{ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
/* GL_EXT_pixel_buffer_object */
{ GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
extra_EXT_pixel_buffer_object },
{ GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
extra_EXT_pixel_buffer_object },
/* GL_ARB_vertex_program */
{ GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
CONTEXT_BOOL(VertexProgram.Enabled),
extra_ARB_vertex_program_NV_vertex_program },
{ GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
extra_ARB_vertex_program_NV_vertex_program },
{ GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
extra_ARB_vertex_program_NV_vertex_program },
{ GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
{ GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
CONTEXT_INT(Const.MaxProgramMatrices),
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
{ GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
{ GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
LOC_CUSTOM, TYPE_MATRIX, 0,
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
{ GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
LOC_CUSTOM, TYPE_MATRIX, 0,
extra_ARB_vertex_program_ARB_fragment_program },
{ GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
CONTEXT_INT(Program.ErrorPos),
extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
/* GL_ARB_fragment_program */
{ GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
extra_ARB_fragment_program },
/* GL_EXT_depth_bounds_test */
{ GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
extra_EXT_depth_bounds_test },
{ GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
extra_EXT_depth_bounds_test },
/* GL_ARB_depth_clamp*/
{ GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
extra_ARB_depth_clamp },
/* GL_ARB_draw_buffers */
{ GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
{ GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
extra_valid_draw_buffer },
{ GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
extra_valid_draw_buffer },
/* GL_ATI_fragment_shader */
{ GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
{ GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
{ GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
{ GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
{ GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
{ GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
{ GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
{ GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
CONST(3), extra_ATI_fragment_shader },
/* GL_EXT_framebuffer_object */
{ GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
extra_EXT_framebuffer_object },
/* GL_EXT_framebuffer_blit
* NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
{ GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
extra_EXT_framebuffer_blit },
/* GL_EXT_provoking_vertex */
{ GL_PROVOKING_VERTEX_EXT,
CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
{ GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
extra_EXT_provoking_vertex },
/* GL_ARB_framebuffer_object */
{ GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
/* GL_APPLE_vertex_array_object */
{ GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
extra_APPLE_vertex_array_object },
/* GL_ARB_seamless_cube_map */
{ GL_TEXTURE_CUBE_MAP_SEAMLESS,
CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
/* GL_ARB_sync */
{ GL_MAX_SERVER_WAIT_TIMEOUT,
CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
/* GL_EXT_texture_integer */
{ GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
extra_EXT_texture_integer },
/* GL_EXT_transform_feedback */
{ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
extra_EXT_transform_feedback },
{ GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
extra_EXT_transform_feedback },
{ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
extra_EXT_transform_feedback },
{ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
extra_EXT_transform_feedback },
{ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
extra_EXT_transform_feedback },
/* GL_ARB_transform_feedback2 */
{ GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
extra_ARB_transform_feedback2 },
{ GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
extra_ARB_transform_feedback2 },
{ GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_transform_feedback2 },
/* GL_ARB_geometry_shader4 */
{ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
CONTEXT_INT(Const.MaxGeometryOutputVertices),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
CONTEXT_INT(Const.MaxGeometryVaryingComponents),
extra_ARB_geometry_shader4 },
{ GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
CONTEXT_INT(Const.MaxVertexVaryingComponents),
extra_ARB_geometry_shader4 },
/* GL_ARB_color_buffer_float */
{ GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
/* GL_EXT_gpu_shader4 / GL 3.0 */
{ GL_MIN_PROGRAM_TEXEL_OFFSET,
CONTEXT_INT(Const.MinProgramTexelOffset),
extra_EXT_gpu_shader4 },
{ GL_MAX_PROGRAM_TEXEL_OFFSET,
CONTEXT_INT(Const.MaxProgramTexelOffset),
extra_EXT_gpu_shader4 },
/* GL 3.0 */
{ GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
{ GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
{ GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
{ GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
/* GL3.0 / GL_EXT_framebuffer_sRGB */
{ GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
{ GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
/* GL 3.1 */
/* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
* vs. GL_PRIMITIVE_RESTART!
*/
{ GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
extra_version_31 },
{ GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
extra_version_31 },
/* GL 3.2 */
{ GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
extra_version_32 },
#endif /* FEATURE_GL */
};
/* All we need now is a way to look up the value struct from the enum.
* The code generated by gcc for the old generated big switch
* statement is a big, balanced, open coded if/else tree, essentially
* an unrolled binary search. It would be natural to sort the new
* enum table and use bsearch(), but we will use a read-only hash
* table instead. bsearch() has a nice guaranteed worst case
* performance, but we're also guaranteed to hit that worst case
* (log2(n) iterations) for about half the enums. Instead, using an
* open addressing hash table, we can find the enum on the first try
* for 80% of the enums, 1 collision for 10% and never more than 5
* collisions for any enum (typical numbers). And the code is very
* simple, even though it feels a little magic. */
static unsigned short table[1024];
static const int prime_factor = 89, prime_step = 281;
#ifdef GET_DEBUG
static void
print_table_stats(void)
{
int i, j, collisions[11], count, hash, mask;
const struct value_desc *d;
count = 0;
mask = Elements(table) - 1;
memset(collisions, 0, sizeof collisions);
for (i = 0; i < Elements(table); i++) {
if (!table[i])
continue;
count++;
d = &values[table[i]];
hash = (d->pname * prime_factor);
j = 0;
while (1) {
if (values[table[hash & mask]].pname == d->pname)
break;
hash += prime_step;
j++;
}
if (j < 10)
collisions[j]++;
else
collisions[10]++;
}
printf("number of enums: %d (total %d)\n", count, Elements(values));
for (i = 0; i < Elements(collisions) - 1; i++)
if (collisions[i] > 0)
printf(" %d enums with %d %scollisions\n",
collisions[i], i, i == 10 ? "or more " : "");
}
#endif
/**
* Initialize the enum hash for a given API
*
* This is called from one_time_init() to insert the enum values that
* are valid for the API in question into the enum hash table.
*
* \param the current context, for determining the API in question
*/
void _mesa_init_get_hash(struct gl_context *ctx)
{
int i, hash, index, mask;
int api_mask = 0, api_bit;
mask = Elements(table) - 1;
api_bit = 1 << ctx->API;
for (i = 0; i < Elements(values); i++) {
if (values[i].type == TYPE_API_MASK) {
api_mask = values[i].offset;
continue;
}
if (!(api_mask & api_bit))
continue;
hash = (values[i].pname * prime_factor) & mask;
while (1) {
index = hash & mask;
if (!table[index]) {
table[index] = i;
break;
}
hash += prime_step;
}
}
#ifdef GET_DEBUG
print_table_stats();
#endif
}
/**
* Handle irregular enums
*
* Some values don't conform to the "well-known type at context
* pointer + offset" pattern, so we have this function to catch all
* the corner cases. Typically, it's a computed value or a one-off
* pointer to a custom struct or something.
*
* In this case we can't return a pointer to the value, so we'll have
* to use the temporary variable 'v' declared back in the calling
* glGet*v() function to store the result.
*
* \param ctx the current context
* \param d the struct value_desc that describes the enum
* \param v pointer to the tmp declared in the calling glGet*v() function
*/
static void
find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
{
struct gl_buffer_object **buffer_obj;
struct gl_client_array *array;
GLuint unit, *p;
switch (d->pname) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
case GL_TEXTURE_1D_ARRAY_EXT:
case GL_TEXTURE_2D_ARRAY_EXT:
case GL_TEXTURE_CUBE_MAP_ARB:
case GL_TEXTURE_RECTANGLE_NV:
v->value_bool = _mesa_IsEnabled(d->pname);
break;
case GL_LINE_STIPPLE_PATTERN:
/* This is the only GLushort, special case it here by promoting
* to an int rather than introducing a new type. */
v->value_int = ctx->Line.StipplePattern;
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
unit = ctx->Texture.CurrentUnit;
v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
break;
case GL_CURRENT_TEXTURE_COORDS:
unit = ctx->Texture.CurrentUnit;
v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
break;
case GL_COLOR_WRITEMASK:
v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
break;
case GL_EDGE_FLAG:
v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
break;
case GL_READ_BUFFER:
v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
break;
case GL_MAP2_GRID_DOMAIN:
v->value_float_4[0] = ctx->Eval.MapGrid2u1;
v->value_float_4[1] = ctx->Eval.MapGrid2u2;
v->value_float_4[2] = ctx->Eval.MapGrid2v1;
v->value_float_4[3] = ctx->Eval.MapGrid2v2;
break;
case GL_TEXTURE_STACK_DEPTH:
unit = ctx->Texture.CurrentUnit;
v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
break;
case GL_TEXTURE_MATRIX:
unit = ctx->Texture.CurrentUnit;
v->value_matrix = ctx->TextureMatrixStack[unit].Top;
break;
case GL_TEXTURE_COORD_ARRAY:
case GL_TEXTURE_COORD_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
v->value_int = *(GLuint *) ((char *) array + d->offset);
break;
case GL_ACTIVE_TEXTURE_ARB:
v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
break;
case GL_MODELVIEW_STACK_DEPTH:
case GL_PROJECTION_STACK_DEPTH:
v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
break;
case GL_MAX_TEXTURE_SIZE:
case GL_MAX_3D_TEXTURE_SIZE:
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
p = (GLuint *) ((char *) ctx + d->offset);
v->value_int = 1 << (*p - 1);
break;
case GL_SCISSOR_BOX:
v->value_int_4[0] = ctx->Scissor.X;
v->value_int_4[1] = ctx->Scissor.Y;
v->value_int_4[2] = ctx->Scissor.Width;
v->value_int_4[3] = ctx->Scissor.Height;
break;
case GL_LIST_INDEX:
v->value_int =
ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
break;
case GL_LIST_MODE:
if (!ctx->CompileFlag)
v->value_enum = 0;
else if (ctx->ExecuteFlag)
v->value_enum = GL_COMPILE_AND_EXECUTE;
else
v->value_enum = GL_COMPILE;
break;
case GL_VIEWPORT:
v->value_int_4[0] = ctx->Viewport.X;
v->value_int_4[1] = ctx->Viewport.Y;
v->value_int_4[2] = ctx->Viewport.Width;
v->value_int_4[3] = ctx->Viewport.Height;
break;
case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
break;
case GL_STENCIL_FAIL:
v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_FUNC:
v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_PASS:
v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_REF:
v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_VALUE_MASK:
v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_NUM_EXTENSIONS:
v->value_int = _mesa_get_extension_count(ctx);
break;
case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
v->value_int = _mesa_get_color_read_type(ctx);
break;
case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
v->value_int = _mesa_get_color_read_format(ctx);
break;
case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
v->value_int = ctx->CurrentStack->Depth + 1;
break;
case GL_CURRENT_MATRIX_ARB:
case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
v->value_matrix = ctx->CurrentStack->Top;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int_n.n =
_mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
ASSERT(v->value_int_n.n <= 100);
break;
case GL_MAX_VARYING_FLOATS_ARB:
v->value_int = ctx->Const.MaxVarying * 4;
break;
/* Various object names */
case GL_TEXTURE_BINDING_1D:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_3D:
case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
case GL_TEXTURE_BINDING_RECTANGLE_NV:
unit = ctx->Texture.CurrentUnit;
v->value_int =
ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
break;
/* GL_ARB_vertex_buffer_object */
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
buffer_obj = (struct gl_buffer_object **)
((char *) ctx->Array.ArrayObj + d->offset);
v->value_int = (*buffer_obj)->Name;
break;
case GL_ARRAY_BUFFER_BINDING_ARB:
v->value_int = ctx->Array.ArrayBufferObj->Name;
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
v->value_int =
ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
v->value_int = ctx->Array.ElementArrayBufferObj->Name;
break;
/* ARB_copy_buffer */
case GL_COPY_READ_BUFFER:
v->value_int = ctx->CopyReadBuffer->Name;
break;
case GL_COPY_WRITE_BUFFER:
v->value_int = ctx->CopyWriteBuffer->Name;
break;
case GL_FRAGMENT_PROGRAM_BINDING_NV:
v->value_int =
ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
break;
case GL_VERTEX_PROGRAM_BINDING_NV:
v->value_int =
ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
break;
case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
v->value_int = ctx->Pack.BufferObj->Name;
break;
case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
v->value_int = ctx->Unpack.BufferObj->Name;
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
v->value_int = ctx->TransformFeedback.CurrentObject->Active;
break;
case GL_TRANSFORM_FEEDBACK_BINDING:
v->value_int = ctx->TransformFeedback.CurrentObject->Name;
break;
case GL_CURRENT_PROGRAM:
v->value_int =
ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
break;
case GL_READ_FRAMEBUFFER_BINDING_EXT:
v->value_int = ctx->ReadBuffer->Name;
break;
case GL_RENDERBUFFER_BINDING_EXT:
v->value_int =
ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
break;
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
break;
case GL_FOG_COLOR:
if(ctx->Color._ClampFragmentColor)
COPY_4FV(v->value_float_4, ctx->Fog.Color);
else
COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
break;
case GL_COLOR_CLEAR_VALUE:
if(ctx->Color._ClampFragmentColor)
COPY_4FV(v->value_float_4, ctx->Color.ClearColor);
else
COPY_4FV(v->value_float_4, ctx->Color.ClearColorUnclamped);
break;
case GL_BLEND_COLOR_EXT:
if(ctx->Color._ClampFragmentColor)
COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
else
COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
break;
case GL_ALPHA_TEST_REF:
if(ctx->Color._ClampFragmentColor)
v->value_float = ctx->Color.AlphaRef;
else
v->value_float = ctx->Color.AlphaRefUnclamped;
break;
case GL_MAX_VERTEX_UNIFORM_VECTORS:
v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
break;
}
}
/**
* Check extra constraints on a struct value_desc descriptor
*
* If a struct value_desc has a non-NULL extra pointer, it means that
* there are a number of extra constraints to check or actions to
* perform. The extras is just an integer array where each integer
* encode different constraints or actions.
*
* \param ctx current context
* \param func name of calling glGet*v() function for error reporting
* \param d the struct value_desc that has the extra constraints
*
* \return GL_FALSE if one of the constraints was not satisfied,
* otherwise GL_TRUE.
*/
static GLboolean
check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
{
const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
int total, enabled;
const int *e;
total = 0;
enabled = 0;
for (e = d->extra; *e != EXTRA_END; e++)
switch (*e) {
case EXTRA_VERSION_30:
if (version >= 30) {
total++;
enabled++;
}
break;
case EXTRA_VERSION_31:
if (version >= 31) {
total++;
enabled++;
}
break;
case EXTRA_VERSION_32:
if (version >= 32) {
total++;
enabled++;
}
break;
case EXTRA_NEW_FRAG_CLAMP:
if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
_mesa_update_state(ctx);
break;
case EXTRA_VERSION_ES2:
if (ctx->API == API_OPENGLES2) {
total++;
enabled++;
}
break;
case EXTRA_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
_mesa_update_state(ctx);
break;
case EXTRA_FLUSH_CURRENT:
FLUSH_CURRENT(ctx, 0);
break;
case EXTRA_VALID_DRAW_BUFFER:
if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
func, d->pname - GL_DRAW_BUFFER0_ARB);
return GL_FALSE;
}
break;
case EXTRA_VALID_TEXTURE_UNIT:
if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
func, ctx->Texture.CurrentUnit);
return GL_FALSE;
}
break;
case EXTRA_END:
break;
default: /* *e is a offset into the extension struct */
total++;
if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
enabled++;
break;
}
if (total > 0 && enabled == 0) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(d->pname));
return GL_FALSE;
}
return GL_TRUE;
}
static const struct value_desc error_value =
{ 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
/**
* Find the struct value_desc corresponding to the enum 'pname'.
*
* We hash the enum value to get an index into the 'table' array,
* which holds the index in the 'values' array of struct value_desc.
* Once we've found the entry, we do the extra checks, if any, then
* look up the value and return a pointer to it.
*
* If the value has to be computed (for example, it's the result of a
* function call or we need to add 1 to it), we use the tmp 'v' to
* store the result.
*
* \param func name of glGet*v() func for error reporting
* \param pname the enum value we're looking up
* \param p is were we return the pointer to the value
* \param v a tmp union value variable in the calling glGet*v() function
*
* \return the struct value_desc corresponding to the enum or a struct
* value_desc of TYPE_INVALID if not found. This lets the calling
* glGet*v() function jump right into a switch statement and
* handle errors there instead of having to check for NULL.
*/
static const struct value_desc *
find_value(const char *func, GLenum pname, void **p, union value *v)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_texture_unit *unit;
int mask, hash;
const struct value_desc *d;
mask = Elements(table) - 1;
hash = (pname * prime_factor);
while (1) {
d = &values[table[hash & mask]];
/* If the enum isn't valid, the hash walk ends with index 0,
* which is the API mask entry at the beginning of values[]. */
if (unlikely(d->type == TYPE_API_MASK)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(pname));
return &error_value;
}
if (likely(d->pname == pname))
break;
hash += prime_step;
}
if (unlikely(d->extra && !check_extra(ctx, func, d)))
return &error_value;
switch (d->location) {
case LOC_BUFFER:
*p = ((char *) ctx->DrawBuffer + d->offset);
return d;
case LOC_CONTEXT:
*p = ((char *) ctx + d->offset);
return d;
case LOC_ARRAY:
*p = ((char *) ctx->Array.ArrayObj + d->offset);
return d;
case LOC_TEXUNIT:
unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
*p = ((char *) unit + d->offset);
return d;
case LOC_CUSTOM:
find_custom_value(ctx, d, v);
*p = v;
return d;
default:
assert(0);
break;
}
/* silence warning */
return &error_value;
}
static const int transpose[] = {
0, 4, 8, 12,
1, 5, 9, 13,
2, 6, 10, 14,
3, 7, 11, 15
};
void GLAPIENTRY
_mesa_GetBooleanv(GLenum pname, GLboolean *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetBooleanv", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = INT_TO_BOOLEAN(d->offset);
break;
case TYPE_FLOAT_4:
case TYPE_FLOATN_4:
params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
case TYPE_FLOAT_3:
case TYPE_FLOATN_3:
params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
case TYPE_FLOAT_2:
case TYPE_FLOATN_2:
params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
case TYPE_FLOAT:
case TYPE_FLOATN:
params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
break;
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
case TYPE_INT_3:
params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
case TYPE_INT:
case TYPE_ENUM:
params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
break;
case TYPE_INT64:
params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
break;
case TYPE_BOOLEAN:
params[0] = ((GLboolean*) p)[0];
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
void GLAPIENTRY
_mesa_GetFloatv(GLenum pname, GLfloat *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetFloatv", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = (GLfloat) d->offset;
break;
case TYPE_FLOAT_4:
case TYPE_FLOATN_4:
params[3] = ((GLfloat *) p)[3];
case TYPE_FLOAT_3:
case TYPE_FLOATN_3:
params[2] = ((GLfloat *) p)[2];
case TYPE_FLOAT_2:
case TYPE_FLOATN_2:
params[1] = ((GLfloat *) p)[1];
case TYPE_FLOAT:
case TYPE_FLOATN:
params[0] = ((GLfloat *) p)[0];
break;
case TYPE_DOUBLEN:
params[0] = ((GLdouble *) p)[0];
break;
case TYPE_INT_4:
params[3] = (GLfloat) (((GLint *) p)[3]);
case TYPE_INT_3:
params[2] = (GLfloat) (((GLint *) p)[2]);
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = (GLfloat) (((GLint *) p)[1]);
case TYPE_INT:
case TYPE_ENUM:
params[0] = (GLfloat) (((GLint *) p)[0]);
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
break;
case TYPE_INT64:
params[0] = ((GLint64 *) p)[0];
break;
case TYPE_BOOLEAN:
params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = m->m[i];
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = m->m[transpose[i]];
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
break;
}
}
void GLAPIENTRY
_mesa_GetIntegerv(GLenum pname, GLint *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetIntegerv", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = d->offset;
break;
case TYPE_FLOAT_4:
params[3] = IROUND(((GLfloat *) p)[3]);
case TYPE_FLOAT_3:
params[2] = IROUND(((GLfloat *) p)[2]);
case TYPE_FLOAT_2:
params[1] = IROUND(((GLfloat *) p)[1]);
case TYPE_FLOAT:
params[0] = IROUND(((GLfloat *) p)[0]);
break;
case TYPE_FLOATN_4:
params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
case TYPE_FLOATN_3:
params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
case TYPE_FLOATN_2:
params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
case TYPE_FLOATN:
params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
break;
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
params[3] = ((GLint *) p)[3];
case TYPE_INT_3:
params[2] = ((GLint *) p)[2];
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = ((GLint *) p)[1];
case TYPE_INT:
case TYPE_ENUM:
params[0] = ((GLint *) p)[0];
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = v.value_int_n.ints[i];
break;
case TYPE_INT64:
params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
break;
case TYPE_BOOLEAN:
params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_INT(m->m[i]);
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
#if FEATURE_ARB_sync
void GLAPIENTRY
_mesa_GetInteger64v(GLenum pname, GLint64 *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetInteger64v", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = d->offset;
break;
case TYPE_FLOAT_4:
params[3] = IROUND64(((GLfloat *) p)[3]);
case TYPE_FLOAT_3:
params[2] = IROUND64(((GLfloat *) p)[2]);
case TYPE_FLOAT_2:
params[1] = IROUND64(((GLfloat *) p)[1]);
case TYPE_FLOAT:
params[0] = IROUND64(((GLfloat *) p)[0]);
break;
case TYPE_FLOATN_4:
params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
case TYPE_FLOATN_3:
params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
case TYPE_FLOATN_2:
params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
case TYPE_FLOATN:
params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
break;
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
params[3] = ((GLint *) p)[3];
case TYPE_INT_3:
params[2] = ((GLint *) p)[2];
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = ((GLint *) p)[1];
case TYPE_INT:
case TYPE_ENUM:
params[0] = ((GLint *) p)[0];
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
break;
case TYPE_INT64:
params[0] = ((GLint64 *) p)[0];
break;
case TYPE_BOOLEAN:
params[0] = ((GLboolean*) p)[0];
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_INT64(m->m[i]);
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
#endif /* FEATURE_ARB_sync */
void GLAPIENTRY
_mesa_GetDoublev(GLenum pname, GLdouble *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetDoublev", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = d->offset;
break;
case TYPE_FLOAT_4:
case TYPE_FLOATN_4:
params[3] = ((GLfloat *) p)[3];
case TYPE_FLOAT_3:
case TYPE_FLOATN_3:
params[2] = ((GLfloat *) p)[2];
case TYPE_FLOAT_2:
case TYPE_FLOATN_2:
params[1] = ((GLfloat *) p)[1];
case TYPE_FLOAT:
case TYPE_FLOATN:
params[0] = ((GLfloat *) p)[0];
break;
case TYPE_DOUBLEN:
params[0] = ((GLdouble *) p)[0];
break;
case TYPE_INT_4:
params[3] = ((GLint *) p)[3];
case TYPE_INT_3:
params[2] = ((GLint *) p)[2];
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = ((GLint *) p)[1];
case TYPE_INT:
case TYPE_ENUM:
params[0] = ((GLint *) p)[0];
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = v.value_int_n.ints[i];
break;
case TYPE_INT64:
params[0] = ((GLint64 *) p)[0];
break;
case TYPE_BOOLEAN:
params[0] = *(GLboolean*) p;
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = m->m[i];
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = m->m[transpose[i]];
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
static enum value_type
find_value_indexed(const char *func, GLenum pname, int index, union value *v)
{
GET_CURRENT_CONTEXT(ctx);
switch (pname) {
case GL_BLEND:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.EXT_draw_buffers2)
goto invalid_enum;
v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
return TYPE_INT;
case GL_BLEND_SRC:
/* fall-through */
case GL_BLEND_SRC_RGB:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].SrcRGB;
return TYPE_INT;
case GL_BLEND_SRC_ALPHA:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].SrcA;
return TYPE_INT;
case GL_BLEND_DST:
/* fall-through */
case GL_BLEND_DST_RGB:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].DstRGB;
return TYPE_INT;
case GL_BLEND_DST_ALPHA:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].DstA;
return TYPE_INT;
case GL_BLEND_EQUATION_RGB:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].EquationRGB;
return TYPE_INT;
case GL_BLEND_EQUATION_ALPHA:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.ARB_draw_buffers_blend)
goto invalid_enum;
v->value_int = ctx->Color.Blend[index].EquationA;
return TYPE_INT;
case GL_COLOR_WRITEMASK:
if (index >= ctx->Const.MaxDrawBuffers)
goto invalid_value;
if (!ctx->Extensions.EXT_draw_buffers2)
goto invalid_enum;
v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
return TYPE_INT_4;
case GL_TRANSFORM_FEEDBACK_BUFFER_START:
if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
goto invalid_value;
if (!ctx->Extensions.EXT_transform_feedback)
goto invalid_enum;
v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
return TYPE_INT64;
case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
goto invalid_value;
if (!ctx->Extensions.EXT_transform_feedback)
goto invalid_enum;
v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
return TYPE_INT64;
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
goto invalid_value;
if (!ctx->Extensions.EXT_transform_feedback)
goto invalid_enum;
v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
return TYPE_INT;
}
invalid_enum:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(pname));
return TYPE_INVALID;
invalid_value:
_mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(pname));
return TYPE_INVALID;
}
void GLAPIENTRY
_mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
{
union value v;
enum value_type type =
find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
switch (type) {
case TYPE_INT:
params[0] = INT_TO_BOOLEAN(v.value_int);
break;
case TYPE_INT_4:
params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
break;
case TYPE_INT64:
params[0] = INT64_TO_BOOLEAN(v.value_int);
break;
default:
; /* nothing - GL error was recorded */
}
}
void GLAPIENTRY
_mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
{
union value v;
enum value_type type =
find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
switch (type) {
case TYPE_INT:
params[0] = v.value_int;
break;
case TYPE_INT_4:
params[0] = v.value_int_4[0];
params[1] = v.value_int_4[1];
params[2] = v.value_int_4[2];
params[3] = v.value_int_4[3];
break;
case TYPE_INT64:
params[0] = INT64_TO_INT(v.value_int);
break;
default:
; /* nothing - GL error was recorded */
}
}
#if FEATURE_ARB_sync
void GLAPIENTRY
_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
{
union value v;
enum value_type type =
find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
switch (type) {
case TYPE_INT:
params[0] = v.value_int;
break;
case TYPE_INT_4:
params[0] = v.value_int_4[0];
params[1] = v.value_int_4[1];
params[2] = v.value_int_4[2];
params[3] = v.value_int_4[3];
break;
case TYPE_INT64:
params[0] = v.value_int;
break;
default:
; /* nothing - GL error was recorded */
}
}
#endif /* FEATURE_ARB_sync */
#if FEATURE_ES1
void GLAPIENTRY
_mesa_GetFixedv(GLenum pname, GLfixed *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
d = find_value("glGetDoublev", pname, &p, &v);
switch (d->type) {
case TYPE_INVALID:
break;
case TYPE_CONST:
params[0] = INT_TO_FIXED(d->offset);
break;
case TYPE_FLOAT_4:
case TYPE_FLOATN_4:
params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
case TYPE_FLOAT_3:
case TYPE_FLOATN_3:
params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
case TYPE_FLOAT_2:
case TYPE_FLOATN_2:
params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
case TYPE_FLOAT:
case TYPE_FLOATN:
params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
break;
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
params[3] = INT_TO_FIXED(((GLint *) p)[3]);
case TYPE_INT_3:
params[2] = INT_TO_FIXED(((GLint *) p)[2]);
case TYPE_INT_2:
case TYPE_ENUM_2:
params[1] = INT_TO_FIXED(((GLint *) p)[1]);
case TYPE_INT:
case TYPE_ENUM:
params[0] = INT_TO_FIXED(((GLint *) p)[0]);
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
break;
case TYPE_INT64:
params[0] = ((GLint64 *) p)[0];
break;
case TYPE_BOOLEAN:
params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
break;
case TYPE_MATRIX:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_FIXED(m->m[i]);
break;
case TYPE_MATRIX_T:
m = *(GLmatrix **) p;
for (i = 0; i < 16; i++)
params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
break;
case TYPE_BIT_0:
case TYPE_BIT_1:
case TYPE_BIT_2:
case TYPE_BIT_3:
case TYPE_BIT_4:
case TYPE_BIT_5:
shift = d->type - TYPE_BIT_0;
params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
break;
}
}
#endif