[MESA]
[reactos.git] / reactos / dll / opengl / mesa / main / get.c
1 /*
2 * Copyright (C) 2010 Brian Paul All Rights Reserved.
3 * Copyright (C) 2010 Intel Corporation
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be included
13 * in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
19 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
20 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 *
22 * Author: Kristian Høgsberg <krh@bitplanet.net>
23 */
24
25 #include "glheader.h"
26 #include "context.h"
27 #include "enable.h"
28 #include "enums.h"
29 #include "extensions.h"
30 #include "get.h"
31 #include "macros.h"
32 #include "mfeatures.h"
33 #include "mtypes.h"
34 #include "state.h"
35 #include "framebuffer.h"
36
37 /* This is a table driven implemetation of the glGet*v() functions.
38 * The basic idea is that most getters just look up an int somewhere
39 * in struct gl_context and then convert it to a bool or float according to
40 * which of glGetIntegerv() glGetBooleanv() etc is being called.
41 * Instead of generating code to do this, we can just record the enum
42 * value and the offset into struct gl_context in an array of structs. Then
43 * in glGet*(), we lookup the struct for the enum in question, and use
44 * the offset to get the int we need.
45 *
46 * Sometimes we need to look up a float, a boolean, a bit in a
47 * bitfield, a matrix or other types instead, so we need to track the
48 * type of the value in struct gl_context. And sometimes the value isn't in
49 * struct gl_context but in the drawbuffer, the array object, current texture
50 * unit, or maybe it's a computed value. So we need to also track
51 * where or how to find the value. Finally, we sometimes need to
52 * check that one of a number of extensions are enabled, the GL
53 * version or flush or call _mesa_update_state(). This is done by
54 * attaching optional extra information to the value description
55 * struct, it's sort of like an array of opcodes that describe extra
56 * checks or actions.
57 *
58 * Putting all this together we end up with struct value_desc below,
59 * and with a couple of macros to help, the table of struct value_desc
60 * is about as concise as the specification in the old python script.
61 */
62
63 #undef CONST
64
65 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
66 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
67 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
68 (GLint) ((F) * 65536.0f) )
69
70 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
71 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
72 ((I) < SHRT_MIN) ? INT_MIN : \
73 (GLint) ((I) * 65536) )
74
75 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
76 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
77
78 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
79 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
80 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
81 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
82
83 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
84 #define ENUM_TO_FIXED(E) (E)
85
86 enum value_type {
87 TYPE_INVALID,
88 TYPE_INT,
89 TYPE_INT_2,
90 TYPE_INT_3,
91 TYPE_INT_4,
92 TYPE_INT_N,
93 TYPE_INT64,
94 TYPE_ENUM,
95 TYPE_ENUM_2,
96 TYPE_BOOLEAN,
97 TYPE_BIT_0,
98 TYPE_BIT_1,
99 TYPE_BIT_2,
100 TYPE_BIT_3,
101 TYPE_BIT_4,
102 TYPE_BIT_5,
103 TYPE_BIT_6,
104 TYPE_BIT_7,
105 TYPE_FLOAT,
106 TYPE_FLOAT_2,
107 TYPE_FLOAT_3,
108 TYPE_FLOAT_4,
109 TYPE_FLOATN,
110 TYPE_FLOATN_2,
111 TYPE_FLOATN_3,
112 TYPE_FLOATN_4,
113 TYPE_DOUBLEN,
114 TYPE_MATRIX,
115 TYPE_MATRIX_T,
116 TYPE_CONST
117 };
118
119 enum value_location {
120 LOC_BUFFER,
121 LOC_CONTEXT,
122 LOC_ARRAY,
123 LOC_TEXUNIT,
124 LOC_CUSTOM
125 };
126
127 enum value_extra {
128 EXTRA_END = 0x8000,
129 EXTRA_VERSION_30,
130 EXTRA_VERSION_31,
131 EXTRA_VERSION_32,
132 EXTRA_NEW_BUFFERS,
133 EXTRA_VALID_TEXTURE_UNIT,
134 EXTRA_VALID_CLIP_DISTANCE,
135 EXTRA_FLUSH_CURRENT,
136 };
137
138 #define NO_EXTRA NULL
139 #define NO_OFFSET 0
140
141 struct value_desc {
142 GLenum pname;
143 GLubyte location; /**< enum value_location */
144 GLubyte type; /**< enum value_type */
145 int offset;
146 const int *extra;
147 };
148
149 union value {
150 GLfloat value_float;
151 GLfloat value_float_4[4];
152 GLmatrix *value_matrix;
153 GLint value_int;
154 GLint value_int_4[4];
155 GLint64 value_int64;
156 GLenum value_enum;
157
158 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
159 struct {
160 GLint n, ints[100];
161 } value_int_n;
162 GLboolean value_bool;
163 };
164
165 #define BUFFER_FIELD(field, type) \
166 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
167 #define CONTEXT_FIELD(field, type) \
168 LOC_CONTEXT, type, offsetof(struct gl_context, field)
169 #define ARRAY_FIELD(field, type) \
170 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
171 #define CONST(value) \
172 LOC_CONTEXT, TYPE_CONST, value
173
174 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
175 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
176 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
177
178 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
179 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
180 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
181 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
182 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
183 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
184 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
185 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
186 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
187 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
188 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
189 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
190 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
191 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
192 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
193 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
194 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
195 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
196 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
197 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
198
199 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
200 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
201 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
202
203 #define EXT(f) \
204 offsetof(struct gl_extensions, f)
205
206 #define EXTRA_EXT(e) \
207 static const int extra_##e[] = { \
208 EXT(e), EXTRA_END \
209 }
210
211 #define EXTRA_EXT2(e1, e2) \
212 static const int extra_##e1##_##e2[] = { \
213 EXT(e1), EXT(e2), EXTRA_END \
214 }
215
216 /* The 'extra' mechanism is a way to specify extra checks (such as
217 * extensions or specific gl versions) or actions (flush current, new
218 * buffers) that we need to do before looking up an enum. We need to
219 * declare them all up front so we can refer to them in the value_desc
220 * structs below. */
221
222 static const int extra_new_buffers[] = {
223 EXTRA_NEW_BUFFERS,
224 EXTRA_END
225 };
226
227 static const int extra_valid_texture_unit[] = {
228 EXTRA_VALID_TEXTURE_UNIT,
229 EXTRA_END
230 };
231
232 static const int extra_valid_clip_distance[] = {
233 EXTRA_VALID_CLIP_DISTANCE,
234 EXTRA_END
235 };
236
237 static const int extra_flush_current_valid_texture_unit[] = {
238 EXTRA_FLUSH_CURRENT,
239 EXTRA_VALID_TEXTURE_UNIT,
240 EXTRA_END
241 };
242
243 static const int extra_flush_current[] = {
244 EXTRA_FLUSH_CURRENT,
245 EXTRA_END
246 };
247
248 static const int extra_EXT_secondary_color_flush_current[] = {
249 EXT(EXT_secondary_color),
250 EXTRA_FLUSH_CURRENT,
251 EXTRA_END
252 };
253
254 static const int extra_EXT_fog_coord_flush_current[] = {
255 EXT(EXT_fog_coord),
256 EXTRA_FLUSH_CURRENT,
257 EXTRA_END
258 };
259
260 static const int extra_EXT_texture_integer[] = {
261 EXT(EXT_texture_integer),
262 EXTRA_END
263 };
264
265
266 EXTRA_EXT(ARB_texture_cube_map);
267 EXTRA_EXT(EXT_secondary_color);
268 EXTRA_EXT(EXT_fog_coord);
269 EXTRA_EXT(NV_fog_distance);
270 EXTRA_EXT(EXT_texture_filter_anisotropic);
271 EXTRA_EXT(IBM_rasterpos_clip);
272 EXTRA_EXT(NV_point_sprite);
273 EXTRA_EXT(EXT_stencil_two_side);
274 EXTRA_EXT(NV_light_max_exponent);
275 EXTRA_EXT(EXT_depth_bounds_test);
276 EXTRA_EXT(APPLE_vertex_array_object);
277 EXTRA_EXT(EXT_compiled_vertex_array);
278 EXTRA_EXT(EXT_pixel_buffer_object);
279 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
280
281 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
282 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
283 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
284
285 #define API_OPENGL_BIT (1 << API_OPENGL)
286
287 /* This is the big table describing all the enums we accept in
288 * glGet*v(). The table is partitioned into six parts: enums
289 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
290 * between OpenGL and GLES, enums exclusive to GLES, etc for the
291 * remaining combinations. When we add the enums to the hash table in
292 * _mesa_init_get_hash(), we only add the enums for the API we're
293 * instantiating and the different sections are guarded by #if
294 * FEATURE_GL etc to make sure we only compile in the enums we may
295 * need. */
296
297 static const struct value_desc values[] = {
298 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
299 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
300 { GL_BLEND_SRC, CONTEXT_ENUM(Color.SrcRGB), NO_EXTRA },
301 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
302 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
303 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
304 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
305 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
306 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
307 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
308 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
309 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
310 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
311 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
312 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
313 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
314 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
315 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
316 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
317 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
318 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
319 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
320 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
321 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
322 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
323 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
324 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
325 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
326 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
327 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
328 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
329 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
330 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
331 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
332 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
333 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
334 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
335 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
336 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
337 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
338 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
339 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
340 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
341 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
342 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
343 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
344
345 /* GL_ARB_multitexture */
346 { GL_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
347
348 /* Note that all the OES_* extensions require that the Mesa "struct
349 * gl_extensions" include a member with the name of the extension.
350 * That structure does not yet include OES extensions (and we're
351 * not sure whether it will). If it does, all the OES_*
352 * extensions below should mark the dependency. */
353
354 /* GL_ARB_texture_cube_map */
355 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
356 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
357 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
358 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
359 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
360
361 /* XXX: OES_blend_subtract */
362 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.SrcRGB), NO_EXTRA },
363 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.DstRGB), NO_EXTRA },
364 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.SrcA), NO_EXTRA },
365 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.DstA), NO_EXTRA },
366
367 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
368 * defined identically to GL_BLEND_EQUATION. */
369 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.EquationRGB), NO_EXTRA },
370 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.EquationA), NO_EXTRA },
371
372 /* GL_ARB_texture_compression */
373 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
374 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
375
376 /* GL_ARB_multisample */
377 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
378 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
379 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
380 { GL_SAMPLE_COVERAGE_VALUE_ARB,
381 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
382 { GL_SAMPLE_COVERAGE_INVERT_ARB,
383 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
384
385 /* GL_ARB_vertex_buffer_object */
386 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
387
388 /* GL_ARB_vertex_buffer_object */
389 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
390 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
391
392 /* GL_OES_read_format */
393 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
394 extra_new_buffers },
395 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
396 extra_new_buffers },
397
398 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
399 * GLSL: */
400 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
401
402 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
403 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
404 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
405 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
406 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
407 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
408 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
409 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
410 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
411 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
412 { GL_LIGHT_MODEL_AMBIENT,
413 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
414 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
415 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
416 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
417 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, NO_EXTRA },
418 { GL_BLEND_DST, CONTEXT_ENUM(Color.DstRGB), NO_EXTRA },
419 { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
420 { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
421 { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
422 { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
423 { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
424 { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
425 { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
426 { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
427 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
428 { GL_CURRENT_COLOR,
429 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
430 extra_flush_current },
431 { GL_CURRENT_NORMAL,
432 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
433 extra_flush_current },
434 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
435 extra_flush_current_valid_texture_unit },
436 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
437 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
438 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
439 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
440 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
441 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
442 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
443 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
444 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
445 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
446 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
447 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
448 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
449 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
450 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
451 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
452 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
453 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
454 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
455 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
456 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
457 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
458 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
459 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
460 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
461 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
462 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
463 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
464 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
465 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
466 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
467 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
468 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
469 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
470 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
471 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
472 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
473 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
474 extra_valid_texture_unit },
475
476 { GL_VERTEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
477 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
478 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
479 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
480 { GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
481 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
482 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
483 { GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR0].Enabled), NO_EXTRA },
484 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Size), NO_EXTRA },
485 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR0].Type), NO_EXTRA },
486 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Stride), NO_EXTRA },
487 { GL_TEXTURE_COORD_ARRAY,
488 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
489 { GL_TEXTURE_COORD_ARRAY_SIZE,
490 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
491 { GL_TEXTURE_COORD_ARRAY_TYPE,
492 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
493 { GL_TEXTURE_COORD_ARRAY_STRIDE,
494 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
495
496 /* GL_ARB_texture_cube_map */
497 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
498 /* S, T, and R are always set at the same time */
499 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
500 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
501
502 /* GL_ARB_multisample */
503 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
504 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
505
506 /* GL_ARB_vertex_buffer_object */
507 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
508 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
509 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
510 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
511 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
512 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR0].BufferObj), NO_EXTRA },
513 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
514
515 /* GL_OES_point_sprite */
516 { GL_POINT_SPRITE_NV,
517 CONTEXT_BOOL(Point.PointSprite),
518 extra_NV_point_sprite_ARB_point_sprite },
519
520 /* GL_EXT_texture_filter_anisotropic */
521 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
522 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
523 extra_EXT_texture_filter_anisotropic },
524
525 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
526
527 /* OpenGL 2.0 */
528 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
529 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
530 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
531 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
532 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
533 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
534 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
535
536 /* OES_texture_3D */
537 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
538 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
539 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
540
541 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
542 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
543 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
544 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
545 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
546 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
547 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
548 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
549 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
550 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
551 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
552 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
553 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
554 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
555 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
556 { GL_CURRENT_INDEX,
557 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
558 extra_flush_current },
559 { GL_CURRENT_RASTER_COLOR,
560 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
561 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
562 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
563 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
564 { GL_CURRENT_RASTER_SECONDARY_COLOR,
565 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
566 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
567 extra_valid_texture_unit },
568 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
569 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
570 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
571 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
572 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer), NO_EXTRA },
573 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
574 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
575 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
576 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
577 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
578 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
579 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
580 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
581 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
582 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
583 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
584 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
585 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
586 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
587 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
588 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
589 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
590 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
591 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
592 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
593 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
594 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
595 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
596 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
597 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
598 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
599 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
600 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
601 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
602 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
603 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
604 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
605 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
606 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
607 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
608 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
609 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
610 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
611 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
612 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
613 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
614 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
615 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
616 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
617 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
618 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
619 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
620 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
621
622 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
623 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
624 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
625 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
626 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
627 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
628 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
629 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
630 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
631 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
632 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
633 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
634 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
635 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
636 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
637 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
638 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
639 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
640 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
641 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
642 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
643 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
644 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
645 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
646 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
647 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
648 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
649 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
650 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
651 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
652 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
653 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
654 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
655 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
656 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
657 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
658
659 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
660
661 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
662 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
663
664 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
665
666 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
667 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
668 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
669 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
670 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
671 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
672 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
673 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
674 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
675 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
676 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
677 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
678 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
679 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
680 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
681 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
682 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
683
684 /* Vertex arrays */
685 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
686 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
687 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
688 { GL_INDEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
689 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
690 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Stride), NO_EXTRA },
691 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
692 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
693 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
694 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
695 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
696
697 /* GL_EXT_compiled_vertex_array */
698 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
699 extra_EXT_compiled_vertex_array },
700 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
701 extra_EXT_compiled_vertex_array },
702
703 /* GL_ARB_transpose_matrix */
704 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
705 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
706 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
707 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
708 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
709
710 /* GL_EXT_secondary_color */
711 { GL_CURRENT_SECONDARY_COLOR_EXT,
712 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
713 extra_EXT_secondary_color_flush_current },
714 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR1].Enabled),
715 extra_EXT_secondary_color },
716 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR1].Type),
717 extra_EXT_secondary_color },
718 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Stride),
719 extra_EXT_secondary_color },
720 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Size),
721 extra_EXT_secondary_color },
722
723 /* GL_EXT_fog_coord */
724 { GL_CURRENT_FOG_COORDINATE_EXT,
725 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
726 extra_EXT_fog_coord_flush_current },
727 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
728 extra_EXT_fog_coord },
729 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
730 extra_EXT_fog_coord },
731 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
732 extra_EXT_fog_coord },
733 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
734 extra_EXT_fog_coord },
735
736 /* GL_NV_fog_distance */
737 { GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
738 extra_NV_fog_distance },
739
740 /* GL_IBM_rasterpos_clip */
741 { GL_RASTER_POSITION_UNCLIPPED_IBM,
742 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
743 extra_IBM_rasterpos_clip },
744
745 /* GL_NV_point_sprite */
746 { GL_POINT_SPRITE_R_MODE_NV,
747 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
748 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
749 extra_NV_point_sprite_ARB_point_sprite },
750
751 /* GL_EXT_stencil_two_side */
752 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
753 extra_EXT_stencil_two_side },
754 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
755
756 /* GL_NV_light_max_exponent */
757 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
758 extra_NV_light_max_exponent },
759 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
760 extra_NV_light_max_exponent },
761
762 /* GL_ARB_vertex_buffer_object */
763 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
764 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
765 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
766 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
767 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
768 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR1].BufferObj), NO_EXTRA },
769 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
770 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
771
772 /* GL_EXT_pixel_buffer_object */
773 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
774 extra_EXT_pixel_buffer_object },
775 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
776 extra_EXT_pixel_buffer_object },
777
778 /* GL_EXT_depth_bounds_test */
779 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
780 extra_EXT_depth_bounds_test },
781 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
782 extra_EXT_depth_bounds_test },
783
784 /* GL_APPLE_vertex_array_object */
785 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
786 extra_APPLE_vertex_array_object },
787
788 /* GL_EXT_texture_integer */
789 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
790 extra_EXT_texture_integer },
791
792 /* GL 3.0 */
793 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
794 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
795 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
796 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
797
798
799 /* GL 3.2 */
800 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
801 extra_version_32 },
802
803 /* GL_ARB_robustness */
804 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
805 };
806
807 /* All we need now is a way to look up the value struct from the enum.
808 * The code generated by gcc for the old generated big switch
809 * statement is a big, balanced, open coded if/else tree, essentially
810 * an unrolled binary search. It would be natural to sort the new
811 * enum table and use bsearch(), but we will use a read-only hash
812 * table instead. bsearch() has a nice guaranteed worst case
813 * performance, but we're also guaranteed to hit that worst case
814 * (log2(n) iterations) for about half the enums. Instead, using an
815 * open addressing hash table, we can find the enum on the first try
816 * for 80% of the enums, 1 collision for 10% and never more than 5
817 * collisions for any enum (typical numbers). And the code is very
818 * simple, even though it feels a little magic. */
819
820 static unsigned short table[1024];
821 static const int prime_factor = 89, prime_step = 281;
822
823 #ifdef GET_DEBUG
824 static void
825 print_table_stats(void)
826 {
827 int i, j, collisions[11], count, hash, mask;
828 const struct value_desc *d;
829
830 count = 0;
831 mask = Elements(table) - 1;
832 memset(collisions, 0, sizeof collisions);
833
834 for (i = 0; i < Elements(table); i++) {
835 if (!table[i])
836 continue;
837 count++;
838 d = &values[table[i]];
839 hash = (d->pname * prime_factor);
840 j = 0;
841 while (1) {
842 if (values[table[hash & mask]].pname == d->pname)
843 break;
844 hash += prime_step;
845 j++;
846 }
847
848 if (j < 10)
849 collisions[j]++;
850 else
851 collisions[10]++;
852 }
853
854 printf("number of enums: %d (total %d)\n", count, Elements(values));
855 for (i = 0; i < Elements(collisions) - 1; i++)
856 if (collisions[i] > 0)
857 printf(" %d enums with %d %scollisions\n",
858 collisions[i], i, i == 10 ? "or more " : "");
859 }
860 #endif
861
862 /**
863 * Initialize the enum hash for a given API
864 *
865 * This is called from one_time_init() to insert the enum values that
866 * are valid for the API in question into the enum hash table.
867 *
868 * \param the current context, for determining the API in question
869 */
870 void _mesa_init_get_hash(struct gl_context *ctx)
871 {
872 int i, hash, index, mask;
873
874 mask = Elements(table) - 1;
875
876 for (i = 0; i < Elements(values); i++) {
877
878 hash = (values[i].pname * prime_factor) & mask;
879 while (1) {
880 index = hash & mask;
881 if (!table[index]) {
882 table[index] = i;
883 break;
884 }
885 hash += prime_step;
886 }
887 }
888
889 #ifdef GET_DEBUG
890 print_table_stats();
891 #endif
892 }
893
894 /**
895 * Handle irregular enums
896 *
897 * Some values don't conform to the "well-known type at context
898 * pointer + offset" pattern, so we have this function to catch all
899 * the corner cases. Typically, it's a computed value or a one-off
900 * pointer to a custom struct or something.
901 *
902 * In this case we can't return a pointer to the value, so we'll have
903 * to use the temporary variable 'v' declared back in the calling
904 * glGet*v() function to store the result.
905 *
906 * \param ctx the current context
907 * \param d the struct value_desc that describes the enum
908 * \param v pointer to the tmp declared in the calling glGet*v() function
909 */
910 static void
911 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
912 {
913 struct gl_buffer_object **buffer_obj;
914 struct gl_client_array *array;
915 GLuint *p;
916
917 switch (d->pname) {
918 case GL_TEXTURE_1D:
919 case GL_TEXTURE_2D:
920 case GL_TEXTURE_3D:
921 case GL_TEXTURE_CUBE_MAP_ARB:
922 v->value_bool = _mesa_IsEnabled(d->pname);
923 break;
924
925 case GL_LINE_STIPPLE_PATTERN:
926 /* This is the only GLushort, special case it here by promoting
927 * to an int rather than introducing a new type. */
928 v->value_int = ctx->Line.StipplePattern;
929 break;
930
931 case GL_CURRENT_RASTER_TEXTURE_COORDS:
932 v->value_float_4[0] = ctx->Current.RasterTexCoords[0];
933 v->value_float_4[1] = ctx->Current.RasterTexCoords[1];
934 v->value_float_4[2] = ctx->Current.RasterTexCoords[2];
935 v->value_float_4[3] = ctx->Current.RasterTexCoords[3];
936 break;
937
938 case GL_CURRENT_TEXTURE_COORDS:
939 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX][0];
940 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX][1];
941 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX][2];
942 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX][3];
943 break;
944
945 case GL_COLOR_WRITEMASK:
946 v->value_int_4[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
947 v->value_int_4[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
948 v->value_int_4[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
949 v->value_int_4[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
950 break;
951
952 case GL_EDGE_FLAG:
953 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
954 break;
955
956 case GL_READ_BUFFER:
957 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
958 break;
959
960 case GL_MAP2_GRID_DOMAIN:
961 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
962 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
963 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
964 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
965 break;
966
967 case GL_TEXTURE_STACK_DEPTH:
968 v->value_int = ctx->TextureMatrixStack.Depth + 1;
969 break;
970 case GL_TEXTURE_MATRIX:
971 v->value_matrix = ctx->TextureMatrixStack.Top;
972 break;
973
974 case GL_TEXTURE_COORD_ARRAY:
975 case GL_TEXTURE_COORD_ARRAY_SIZE:
976 case GL_TEXTURE_COORD_ARRAY_TYPE:
977 case GL_TEXTURE_COORD_ARRAY_STRIDE:
978 array = &ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX];
979 v->value_int = *(GLuint *) ((char *) array + d->offset);
980 break;
981
982 case GL_MODELVIEW_STACK_DEPTH:
983 case GL_PROJECTION_STACK_DEPTH:
984 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
985 break;
986
987 case GL_MAX_TEXTURE_SIZE:
988 case GL_MAX_3D_TEXTURE_SIZE:
989 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
990 p = (GLuint *) ((char *) ctx + d->offset);
991 v->value_int = 1 << (*p - 1);
992 break;
993
994 case GL_SCISSOR_BOX:
995 v->value_int_4[0] = ctx->Scissor.X;
996 v->value_int_4[1] = ctx->Scissor.Y;
997 v->value_int_4[2] = ctx->Scissor.Width;
998 v->value_int_4[3] = ctx->Scissor.Height;
999 break;
1000
1001 case GL_LIST_INDEX:
1002 v->value_int =
1003 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1004 break;
1005 case GL_LIST_MODE:
1006 if (!ctx->CompileFlag)
1007 v->value_enum = 0;
1008 else if (ctx->ExecuteFlag)
1009 v->value_enum = GL_COMPILE_AND_EXECUTE;
1010 else
1011 v->value_enum = GL_COMPILE;
1012 break;
1013
1014 case GL_VIEWPORT:
1015 v->value_int_4[0] = ctx->Viewport.X;
1016 v->value_int_4[1] = ctx->Viewport.Y;
1017 v->value_int_4[2] = ctx->Viewport.Width;
1018 v->value_int_4[3] = ctx->Viewport.Height;
1019 break;
1020
1021 case GL_ACTIVE_STENCIL_FACE_EXT:
1022 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1023 break;
1024
1025 case GL_STENCIL_FAIL:
1026 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1027 break;
1028 case GL_STENCIL_FUNC:
1029 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1030 break;
1031 case GL_STENCIL_PASS_DEPTH_FAIL:
1032 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1033 break;
1034 case GL_STENCIL_PASS_DEPTH_PASS:
1035 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1036 break;
1037 case GL_STENCIL_REF:
1038 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1039 break;
1040 case GL_STENCIL_VALUE_MASK:
1041 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1042 break;
1043 case GL_STENCIL_WRITEMASK:
1044 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1045 break;
1046
1047 case GL_NUM_EXTENSIONS:
1048 v->value_int = _mesa_get_extension_count(ctx);
1049 break;
1050
1051 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1052 v->value_int = _mesa_get_color_read_type(ctx);
1053 break;
1054 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1055 v->value_int = _mesa_get_color_read_format(ctx);
1056 break;
1057
1058 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1059 v->value_int = ctx->CurrentStack->Depth + 1;
1060 break;
1061 case GL_CURRENT_MATRIX_ARB:
1062 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1063 v->value_matrix = ctx->CurrentStack->Top;
1064 break;
1065
1066 /* Various object names */
1067
1068 case GL_TEXTURE_BINDING_1D:
1069 case GL_TEXTURE_BINDING_2D:
1070 case GL_TEXTURE_BINDING_3D:
1071 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1072 v->value_int =
1073 ctx->Texture.Unit.CurrentTex[d->offset]->Name;
1074 break;
1075
1076 /* GL_ARB_vertex_buffer_object */
1077 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1078 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1079 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1080 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1081 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1082 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1083 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1084 buffer_obj = (struct gl_buffer_object **)
1085 ((char *) ctx->Array.ArrayObj + d->offset);
1086 v->value_int = (*buffer_obj)->Name;
1087 break;
1088 case GL_ARRAY_BUFFER_BINDING_ARB:
1089 v->value_int = ctx->Array.ArrayBufferObj->Name;
1090 break;
1091 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1092 v->value_int =
1093 ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX].BufferObj->Name;
1094 break;
1095 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1096 v->value_int = ctx->Array.ArrayObj->ElementArrayBufferObj->Name;
1097 break;
1098
1099 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1100 v->value_int = ctx->Pack.BufferObj->Name;
1101 break;
1102 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1103 v->value_int = ctx->Unpack.BufferObj->Name;
1104 break;
1105 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1106 v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
1107 break;
1108
1109 case GL_FOG_COLOR:
1110 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1111 break;
1112 case GL_COLOR_CLEAR_VALUE:
1113 v->value_float_4[0] = ctx->Color.ClearColor.f[0], 0.0F, 1.0F;
1114 v->value_float_4[1] = ctx->Color.ClearColor.f[1], 0.0F, 1.0F;
1115 v->value_float_4[2] = ctx->Color.ClearColor.f[2], 0.0F, 1.0F;
1116 v->value_float_4[3] = ctx->Color.ClearColor.f[3], 0.0F, 1.0F;
1117 break;
1118 case GL_BLEND_COLOR_EXT:
1119 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1120 break;
1121 case GL_ALPHA_TEST_REF:
1122 v->value_float = ctx->Color.AlphaRef;
1123 break;
1124 }
1125 }
1126
1127 /**
1128 * Check extra constraints on a struct value_desc descriptor
1129 *
1130 * If a struct value_desc has a non-NULL extra pointer, it means that
1131 * there are a number of extra constraints to check or actions to
1132 * perform. The extras is just an integer array where each integer
1133 * encode different constraints or actions.
1134 *
1135 * \param ctx current context
1136 * \param func name of calling glGet*v() function for error reporting
1137 * \param d the struct value_desc that has the extra constraints
1138 *
1139 * \return GL_FALSE if one of the constraints was not satisfied,
1140 * otherwise GL_TRUE.
1141 */
1142 static GLboolean
1143 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1144 {
1145 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1146 int total, enabled;
1147 const int *e;
1148
1149 total = 0;
1150 enabled = 0;
1151 for (e = d->extra; *e != EXTRA_END; e++)
1152 switch (*e) {
1153 case EXTRA_VERSION_30:
1154 if (version >= 30) {
1155 total++;
1156 enabled++;
1157 }
1158 break;
1159 case EXTRA_VERSION_31:
1160 if (version >= 31) {
1161 total++;
1162 enabled++;
1163 }
1164 break;
1165 case EXTRA_VERSION_32:
1166 if (version >= 32) {
1167 total++;
1168 enabled++;
1169 }
1170 break;
1171 case EXTRA_NEW_BUFFERS:
1172 if (ctx->NewState & _NEW_BUFFERS)
1173 _mesa_update_state(ctx);
1174 break;
1175 case EXTRA_FLUSH_CURRENT:
1176 FLUSH_CURRENT(ctx, 0);
1177 break;
1178 case EXTRA_VALID_CLIP_DISTANCE:
1179 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1180 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1181 func, d->pname - GL_CLIP_DISTANCE0);
1182 return GL_FALSE;
1183 }
1184 break;
1185 case EXTRA_END:
1186 break;
1187 default: /* *e is a offset into the extension struct */
1188 total++;
1189 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1190 enabled++;
1191 break;
1192 }
1193
1194 if (total > 0 && enabled == 0) {
1195 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1196 _mesa_lookup_enum_by_nr(d->pname));
1197 return GL_FALSE;
1198 }
1199
1200 return GL_TRUE;
1201 }
1202
1203 static const struct value_desc error_value =
1204 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1205
1206 /**
1207 * Find the struct value_desc corresponding to the enum 'pname'.
1208 *
1209 * We hash the enum value to get an index into the 'table' array,
1210 * which holds the index in the 'values' array of struct value_desc.
1211 * Once we've found the entry, we do the extra checks, if any, then
1212 * look up the value and return a pointer to it.
1213 *
1214 * If the value has to be computed (for example, it's the result of a
1215 * function call or we need to add 1 to it), we use the tmp 'v' to
1216 * store the result.
1217 *
1218 * \param func name of glGet*v() func for error reporting
1219 * \param pname the enum value we're looking up
1220 * \param p is were we return the pointer to the value
1221 * \param v a tmp union value variable in the calling glGet*v() function
1222 *
1223 * \return the struct value_desc corresponding to the enum or a struct
1224 * value_desc of TYPE_INVALID if not found. This lets the calling
1225 * glGet*v() function jump right into a switch statement and
1226 * handle errors there instead of having to check for NULL.
1227 */
1228 static const struct value_desc *
1229 find_value(const char *func, GLenum pname, void **p, union value *v)
1230 {
1231 GET_CURRENT_CONTEXT(ctx);
1232 struct gl_texture_unit *unit;
1233 int mask, hash;
1234 const struct value_desc *d;
1235
1236 mask = Elements(table) - 1;
1237 hash = (pname * prime_factor);
1238 while (1) {
1239 d = &values[table[hash & mask]];
1240
1241 if (likely(d->pname == pname))
1242 break;
1243
1244 hash += prime_step;
1245 }
1246
1247 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1248 return &error_value;
1249
1250 switch (d->location) {
1251 case LOC_BUFFER:
1252 *p = ((char *) ctx->DrawBuffer + d->offset);
1253 return d;
1254 case LOC_CONTEXT:
1255 *p = ((char *) ctx + d->offset);
1256 return d;
1257 case LOC_ARRAY:
1258 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1259 return d;
1260 case LOC_TEXUNIT:
1261 unit = &ctx->Texture.Unit;
1262 *p = ((char *) unit + d->offset);
1263 return d;
1264 case LOC_CUSTOM:
1265 find_custom_value(ctx, d, v);
1266 *p = v;
1267 return d;
1268 default:
1269 assert(0);
1270 break;
1271 }
1272
1273 /* silence warning */
1274 return &error_value;
1275 }
1276
1277 static const int transpose[] = {
1278 0, 4, 8, 12,
1279 1, 5, 9, 13,
1280 2, 6, 10, 14,
1281 3, 7, 11, 15
1282 };
1283
1284 void GLAPIENTRY
1285 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1286 {
1287 const struct value_desc *d;
1288 union value v;
1289 GLmatrix *m;
1290 int shift, i;
1291 void *p;
1292 GET_CURRENT_CONTEXT(ctx);
1293
1294 ASSERT_OUTSIDE_BEGIN_END(ctx);
1295
1296 d = find_value("glGetBooleanv", pname, &p, &v);
1297 switch (d->type) {
1298 case TYPE_INVALID:
1299 break;
1300 case TYPE_CONST:
1301 params[0] = INT_TO_BOOLEAN(d->offset);
1302 break;
1303
1304 case TYPE_FLOAT_4:
1305 case TYPE_FLOATN_4:
1306 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1307 case TYPE_FLOAT_3:
1308 case TYPE_FLOATN_3:
1309 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1310 case TYPE_FLOAT_2:
1311 case TYPE_FLOATN_2:
1312 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1313 case TYPE_FLOAT:
1314 case TYPE_FLOATN:
1315 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1316 break;
1317
1318 case TYPE_DOUBLEN:
1319 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1320 break;
1321
1322 case TYPE_INT_4:
1323 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1324 case TYPE_INT_3:
1325 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1326 case TYPE_INT_2:
1327 case TYPE_ENUM_2:
1328 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1329 case TYPE_INT:
1330 case TYPE_ENUM:
1331 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1332 break;
1333
1334 case TYPE_INT_N:
1335 for (i = 0; i < v.value_int_n.n; i++)
1336 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1337 break;
1338
1339 case TYPE_INT64:
1340 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1341 break;
1342
1343 case TYPE_BOOLEAN:
1344 params[0] = ((GLboolean*) p)[0];
1345 break;
1346
1347 case TYPE_MATRIX:
1348 m = *(GLmatrix **) p;
1349 for (i = 0; i < 16; i++)
1350 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1351 break;
1352
1353 case TYPE_MATRIX_T:
1354 m = *(GLmatrix **) p;
1355 for (i = 0; i < 16; i++)
1356 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1357 break;
1358
1359 case TYPE_BIT_0:
1360 case TYPE_BIT_1:
1361 case TYPE_BIT_2:
1362 case TYPE_BIT_3:
1363 case TYPE_BIT_4:
1364 case TYPE_BIT_5:
1365 case TYPE_BIT_6:
1366 case TYPE_BIT_7:
1367 shift = d->type - TYPE_BIT_0;
1368 params[0] = (*(GLbitfield *) p >> shift) & 1;
1369 break;
1370 }
1371 }
1372
1373 void GLAPIENTRY
1374 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1375 {
1376 const struct value_desc *d;
1377 union value v;
1378 GLmatrix *m;
1379 int shift, i;
1380 void *p;
1381 GET_CURRENT_CONTEXT(ctx);
1382
1383 ASSERT_OUTSIDE_BEGIN_END(ctx);
1384
1385 d = find_value("glGetFloatv", pname, &p, &v);
1386 switch (d->type) {
1387 case TYPE_INVALID:
1388 break;
1389 case TYPE_CONST:
1390 params[0] = (GLfloat) d->offset;
1391 break;
1392
1393 case TYPE_FLOAT_4:
1394 case TYPE_FLOATN_4:
1395 params[3] = ((GLfloat *) p)[3];
1396 case TYPE_FLOAT_3:
1397 case TYPE_FLOATN_3:
1398 params[2] = ((GLfloat *) p)[2];
1399 case TYPE_FLOAT_2:
1400 case TYPE_FLOATN_2:
1401 params[1] = ((GLfloat *) p)[1];
1402 case TYPE_FLOAT:
1403 case TYPE_FLOATN:
1404 params[0] = ((GLfloat *) p)[0];
1405 break;
1406
1407 case TYPE_DOUBLEN:
1408 params[0] = ((GLdouble *) p)[0];
1409 break;
1410
1411 case TYPE_INT_4:
1412 params[3] = (GLfloat) (((GLint *) p)[3]);
1413 case TYPE_INT_3:
1414 params[2] = (GLfloat) (((GLint *) p)[2]);
1415 case TYPE_INT_2:
1416 case TYPE_ENUM_2:
1417 params[1] = (GLfloat) (((GLint *) p)[1]);
1418 case TYPE_INT:
1419 case TYPE_ENUM:
1420 params[0] = (GLfloat) (((GLint *) p)[0]);
1421 break;
1422
1423 case TYPE_INT_N:
1424 for (i = 0; i < v.value_int_n.n; i++)
1425 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1426 break;
1427
1428 case TYPE_INT64:
1429 params[0] = ((GLint64 *) p)[0];
1430 break;
1431
1432 case TYPE_BOOLEAN:
1433 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1434 break;
1435
1436 case TYPE_MATRIX:
1437 m = *(GLmatrix **) p;
1438 for (i = 0; i < 16; i++)
1439 params[i] = m->m[i];
1440 break;
1441
1442 case TYPE_MATRIX_T:
1443 m = *(GLmatrix **) p;
1444 for (i = 0; i < 16; i++)
1445 params[i] = m->m[transpose[i]];
1446 break;
1447
1448 case TYPE_BIT_0:
1449 case TYPE_BIT_1:
1450 case TYPE_BIT_2:
1451 case TYPE_BIT_3:
1452 case TYPE_BIT_4:
1453 case TYPE_BIT_5:
1454 case TYPE_BIT_6:
1455 case TYPE_BIT_7:
1456 shift = d->type - TYPE_BIT_0;
1457 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1458 break;
1459 }
1460 }
1461
1462 void GLAPIENTRY
1463 _mesa_GetIntegerv(GLenum pname, GLint *params)
1464 {
1465 const struct value_desc *d;
1466 union value v;
1467 GLmatrix *m;
1468 int shift, i;
1469 void *p;
1470 GET_CURRENT_CONTEXT(ctx);
1471
1472 ASSERT_OUTSIDE_BEGIN_END(ctx);
1473
1474 d = find_value("glGetIntegerv", pname, &p, &v);
1475 switch (d->type) {
1476 case TYPE_INVALID:
1477 break;
1478 case TYPE_CONST:
1479 params[0] = d->offset;
1480 break;
1481
1482 case TYPE_FLOAT_4:
1483 params[3] = IROUND(((GLfloat *) p)[3]);
1484 case TYPE_FLOAT_3:
1485 params[2] = IROUND(((GLfloat *) p)[2]);
1486 case TYPE_FLOAT_2:
1487 params[1] = IROUND(((GLfloat *) p)[1]);
1488 case TYPE_FLOAT:
1489 params[0] = IROUND(((GLfloat *) p)[0]);
1490 break;
1491
1492 case TYPE_FLOATN_4:
1493 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1494 case TYPE_FLOATN_3:
1495 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1496 case TYPE_FLOATN_2:
1497 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1498 case TYPE_FLOATN:
1499 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1500 break;
1501
1502 case TYPE_DOUBLEN:
1503 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1504 break;
1505
1506 case TYPE_INT_4:
1507 params[3] = ((GLint *) p)[3];
1508 case TYPE_INT_3:
1509 params[2] = ((GLint *) p)[2];
1510 case TYPE_INT_2:
1511 case TYPE_ENUM_2:
1512 params[1] = ((GLint *) p)[1];
1513 case TYPE_INT:
1514 case TYPE_ENUM:
1515 params[0] = ((GLint *) p)[0];
1516 break;
1517
1518 case TYPE_INT_N:
1519 for (i = 0; i < v.value_int_n.n; i++)
1520 params[i] = v.value_int_n.ints[i];
1521 break;
1522
1523 case TYPE_INT64:
1524 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
1525 break;
1526
1527 case TYPE_BOOLEAN:
1528 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
1529 break;
1530
1531 case TYPE_MATRIX:
1532 m = *(GLmatrix **) p;
1533 for (i = 0; i < 16; i++)
1534 params[i] = FLOAT_TO_INT(m->m[i]);
1535 break;
1536
1537 case TYPE_MATRIX_T:
1538 m = *(GLmatrix **) p;
1539 for (i = 0; i < 16; i++)
1540 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
1541 break;
1542
1543 case TYPE_BIT_0:
1544 case TYPE_BIT_1:
1545 case TYPE_BIT_2:
1546 case TYPE_BIT_3:
1547 case TYPE_BIT_4:
1548 case TYPE_BIT_5:
1549 case TYPE_BIT_6:
1550 case TYPE_BIT_7:
1551 shift = d->type - TYPE_BIT_0;
1552 params[0] = (*(GLbitfield *) p >> shift) & 1;
1553 break;
1554 }
1555 }
1556
1557
1558 void GLAPIENTRY
1559 _mesa_GetDoublev(GLenum pname, GLdouble *params)
1560 {
1561 const struct value_desc *d;
1562 union value v;
1563 GLmatrix *m;
1564 int shift, i;
1565 void *p;
1566 GET_CURRENT_CONTEXT(ctx);
1567
1568 ASSERT_OUTSIDE_BEGIN_END(ctx);
1569
1570 d = find_value("glGetDoublev", pname, &p, &v);
1571 switch (d->type) {
1572 case TYPE_INVALID:
1573 break;
1574 case TYPE_CONST:
1575 params[0] = d->offset;
1576 break;
1577
1578 case TYPE_FLOAT_4:
1579 case TYPE_FLOATN_4:
1580 params[3] = ((GLfloat *) p)[3];
1581 case TYPE_FLOAT_3:
1582 case TYPE_FLOATN_3:
1583 params[2] = ((GLfloat *) p)[2];
1584 case TYPE_FLOAT_2:
1585 case TYPE_FLOATN_2:
1586 params[1] = ((GLfloat *) p)[1];
1587 case TYPE_FLOAT:
1588 case TYPE_FLOATN:
1589 params[0] = ((GLfloat *) p)[0];
1590 break;
1591
1592 case TYPE_DOUBLEN:
1593 params[0] = ((GLdouble *) p)[0];
1594 break;
1595
1596 case TYPE_INT_4:
1597 params[3] = ((GLint *) p)[3];
1598 case TYPE_INT_3:
1599 params[2] = ((GLint *) p)[2];
1600 case TYPE_INT_2:
1601 case TYPE_ENUM_2:
1602 params[1] = ((GLint *) p)[1];
1603 case TYPE_INT:
1604 case TYPE_ENUM:
1605 params[0] = ((GLint *) p)[0];
1606 break;
1607
1608 case TYPE_INT_N:
1609 for (i = 0; i < v.value_int_n.n; i++)
1610 params[i] = v.value_int_n.ints[i];
1611 break;
1612
1613 case TYPE_INT64:
1614 params[0] = ((GLint64 *) p)[0];
1615 break;
1616
1617 case TYPE_BOOLEAN:
1618 params[0] = *(GLboolean*) p;
1619 break;
1620
1621 case TYPE_MATRIX:
1622 m = *(GLmatrix **) p;
1623 for (i = 0; i < 16; i++)
1624 params[i] = m->m[i];
1625 break;
1626
1627 case TYPE_MATRIX_T:
1628 m = *(GLmatrix **) p;
1629 for (i = 0; i < 16; i++)
1630 params[i] = m->m[transpose[i]];
1631 break;
1632
1633 case TYPE_BIT_0:
1634 case TYPE_BIT_1:
1635 case TYPE_BIT_2:
1636 case TYPE_BIT_3:
1637 case TYPE_BIT_4:
1638 case TYPE_BIT_5:
1639 case TYPE_BIT_6:
1640 case TYPE_BIT_7:
1641 shift = d->type - TYPE_BIT_0;
1642 params[0] = (*(GLbitfield *) p >> shift) & 1;
1643 break;
1644 }
1645 }
1646
1647 #if FEATURE_ES1
1648 void GLAPIENTRY
1649 _mesa_GetFixedv(GLenum pname, GLfixed *params)
1650 {
1651 const struct value_desc *d;
1652 union value v;
1653 GLmatrix *m;
1654 int shift, i;
1655 void *p;
1656
1657 d = find_value("glGetDoublev", pname, &p, &v);
1658 switch (d->type) {
1659 case TYPE_INVALID:
1660 break;
1661 case TYPE_CONST:
1662 params[0] = INT_TO_FIXED(d->offset);
1663 break;
1664
1665 case TYPE_FLOAT_4:
1666 case TYPE_FLOATN_4:
1667 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
1668 case TYPE_FLOAT_3:
1669 case TYPE_FLOATN_3:
1670 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
1671 case TYPE_FLOAT_2:
1672 case TYPE_FLOATN_2:
1673 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
1674 case TYPE_FLOAT:
1675 case TYPE_FLOATN:
1676 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
1677 break;
1678
1679 case TYPE_DOUBLEN:
1680 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
1681 break;
1682
1683 case TYPE_INT_4:
1684 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
1685 case TYPE_INT_3:
1686 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
1687 case TYPE_INT_2:
1688 case TYPE_ENUM_2:
1689 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
1690 case TYPE_INT:
1691 case TYPE_ENUM:
1692 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
1693 break;
1694
1695 case TYPE_INT_N:
1696 for (i = 0; i < v.value_int_n.n; i++)
1697 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
1698 break;
1699
1700 case TYPE_INT64:
1701 params[0] = ((GLint64 *) p)[0];
1702 break;
1703
1704 case TYPE_BOOLEAN:
1705 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
1706 break;
1707
1708 case TYPE_MATRIX:
1709 m = *(GLmatrix **) p;
1710 for (i = 0; i < 16; i++)
1711 params[i] = FLOAT_TO_FIXED(m->m[i]);
1712 break;
1713
1714 case TYPE_MATRIX_T:
1715 m = *(GLmatrix **) p;
1716 for (i = 0; i < 16; i++)
1717 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
1718 break;
1719
1720 case TYPE_BIT_0:
1721 case TYPE_BIT_1:
1722 case TYPE_BIT_2:
1723 case TYPE_BIT_3:
1724 case TYPE_BIT_4:
1725 case TYPE_BIT_5:
1726 case TYPE_BIT_6:
1727 case TYPE_BIT_7:
1728 shift = d->type - TYPE_BIT_0;
1729 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
1730 break;
1731 }
1732 }
1733 #endif