/* * 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 */ #include "glheader.h" #include "context.h" #include "enable.h" #include "enums.h" #include "extensions.h" #include "get.h" #include "macros.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 GLcontext 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 GLcontext 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 GLcontext. And sometimes the value isn't in * GLcontext 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_NEW_BUFFERS, EXTRA_VALID_DRAW_BUFFER, EXTRA_VALID_TEXTURE_UNIT, EXTRA_FLUSH_CURRENT, }; struct value_desc { GLenum pname; enum value_location location : 8; enum value_type type : 8; 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(GLcontext, 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 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_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 }; 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_convolution); EXTRA_EXT(EXT_histogram); EXTRA_EXT(SGI_color_table); EXTRA_EXT(SGI_texture_color_table); 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_EXT(ARB_framebuffer_object); 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); 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_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 }; #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}, { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers }, { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled) }, { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB) }, { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers }, { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4) }, { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, }, { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag) }, { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode) }, { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits) }, { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN) }, { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func) }, { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2) }, { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test) }, { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask) }, { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag) }, { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace) }, { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers }, { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width) }, { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth) }, { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize) }, { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize) }, { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, Const.MaxTextureLevels) }, { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth) }, { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment) }, { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize) }, { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ) }, { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ) }, { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill) }, { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers }, { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0 }, { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled) }, { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits) }, { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear) }, { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM }, { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM }, { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM }, { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM }, { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT }, { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled) }, { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT }, { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT }, { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits) }, { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX }, { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment) }, { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0 }, /* 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(GLcontext, Const.MaxCubeTextureLevels), extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */ /* XXX: OES_blend_subtract */ { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB) }, { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB) }, { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA) }, { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA) }, /* GL_BLEND_EQUATION_RGB, which is what we're really after, is * defined identically to GL_BLEND_EQUATION. */ { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB) }, { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA) }, /* GL_ARB_texture_compression */ { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0 }, { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0 }, /* GL_ARB_multisample */ { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToCoverage) }, { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage) }, { GL_SAMPLE_COVERAGE_VALUE_ARB, CONTEXT_FLOAT(Multisample.SampleCoverageValue) }, { GL_SAMPLE_COVERAGE_INVERT_ARB, CONTEXT_BOOL(Multisample.SampleCoverageInvert) }, { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers) }, { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples) }, /* 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 }, /* 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_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) }, #if FEATURE_GL || FEATURE_ES1 /* Enums in OpenGL and GLES1 */ { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT }, { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled) }, { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled) }, { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled) }, { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled) }, { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled) }, { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled) }, { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled) }, { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled) }, { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled) }, { GL_LIGHT_MODEL_AMBIENT, CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4) }, { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide) }, { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled) }, { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc) }, { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN) }, { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB) }, { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled) }, { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled) }, { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled) }, { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled) }, { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled) }, { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled) }, { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled) }, { 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]) }, { GL_FOG, CONTEXT_BOOL(Fog.Enabled) }, { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4) }, { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density) }, { GL_FOG_END, CONTEXT_FLOAT(Fog.End) }, { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog) }, { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode) }, { GL_FOG_START, CONTEXT_FLOAT(Fog.Start) }, { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag) }, { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth) }, { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA) }, { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled) }, { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp) }, { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode) }, { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH) }, { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH) }, { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), }, { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top) }, { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, ModelviewMatrixStack.Depth) }, { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize) }, { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages) }, { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection) }, { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size) }, { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA) }, { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag) }, { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth) }, { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize) }, { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize) }, { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold) }, { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top) }, { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, ProjectionMatrixStack.Depth) }, { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals) }, { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel) }, { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { 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) }, { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size) }, { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type) }, { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride) }, { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled) }, { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type) }, { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride) }, { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled) }, { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size) }, { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type) }, { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride) }, { GL_TEXTURE_COORD_ARRAY, LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled) }, { GL_TEXTURE_COORD_ARRAY_SIZE, LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size) }, { GL_TEXTURE_COORD_ARRAY_TYPE, LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type) }, { GL_TEXTURE_COORD_ARRAY_STRIDE, LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride) }, /* 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 }, /* 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) }, /* GL_ARB_multisample */ { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled) }, { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne) }, /* GL_ARB_vertex_buffer_object */ { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, Vertex.BufferObj) }, { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, Normal.BufferObj) }, { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, Color.BufferObj) }, { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 }, /* 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 }, /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */ { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights) }, { 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) }, { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4) }, /* 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]) }, { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]) }, { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]) }, { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]) }, { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]) }, { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]) }, { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]) }, { GL_MAX_VERTEX_ATTRIBS_ARB, CONTEXT_INT(Const.VertexProgram.MaxAttribs), extra_ARB_vertex_program }, /* OES_texture_3D */ { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX }, { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, Const.Max3DTextureLevels) }, /* GL_ARB_fragment_shader/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 }, { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents) }, { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, Const.MaxVarying) }, { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents) }, { GL_SHADER_COMPILER, CONST(1) }, /* OES_get_program_binary */ { GL_NUM_SHADER_BINARY_FORMATS, CONST(0) }, { GL_SHADER_BINARY_FORMATS, CONST(0) }, #endif /* FEATURE_ES2 */ #if FEATURE_GL /* Remaining enums are only in OpenGL */ { 0, 0, TYPE_API_MASK, API_OPENGL_BIT }, { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits) }, { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits) }, { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits) }, { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits) }, { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4) }, { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias) }, { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale) }, { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth) }, { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal) }, { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers) }, { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias) }, { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale) }, { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth) }, { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace) }, { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode) }, { 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) }, { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance) }, { GL_CURRENT_RASTER_INDEX, CONST(1) }, { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]) }, { GL_CURRENT_RASTER_SECONDARY_COLOR, CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4) }, { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0, extra_valid_texture_unit }, { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid) }, { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias) }, { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale) }, { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode) }, { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]) }, { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize) }, { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type) }, { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index) }, { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias) }, { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale) }, { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers }, { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex) }, { GL_INDEX_MODE, CONST(0) }, { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset) }, { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift) }, { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask) }, { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl) }, { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer) }, { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag) }, { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0 }, { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor) }, { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity) }, { GL_LIST_BASE, CONTEXT_INT(List.ListBase) }, { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0 }, { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0 }, { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled) }, { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4) }, { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1) }, { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un) }, { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index) }, { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal) }, { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1) }, { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2) }, { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3) }, { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4) }, { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3) }, { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4) }, { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4) }, { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0 }, { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un) }, { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index) }, { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal) }, { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1) }, { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2) }, { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3) }, { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4) }, { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3) }, { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4) }, { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag) }, { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag) }, { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH) }, { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH) }, { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER) }, { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING) }, { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH) }, { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE) }, { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth) }, { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst) }, { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength) }, { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels) }, { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows) }, { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes) }, { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight) }, { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert) }, { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size) }, { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size) }, { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size) }, { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size) }, { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size) }, { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size) }, { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size) }, { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size) }, { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size) }, { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size) }, { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity) }, { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode) }, { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits) }, { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint) }, { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine) }, { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag) }, { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth) }, { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag) }, { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM }, { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias) }, { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale) }, { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode) }, { GL_RGBA_MODE, CONST(1) }, { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize) }, { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette) }, { GL_STEREO, BUFFER_INT(Visual.stereoMode) }, { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 }, { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX }, { 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) }, { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1, offsetof(struct gl_texture_unit, TexGenEnabled) }, { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2, offsetof(struct gl_texture_unit, TexGenEnabled) }, { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3, offsetof(struct gl_texture_unit, TexGenEnabled) }, { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst) }, { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength) }, { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels) }, { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows) }, { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes) }, { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages) }, { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight) }, { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage) }, { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX) }, { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY) }, /* Vertex arrays */ { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0) }, { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0) }, { GL_COLOR_ARRAY_COUNT_EXT, CONST(0) }, { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled) }, { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type) }, { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride) }, { GL_INDEX_ARRAY_COUNT_EXT, CONST(0) }, { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0) }, { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled) }, { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride) }, { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0) }, /* GL_ARB_texture_compression */ { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression) }, /* 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_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top) }, { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, CONTEXT_MATRIX_T(ModelviewMatrixStack) }, { GL_TRANSPOSE_PROJECTION_MATRIX_ARB, CONTEXT_MATRIX_T(ProjectionMatrixStack.Top) }, { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack) }, /* GL_SGI_color_matrix (also in 1.2 imaging) */ { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top) }, { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT, offsetof(GLcontext, ColorMatrixStack.Depth) }, { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI, CONST(MAX_COLOR_STACK_DEPTH) }, { GL_POST_COLOR_MATRIX_RED_SCALE_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]) }, { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]) }, { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]) }, { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]) }, { GL_POST_COLOR_MATRIX_RED_BIAS_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]) }, { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]) }, { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]) }, { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI, CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]) }, /* GL_EXT_convolution (also in 1.2 imaging) */ { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled), extra_EXT_convolution }, { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled), extra_EXT_convolution }, { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled), extra_EXT_convolution }, { GL_POST_CONVOLUTION_RED_SCALE_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_GREEN_SCALE_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_BLUE_SCALE_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_RED_BIAS_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_GREEN_BIAS_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_BLUE_BIAS_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]), extra_EXT_convolution }, { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT, CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]), extra_EXT_convolution }, /* GL_EXT_histogram / GL_ARB_imaging */ { GL_HISTOGRAM, CONTEXT_BOOL(Pixel.HistogramEnabled), extra_EXT_histogram }, { GL_MINMAX, CONTEXT_BOOL(Pixel.MinMaxEnabled), extra_EXT_histogram }, /* GL_SGI_color_table / GL_ARB_imaging */ { GL_COLOR_TABLE_SGI, CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]), extra_SGI_color_table }, { GL_POST_CONVOLUTION_COLOR_TABLE_SGI, CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]), extra_SGI_color_table }, { GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI, CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]), extra_SGI_color_table }, /* GL_SGI_texture_color_table */ { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN, offsetof(struct gl_texture_unit, ColorTableEnabled), extra_SGI_texture_color_table }, /* 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, 0 }, /* 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_ARB_vertex_buffer_object */ { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, Index.BufferObj) }, { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, EdgeFlag.BufferObj) }, { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, SecondaryColor.BufferObj) }, { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, offsetof(struct gl_array_object, FogCoord.BufferObj) }, /* 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]) }, { 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_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 }, /* 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_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 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 }, /* GL 3.1 */ { 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(GLcontext *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(GLcontext *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: case GL_COLOR_MATRIX_STACK_DEPTH_SGI: 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; 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.CurrentProgram ? ctx->Shader.CurrentProgram->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; } } /** * 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(GLcontext *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) return GL_FALSE; break; case EXTRA_VERSION_31: if (version < 31) return GL_FALSE; break; case EXTRA_VERSION_32: if (version < 32) return GL_FALSE; 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 }; /** * 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 (likely(d->pname == pname)) break; /* 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 (d->type == TYPE_API_MASK) { _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, _mesa_lookup_enum_by_nr(pname)); return &error_value; } 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_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; switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) { 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: assert(0); } } void GLAPIENTRY _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params ) { union value v; switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) { 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: assert(0); } } #if FEATURE_ARB_sync void GLAPIENTRY _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params ) { union value v; switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) { 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: assert(0); } } #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