[MESA]
[reactos.git] / reactos / dll / opengl / mesa / src / 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 EXTRA_GLSL_130,
137 };
138
139 #define NO_EXTRA NULL
140 #define NO_OFFSET 0
141
142 struct value_desc {
143 GLenum pname;
144 GLubyte location; /**< enum value_location */
145 GLubyte type; /**< enum value_type */
146 int offset;
147 const int *extra;
148 };
149
150 union value {
151 GLfloat value_float;
152 GLfloat value_float_4[4];
153 GLmatrix *value_matrix;
154 GLint value_int;
155 GLint value_int_4[4];
156 GLint64 value_int64;
157 GLenum value_enum;
158
159 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
160 struct {
161 GLint n, ints[100];
162 } value_int_n;
163 GLboolean value_bool;
164 };
165
166 #define BUFFER_FIELD(field, type) \
167 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
168 #define CONTEXT_FIELD(field, type) \
169 LOC_CONTEXT, type, offsetof(struct gl_context, field)
170 #define ARRAY_FIELD(field, type) \
171 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
172 #define CONST(value) \
173 LOC_CONTEXT, TYPE_CONST, value
174
175 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
176 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
177 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
178
179 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
180 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
181 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
182 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
183 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
184 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
185 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
186 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
187 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
188 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
189 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
190 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
191 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
192 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
193 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
194 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
195 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
196 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
197 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
198 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
199
200 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
201 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
202 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
203
204 #define EXT(f) \
205 offsetof(struct gl_extensions, f)
206
207 #define EXTRA_EXT(e) \
208 static const int extra_##e[] = { \
209 EXT(e), EXTRA_END \
210 }
211
212 #define EXTRA_EXT2(e1, e2) \
213 static const int extra_##e1##_##e2[] = { \
214 EXT(e1), EXT(e2), EXTRA_END \
215 }
216
217 /* The 'extra' mechanism is a way to specify extra checks (such as
218 * extensions or specific gl versions) or actions (flush current, new
219 * buffers) that we need to do before looking up an enum. We need to
220 * declare them all up front so we can refer to them in the value_desc
221 * structs below. */
222
223 static const int extra_new_buffers[] = {
224 EXTRA_NEW_BUFFERS,
225 EXTRA_END
226 };
227
228 static const int extra_valid_texture_unit[] = {
229 EXTRA_VALID_TEXTURE_UNIT,
230 EXTRA_END
231 };
232
233 static const int extra_valid_clip_distance[] = {
234 EXTRA_VALID_CLIP_DISTANCE,
235 EXTRA_END
236 };
237
238 static const int extra_flush_current_valid_texture_unit[] = {
239 EXTRA_FLUSH_CURRENT,
240 EXTRA_VALID_TEXTURE_UNIT,
241 EXTRA_END
242 };
243
244 static const int extra_flush_current[] = {
245 EXTRA_FLUSH_CURRENT,
246 EXTRA_END
247 };
248
249 static const int extra_EXT_secondary_color_flush_current[] = {
250 EXT(EXT_secondary_color),
251 EXTRA_FLUSH_CURRENT,
252 EXTRA_END
253 };
254
255 static const int extra_EXT_fog_coord_flush_current[] = {
256 EXT(EXT_fog_coord),
257 EXTRA_FLUSH_CURRENT,
258 EXTRA_END
259 };
260
261 static const int extra_EXT_texture_integer[] = {
262 EXT(EXT_texture_integer),
263 EXTRA_END
264 };
265
266 static const int extra_GLSL_130[] = {
267 EXTRA_GLSL_130,
268 EXTRA_END
269 };
270
271
272 EXTRA_EXT(ARB_texture_cube_map);
273 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
274 EXTRA_EXT(EXT_secondary_color);
275 EXTRA_EXT(EXT_fog_coord);
276 EXTRA_EXT(NV_fog_distance);
277 EXTRA_EXT(EXT_texture_filter_anisotropic);
278 EXTRA_EXT(IBM_rasterpos_clip);
279 EXTRA_EXT(NV_point_sprite);
280 EXTRA_EXT(NV_vertex_program);
281 EXTRA_EXT(NV_fragment_program);
282 EXTRA_EXT(EXT_stencil_two_side);
283 EXTRA_EXT(NV_light_max_exponent);
284 EXTRA_EXT(EXT_depth_bounds_test);
285 EXTRA_EXT(ARB_shader_objects);
286 EXTRA_EXT(ARB_fragment_shader);
287 EXTRA_EXT(ARB_fragment_program);
288 EXTRA_EXT(APPLE_vertex_array_object);
289 EXTRA_EXT(EXT_compiled_vertex_array);
290 EXTRA_EXT(ARB_vertex_shader);
291 EXTRA_EXT(EXT_pixel_buffer_object);
292 EXTRA_EXT(ARB_vertex_program);
293 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
294 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
295 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
296 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
297
298 static const int
299 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
300 EXT(ARB_vertex_program),
301 EXT(ARB_fragment_program),
302 EXT(NV_vertex_program),
303 EXTRA_END
304 };
305
306 static const int
307 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
308 EXT(NV_vertex_program),
309 EXT(ARB_vertex_program),
310 EXT(ARB_fragment_program),
311 EXT(NV_vertex_program),
312 EXTRA_END
313 };
314
315 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
316 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
317 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
318
319 #define API_OPENGL_BIT (1 << API_OPENGL)
320
321 /* This is the big table describing all the enums we accept in
322 * glGet*v(). The table is partitioned into six parts: enums
323 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
324 * between OpenGL and GLES, enums exclusive to GLES, etc for the
325 * remaining combinations. When we add the enums to the hash table in
326 * _mesa_init_get_hash(), we only add the enums for the API we're
327 * instantiating and the different sections are guarded by #if
328 * FEATURE_GL etc to make sure we only compile in the enums we may
329 * need. */
330
331 static const struct value_desc values[] = {
332 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
333 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
334 { GL_BLEND_SRC, CONTEXT_ENUM(Color.SrcRGB), NO_EXTRA },
335 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
336 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
337 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
338 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
339 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
340 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
341 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
342 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
343 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
344 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
345 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
346 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
347 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
348 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
349 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
350 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
351 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
352 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
353 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
354 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
355 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
356 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
357 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
358 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
359 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
360 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
361 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
362 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
363 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
364 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
365 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
366 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
367 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
368 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
369 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
370 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
371 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
372 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
373 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
374 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
375 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
376 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
377 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
378
379 /* GL_ARB_multitexture */
380 { GL_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
381
382 /* Note that all the OES_* extensions require that the Mesa "struct
383 * gl_extensions" include a member with the name of the extension.
384 * That structure does not yet include OES extensions (and we're
385 * not sure whether it will). If it does, all the OES_*
386 * extensions below should mark the dependency. */
387
388 /* GL_ARB_texture_cube_map */
389 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
390 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
391 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
392 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
393 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
394
395 /* XXX: OES_blend_subtract */
396 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.SrcRGB), NO_EXTRA },
397 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.DstRGB), NO_EXTRA },
398 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.SrcA), NO_EXTRA },
399 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.DstA), NO_EXTRA },
400
401 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
402 * defined identically to GL_BLEND_EQUATION. */
403 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.EquationRGB), NO_EXTRA },
404 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.EquationA), NO_EXTRA },
405
406 /* GL_ARB_texture_compression */
407 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
408 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
409
410 /* GL_ARB_multisample */
411 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
412 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
413 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
414 { GL_SAMPLE_COVERAGE_VALUE_ARB,
415 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
416 { GL_SAMPLE_COVERAGE_INVERT_ARB,
417 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
418
419 /* GL_ARB_vertex_buffer_object */
420 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
421
422 /* GL_ARB_vertex_buffer_object */
423 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
424 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
425
426 /* GL_OES_read_format */
427 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
428 extra_new_buffers },
429 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
430 extra_new_buffers },
431
432 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
433 * GLSL: */
434 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
435
436 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
437 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
438 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
439 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
440 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
441 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
442 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
443 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
444 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
445 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
446 { GL_LIGHT_MODEL_AMBIENT,
447 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
448 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
449 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
450 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
451 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, NO_EXTRA },
452 { GL_BLEND_DST, CONTEXT_ENUM(Color.DstRGB), NO_EXTRA },
453 { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
454 { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
455 { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
456 { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
457 { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
458 { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
459 { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
460 { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
461 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
462 { GL_CURRENT_COLOR,
463 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
464 extra_flush_current },
465 { GL_CURRENT_NORMAL,
466 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
467 extra_flush_current },
468 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
469 extra_flush_current_valid_texture_unit },
470 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
471 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
472 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
473 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
474 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
475 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
476 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
477 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
478 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
479 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
480 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
481 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
482 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
483 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
484 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
485 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
486 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
487 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
488 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
489 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
490 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
491 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
492 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
493 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
494 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
495 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
496 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
497 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
498 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
499 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
500 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
501 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
502 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
503 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
504 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
505 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
506 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
507 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
508 extra_valid_texture_unit },
509
510 { GL_VERTEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
511 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
512 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
513 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
514 { GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
515 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
516 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
517 { GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR0].Enabled), NO_EXTRA },
518 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Size), NO_EXTRA },
519 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR0].Type), NO_EXTRA },
520 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Stride), NO_EXTRA },
521 { GL_TEXTURE_COORD_ARRAY,
522 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
523 { GL_TEXTURE_COORD_ARRAY_SIZE,
524 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
525 { GL_TEXTURE_COORD_ARRAY_TYPE,
526 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
527 { GL_TEXTURE_COORD_ARRAY_STRIDE,
528 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
529
530 /* GL_ARB_multitexture */
531 { GL_MAX_TEXTURE_UNITS, CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA },
532 { GL_CLIENT_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
533
534 /* GL_ARB_texture_cube_map */
535 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
536 /* S, T, and R are always set at the same time */
537 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
538 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
539
540 /* GL_ARB_multisample */
541 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
542 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
543
544 /* GL_ARB_vertex_buffer_object */
545 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
546 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
547 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
548 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
549 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
550 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR0].BufferObj), NO_EXTRA },
551 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
552
553 /* GL_OES_point_sprite */
554 { GL_POINT_SPRITE_NV,
555 CONTEXT_BOOL(Point.PointSprite),
556 extra_NV_point_sprite_ARB_point_sprite },
557
558 /* GL_ARB_fragment_shader */
559 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
560 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
561 extra_ARB_fragment_shader },
562
563 /* GL_ARB_vertex_shader */
564 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
565 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
566 extra_ARB_vertex_shader },
567 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
568 extra_ARB_vertex_shader },
569
570 /* GL_EXT_texture_filter_anisotropic */
571 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
572 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
573 extra_EXT_texture_filter_anisotropic },
574
575 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
576 CONTEXT_INT(Const.MaxTextureCoordUnits),
577 extra_ARB_fragment_program_NV_fragment_program },
578
579 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, NO_EXTRA },
580 /* GL_ARB_fragment_program */
581 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
582 CONTEXT_INT(Const.MaxTextureImageUnits),
583 extra_ARB_fragment_program_NV_fragment_program },
584 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
585 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
586 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
587 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
588 extra_ARB_vertex_shader },
589
590 /* GL_ARB_shader_objects
591 * Actually, this token isn't part of GL_ARB_shader_objects, but is
592 * close enough for now. */
593 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
594
595 /* OpenGL 2.0 */
596 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
597 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
598 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
599 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
600 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
601 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
602 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
603
604 /* OES_texture_3D */
605 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
606 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
607 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
608
609 /* GL_ARB_fragment_program/OES_standard_derivatives */
610 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
611 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
612
613 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
614 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
615 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
616 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
617 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
618 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
619 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
620 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
621 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
622 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
623 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
624 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
625 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
626 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
627 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
628 { GL_CURRENT_INDEX,
629 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
630 extra_flush_current },
631 { GL_CURRENT_RASTER_COLOR,
632 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
633 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
634 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
635 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
636 { GL_CURRENT_RASTER_SECONDARY_COLOR,
637 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
638 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
639 extra_valid_texture_unit },
640 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
641 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
642 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
643 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
644 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer), NO_EXTRA },
645 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
646 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
647 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
648 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
649 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
650 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
651 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
652 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
653 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
654 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
655 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
656 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
657 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
658 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
659 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
660 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
661 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
662 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
663 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
664 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
665 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
666 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
667 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
668 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
669 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
670 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
671 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
672 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
673 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
674 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
675 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
676 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
677 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
678 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
679 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
680 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
681 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
682 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
683 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
684 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
685 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
686 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
687 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
688 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
689 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
690 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
691 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
692 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
693
694 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
695 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
696 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
697 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
698 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
699 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
700 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
701 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
702 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
703 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
704 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
705 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
706 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
707 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
708 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
709 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
710 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
711 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
712 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
713 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
714 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
715 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
716 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
717 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
718 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
719 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
720 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
721 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
722 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
723 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
724 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
725 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
726 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
727 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
728 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
729 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
730
731 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
732
733 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
734 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
735
736 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
737
738 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
739 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
740 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
741 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
742 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
743 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
744 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
745 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
746 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
747 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
748 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
749 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
750 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
751 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
752 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
753 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
754 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
755
756 /* Vertex arrays */
757 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
758 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
759 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
760 { GL_INDEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
761 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
762 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Stride), NO_EXTRA },
763 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
764 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
765 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
766 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
767 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
768
769 /* GL_EXT_compiled_vertex_array */
770 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
771 extra_EXT_compiled_vertex_array },
772 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
773 extra_EXT_compiled_vertex_array },
774
775 /* GL_ARB_transpose_matrix */
776 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
777 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
778 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
779 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
780 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
781
782 /* GL_EXT_secondary_color */
783 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
784 extra_EXT_secondary_color_ARB_vertex_program },
785 { GL_CURRENT_SECONDARY_COLOR_EXT,
786 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
787 extra_EXT_secondary_color_flush_current },
788 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR1].Enabled),
789 extra_EXT_secondary_color },
790 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR1].Type),
791 extra_EXT_secondary_color },
792 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Stride),
793 extra_EXT_secondary_color },
794 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Size),
795 extra_EXT_secondary_color },
796
797 /* GL_EXT_fog_coord */
798 { GL_CURRENT_FOG_COORDINATE_EXT,
799 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
800 extra_EXT_fog_coord_flush_current },
801 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
802 extra_EXT_fog_coord },
803 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
804 extra_EXT_fog_coord },
805 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
806 extra_EXT_fog_coord },
807 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
808 extra_EXT_fog_coord },
809
810 /* GL_NV_fog_distance */
811 { GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
812 extra_NV_fog_distance },
813
814 /* GL_IBM_rasterpos_clip */
815 { GL_RASTER_POSITION_UNCLIPPED_IBM,
816 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
817 extra_IBM_rasterpos_clip },
818
819 /* GL_NV_point_sprite */
820 { GL_POINT_SPRITE_R_MODE_NV,
821 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
822 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
823 extra_NV_point_sprite_ARB_point_sprite },
824
825 /* GL_NV_vertex_program */
826 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
827 extra_NV_vertex_program },
828 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(0)].Enabled),
829 extra_NV_vertex_program },
830 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(1)].Enabled),
831 extra_NV_vertex_program },
832 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(2)].Enabled),
833 extra_NV_vertex_program },
834 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(3)].Enabled),
835 extra_NV_vertex_program },
836 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(4)].Enabled),
837 extra_NV_vertex_program },
838 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(5)].Enabled),
839 extra_NV_vertex_program },
840 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(6)].Enabled),
841 extra_NV_vertex_program },
842 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(7)].Enabled),
843 extra_NV_vertex_program },
844 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(8)].Enabled),
845 extra_NV_vertex_program },
846 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(9)].Enabled),
847 extra_NV_vertex_program },
848 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(10)].Enabled),
849 extra_NV_vertex_program },
850 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(11)].Enabled),
851 extra_NV_vertex_program },
852 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(12)].Enabled),
853 extra_NV_vertex_program },
854 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(13)].Enabled),
855 extra_NV_vertex_program },
856 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(14)].Enabled),
857 extra_NV_vertex_program },
858 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(15)].Enabled),
859 extra_NV_vertex_program },
860 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
861 extra_NV_vertex_program },
862 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
863 extra_NV_vertex_program },
864 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
865 extra_NV_vertex_program },
866 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
867 extra_NV_vertex_program },
868 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
869 extra_NV_vertex_program },
870 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
871 extra_NV_vertex_program },
872 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
873 extra_NV_vertex_program },
874 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
875 extra_NV_vertex_program },
876 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
877 extra_NV_vertex_program },
878 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
879 extra_NV_vertex_program },
880 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
881 extra_NV_vertex_program },
882 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
883 extra_NV_vertex_program },
884 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
885 extra_NV_vertex_program },
886 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
887 extra_NV_vertex_program },
888 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
889 extra_NV_vertex_program },
890 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
891 extra_NV_vertex_program },
892
893 /* GL_NV_fragment_program */
894 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
895 extra_NV_fragment_program },
896 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
897 extra_NV_fragment_program },
898 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
899 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
900 extra_NV_fragment_program },
901
902 /* GL_EXT_stencil_two_side */
903 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
904 extra_EXT_stencil_two_side },
905 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
906
907 /* GL_NV_light_max_exponent */
908 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
909 extra_NV_light_max_exponent },
910 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
911 extra_NV_light_max_exponent },
912
913 /* GL_ARB_vertex_buffer_object */
914 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
915 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
916 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
917 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
918 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
919 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR1].BufferObj), NO_EXTRA },
920 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
921 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
922
923 /* GL_EXT_pixel_buffer_object */
924 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
925 extra_EXT_pixel_buffer_object },
926 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
927 extra_EXT_pixel_buffer_object },
928
929 /* GL_ARB_vertex_program */
930 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
931 CONTEXT_BOOL(VertexProgram.Enabled),
932 extra_ARB_vertex_program_NV_vertex_program },
933 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
934 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
935 extra_ARB_vertex_program_NV_vertex_program },
936 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
937 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
938 extra_ARB_vertex_program_NV_vertex_program },
939 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
940 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
941 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
942 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
943 CONTEXT_INT(Const.MaxProgramMatrices),
944 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
945 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
946 LOC_CUSTOM, TYPE_INT, 0,
947 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
948
949 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
950 LOC_CUSTOM, TYPE_MATRIX, 0,
951 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
952 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
953 LOC_CUSTOM, TYPE_MATRIX, 0,
954 extra_ARB_vertex_program_ARB_fragment_program },
955
956 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
957 CONTEXT_INT(Program.ErrorPos),
958 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
959
960 /* GL_ARB_fragment_program */
961 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
962 extra_ARB_fragment_program },
963
964 /* GL_EXT_depth_bounds_test */
965 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
966 extra_EXT_depth_bounds_test },
967 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
968 extra_EXT_depth_bounds_test },
969
970 /* GL_APPLE_vertex_array_object */
971 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
972 extra_APPLE_vertex_array_object },
973
974 /* GL_EXT_texture_integer */
975 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
976 extra_EXT_texture_integer },
977
978 /* GL_EXT_gpu_shader4 / GLSL 1.30 */
979 { GL_MIN_PROGRAM_TEXEL_OFFSET,
980 CONTEXT_INT(Const.MinProgramTexelOffset),
981 extra_GLSL_130 },
982 { GL_MAX_PROGRAM_TEXEL_OFFSET,
983 CONTEXT_INT(Const.MaxProgramTexelOffset),
984 extra_GLSL_130 },
985
986 /* GL 3.0 */
987 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
988 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
989 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
990 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
991
992
993 /* GL 3.2 */
994 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
995 extra_version_32 },
996
997 /* GL_ARB_robustness */
998 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
999 };
1000
1001 /* All we need now is a way to look up the value struct from the enum.
1002 * The code generated by gcc for the old generated big switch
1003 * statement is a big, balanced, open coded if/else tree, essentially
1004 * an unrolled binary search. It would be natural to sort the new
1005 * enum table and use bsearch(), but we will use a read-only hash
1006 * table instead. bsearch() has a nice guaranteed worst case
1007 * performance, but we're also guaranteed to hit that worst case
1008 * (log2(n) iterations) for about half the enums. Instead, using an
1009 * open addressing hash table, we can find the enum on the first try
1010 * for 80% of the enums, 1 collision for 10% and never more than 5
1011 * collisions for any enum (typical numbers). And the code is very
1012 * simple, even though it feels a little magic. */
1013
1014 static unsigned short table[1024];
1015 static const int prime_factor = 89, prime_step = 281;
1016
1017 #ifdef GET_DEBUG
1018 static void
1019 print_table_stats(void)
1020 {
1021 int i, j, collisions[11], count, hash, mask;
1022 const struct value_desc *d;
1023
1024 count = 0;
1025 mask = Elements(table) - 1;
1026 memset(collisions, 0, sizeof collisions);
1027
1028 for (i = 0; i < Elements(table); i++) {
1029 if (!table[i])
1030 continue;
1031 count++;
1032 d = &values[table[i]];
1033 hash = (d->pname * prime_factor);
1034 j = 0;
1035 while (1) {
1036 if (values[table[hash & mask]].pname == d->pname)
1037 break;
1038 hash += prime_step;
1039 j++;
1040 }
1041
1042 if (j < 10)
1043 collisions[j]++;
1044 else
1045 collisions[10]++;
1046 }
1047
1048 printf("number of enums: %d (total %d)\n", count, Elements(values));
1049 for (i = 0; i < Elements(collisions) - 1; i++)
1050 if (collisions[i] > 0)
1051 printf(" %d enums with %d %scollisions\n",
1052 collisions[i], i, i == 10 ? "or more " : "");
1053 }
1054 #endif
1055
1056 /**
1057 * Initialize the enum hash for a given API
1058 *
1059 * This is called from one_time_init() to insert the enum values that
1060 * are valid for the API in question into the enum hash table.
1061 *
1062 * \param the current context, for determining the API in question
1063 */
1064 void _mesa_init_get_hash(struct gl_context *ctx)
1065 {
1066 int i, hash, index, mask;
1067
1068 mask = Elements(table) - 1;
1069
1070 for (i = 0; i < Elements(values); i++) {
1071
1072 hash = (values[i].pname * prime_factor) & mask;
1073 while (1) {
1074 index = hash & mask;
1075 if (!table[index]) {
1076 table[index] = i;
1077 break;
1078 }
1079 hash += prime_step;
1080 }
1081 }
1082
1083 #ifdef GET_DEBUG
1084 print_table_stats();
1085 #endif
1086 }
1087
1088 /**
1089 * Handle irregular enums
1090 *
1091 * Some values don't conform to the "well-known type at context
1092 * pointer + offset" pattern, so we have this function to catch all
1093 * the corner cases. Typically, it's a computed value or a one-off
1094 * pointer to a custom struct or something.
1095 *
1096 * In this case we can't return a pointer to the value, so we'll have
1097 * to use the temporary variable 'v' declared back in the calling
1098 * glGet*v() function to store the result.
1099 *
1100 * \param ctx the current context
1101 * \param d the struct value_desc that describes the enum
1102 * \param v pointer to the tmp declared in the calling glGet*v() function
1103 */
1104 static void
1105 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1106 {
1107 struct gl_buffer_object **buffer_obj;
1108 struct gl_client_array *array;
1109 GLuint unit, *p;
1110
1111 switch (d->pname) {
1112 case GL_TEXTURE_1D:
1113 case GL_TEXTURE_2D:
1114 case GL_TEXTURE_3D:
1115 case GL_TEXTURE_CUBE_MAP_ARB:
1116 v->value_bool = _mesa_IsEnabled(d->pname);
1117 break;
1118
1119 case GL_LINE_STIPPLE_PATTERN:
1120 /* This is the only GLushort, special case it here by promoting
1121 * to an int rather than introducing a new type. */
1122 v->value_int = ctx->Line.StipplePattern;
1123 break;
1124
1125 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1126 unit = ctx->Texture.CurrentUnit;
1127 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1128 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1129 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1130 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1131 break;
1132
1133 case GL_CURRENT_TEXTURE_COORDS:
1134 unit = ctx->Texture.CurrentUnit;
1135 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1136 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1137 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1138 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1139 break;
1140
1141 case GL_COLOR_WRITEMASK:
1142 v->value_int_4[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
1143 v->value_int_4[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
1144 v->value_int_4[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
1145 v->value_int_4[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
1146 break;
1147
1148 case GL_EDGE_FLAG:
1149 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1150 break;
1151
1152 case GL_READ_BUFFER:
1153 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1154 break;
1155
1156 case GL_MAP2_GRID_DOMAIN:
1157 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1158 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1159 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1160 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1161 break;
1162
1163 case GL_TEXTURE_STACK_DEPTH:
1164 unit = ctx->Texture.CurrentUnit;
1165 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1166 break;
1167 case GL_TEXTURE_MATRIX:
1168 unit = ctx->Texture.CurrentUnit;
1169 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1170 break;
1171
1172 case GL_TEXTURE_COORD_ARRAY:
1173 case GL_TEXTURE_COORD_ARRAY_SIZE:
1174 case GL_TEXTURE_COORD_ARRAY_TYPE:
1175 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1176 array = &ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
1177 v->value_int = *(GLuint *) ((char *) array + d->offset);
1178 break;
1179
1180 case GL_ACTIVE_TEXTURE_ARB:
1181 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1182 break;
1183 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1184 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1185 break;
1186
1187 case GL_MODELVIEW_STACK_DEPTH:
1188 case GL_PROJECTION_STACK_DEPTH:
1189 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1190 break;
1191
1192 case GL_MAX_TEXTURE_SIZE:
1193 case GL_MAX_3D_TEXTURE_SIZE:
1194 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1195 p = (GLuint *) ((char *) ctx + d->offset);
1196 v->value_int = 1 << (*p - 1);
1197 break;
1198
1199 case GL_SCISSOR_BOX:
1200 v->value_int_4[0] = ctx->Scissor.X;
1201 v->value_int_4[1] = ctx->Scissor.Y;
1202 v->value_int_4[2] = ctx->Scissor.Width;
1203 v->value_int_4[3] = ctx->Scissor.Height;
1204 break;
1205
1206 case GL_LIST_INDEX:
1207 v->value_int =
1208 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1209 break;
1210 case GL_LIST_MODE:
1211 if (!ctx->CompileFlag)
1212 v->value_enum = 0;
1213 else if (ctx->ExecuteFlag)
1214 v->value_enum = GL_COMPILE_AND_EXECUTE;
1215 else
1216 v->value_enum = GL_COMPILE;
1217 break;
1218
1219 case GL_VIEWPORT:
1220 v->value_int_4[0] = ctx->Viewport.X;
1221 v->value_int_4[1] = ctx->Viewport.Y;
1222 v->value_int_4[2] = ctx->Viewport.Width;
1223 v->value_int_4[3] = ctx->Viewport.Height;
1224 break;
1225
1226 case GL_ACTIVE_STENCIL_FACE_EXT:
1227 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1228 break;
1229
1230 case GL_STENCIL_FAIL:
1231 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1232 break;
1233 case GL_STENCIL_FUNC:
1234 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1235 break;
1236 case GL_STENCIL_PASS_DEPTH_FAIL:
1237 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1238 break;
1239 case GL_STENCIL_PASS_DEPTH_PASS:
1240 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1241 break;
1242 case GL_STENCIL_REF:
1243 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1244 break;
1245 case GL_STENCIL_VALUE_MASK:
1246 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1247 break;
1248 case GL_STENCIL_WRITEMASK:
1249 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1250 break;
1251
1252 case GL_NUM_EXTENSIONS:
1253 v->value_int = _mesa_get_extension_count(ctx);
1254 break;
1255
1256 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1257 v->value_int = _mesa_get_color_read_type(ctx);
1258 break;
1259 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1260 v->value_int = _mesa_get_color_read_format(ctx);
1261 break;
1262
1263 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1264 v->value_int = ctx->CurrentStack->Depth + 1;
1265 break;
1266 case GL_CURRENT_MATRIX_ARB:
1267 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1268 v->value_matrix = ctx->CurrentStack->Top;
1269 break;
1270
1271 case GL_MAX_VARYING_FLOATS_ARB:
1272 v->value_int = ctx->Const.MaxVarying * 4;
1273 break;
1274
1275 /* Various object names */
1276
1277 case GL_TEXTURE_BINDING_1D:
1278 case GL_TEXTURE_BINDING_2D:
1279 case GL_TEXTURE_BINDING_3D:
1280 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1281 unit = ctx->Texture.CurrentUnit;
1282 v->value_int =
1283 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1284 break;
1285
1286 /* GL_ARB_vertex_buffer_object */
1287 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1288 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1289 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1290 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1291 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1292 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1293 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1294 buffer_obj = (struct gl_buffer_object **)
1295 ((char *) ctx->Array.ArrayObj + d->offset);
1296 v->value_int = (*buffer_obj)->Name;
1297 break;
1298 case GL_ARRAY_BUFFER_BINDING_ARB:
1299 v->value_int = ctx->Array.ArrayBufferObj->Name;
1300 break;
1301 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1302 v->value_int =
1303 ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
1304 break;
1305 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1306 v->value_int = ctx->Array.ArrayObj->ElementArrayBufferObj->Name;
1307 break;
1308
1309 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1310 v->value_int =
1311 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1312 break;
1313 case GL_VERTEX_PROGRAM_BINDING_NV:
1314 v->value_int =
1315 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1316 break;
1317 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1318 v->value_int = ctx->Pack.BufferObj->Name;
1319 break;
1320 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1321 v->value_int = ctx->Unpack.BufferObj->Name;
1322 break;
1323 case GL_CURRENT_PROGRAM:
1324 v->value_int =
1325 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1326 break;
1327 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1328 v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
1329 break;
1330
1331 case GL_FOG_COLOR:
1332 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1333 break;
1334 case GL_COLOR_CLEAR_VALUE:
1335 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
1336 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
1337 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
1338 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
1339 break;
1340 case GL_BLEND_COLOR_EXT:
1341 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1342 break;
1343 case GL_ALPHA_TEST_REF:
1344 v->value_float = ctx->Color.AlphaRef;
1345 break;
1346 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1347 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1348 break;
1349
1350 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1351 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1352 break;
1353 }
1354 }
1355
1356 /**
1357 * Check extra constraints on a struct value_desc descriptor
1358 *
1359 * If a struct value_desc has a non-NULL extra pointer, it means that
1360 * there are a number of extra constraints to check or actions to
1361 * perform. The extras is just an integer array where each integer
1362 * encode different constraints or actions.
1363 *
1364 * \param ctx current context
1365 * \param func name of calling glGet*v() function for error reporting
1366 * \param d the struct value_desc that has the extra constraints
1367 *
1368 * \return GL_FALSE if one of the constraints was not satisfied,
1369 * otherwise GL_TRUE.
1370 */
1371 static GLboolean
1372 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1373 {
1374 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1375 int total, enabled;
1376 const int *e;
1377
1378 total = 0;
1379 enabled = 0;
1380 for (e = d->extra; *e != EXTRA_END; e++)
1381 switch (*e) {
1382 case EXTRA_VERSION_30:
1383 if (version >= 30) {
1384 total++;
1385 enabled++;
1386 }
1387 break;
1388 case EXTRA_VERSION_31:
1389 if (version >= 31) {
1390 total++;
1391 enabled++;
1392 }
1393 break;
1394 case EXTRA_VERSION_32:
1395 if (version >= 32) {
1396 total++;
1397 enabled++;
1398 }
1399 break;
1400 case EXTRA_NEW_BUFFERS:
1401 if (ctx->NewState & _NEW_BUFFERS)
1402 _mesa_update_state(ctx);
1403 break;
1404 case EXTRA_FLUSH_CURRENT:
1405 FLUSH_CURRENT(ctx, 0);
1406 break;
1407 case EXTRA_VALID_TEXTURE_UNIT:
1408 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1409 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1410 func, ctx->Texture.CurrentUnit);
1411 return GL_FALSE;
1412 }
1413 break;
1414 case EXTRA_VALID_CLIP_DISTANCE:
1415 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1416 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1417 func, d->pname - GL_CLIP_DISTANCE0);
1418 return GL_FALSE;
1419 }
1420 break;
1421 case EXTRA_GLSL_130:
1422 if (ctx->Const.GLSLVersion >= 130) {
1423 total++;
1424 enabled++;
1425 }
1426 break;
1427 case EXTRA_END:
1428 break;
1429 default: /* *e is a offset into the extension struct */
1430 total++;
1431 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1432 enabled++;
1433 break;
1434 }
1435
1436 if (total > 0 && enabled == 0) {
1437 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1438 _mesa_lookup_enum_by_nr(d->pname));
1439 return GL_FALSE;
1440 }
1441
1442 return GL_TRUE;
1443 }
1444
1445 static const struct value_desc error_value =
1446 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1447
1448 /**
1449 * Find the struct value_desc corresponding to the enum 'pname'.
1450 *
1451 * We hash the enum value to get an index into the 'table' array,
1452 * which holds the index in the 'values' array of struct value_desc.
1453 * Once we've found the entry, we do the extra checks, if any, then
1454 * look up the value and return a pointer to it.
1455 *
1456 * If the value has to be computed (for example, it's the result of a
1457 * function call or we need to add 1 to it), we use the tmp 'v' to
1458 * store the result.
1459 *
1460 * \param func name of glGet*v() func for error reporting
1461 * \param pname the enum value we're looking up
1462 * \param p is were we return the pointer to the value
1463 * \param v a tmp union value variable in the calling glGet*v() function
1464 *
1465 * \return the struct value_desc corresponding to the enum or a struct
1466 * value_desc of TYPE_INVALID if not found. This lets the calling
1467 * glGet*v() function jump right into a switch statement and
1468 * handle errors there instead of having to check for NULL.
1469 */
1470 static const struct value_desc *
1471 find_value(const char *func, GLenum pname, void **p, union value *v)
1472 {
1473 GET_CURRENT_CONTEXT(ctx);
1474 struct gl_texture_unit *unit;
1475 int mask, hash;
1476 const struct value_desc *d;
1477
1478 mask = Elements(table) - 1;
1479 hash = (pname * prime_factor);
1480 while (1) {
1481 d = &values[table[hash & mask]];
1482
1483 if (likely(d->pname == pname))
1484 break;
1485
1486 hash += prime_step;
1487 }
1488
1489 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1490 return &error_value;
1491
1492 switch (d->location) {
1493 case LOC_BUFFER:
1494 *p = ((char *) ctx->DrawBuffer + d->offset);
1495 return d;
1496 case LOC_CONTEXT:
1497 *p = ((char *) ctx + d->offset);
1498 return d;
1499 case LOC_ARRAY:
1500 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1501 return d;
1502 case LOC_TEXUNIT:
1503 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1504 *p = ((char *) unit + d->offset);
1505 return d;
1506 case LOC_CUSTOM:
1507 find_custom_value(ctx, d, v);
1508 *p = v;
1509 return d;
1510 default:
1511 assert(0);
1512 break;
1513 }
1514
1515 /* silence warning */
1516 return &error_value;
1517 }
1518
1519 static const int transpose[] = {
1520 0, 4, 8, 12,
1521 1, 5, 9, 13,
1522 2, 6, 10, 14,
1523 3, 7, 11, 15
1524 };
1525
1526 void GLAPIENTRY
1527 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1528 {
1529 const struct value_desc *d;
1530 union value v;
1531 GLmatrix *m;
1532 int shift, i;
1533 void *p;
1534 GET_CURRENT_CONTEXT(ctx);
1535
1536 ASSERT_OUTSIDE_BEGIN_END(ctx);
1537
1538 d = find_value("glGetBooleanv", pname, &p, &v);
1539 switch (d->type) {
1540 case TYPE_INVALID:
1541 break;
1542 case TYPE_CONST:
1543 params[0] = INT_TO_BOOLEAN(d->offset);
1544 break;
1545
1546 case TYPE_FLOAT_4:
1547 case TYPE_FLOATN_4:
1548 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1549 case TYPE_FLOAT_3:
1550 case TYPE_FLOATN_3:
1551 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1552 case TYPE_FLOAT_2:
1553 case TYPE_FLOATN_2:
1554 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1555 case TYPE_FLOAT:
1556 case TYPE_FLOATN:
1557 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1558 break;
1559
1560 case TYPE_DOUBLEN:
1561 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1562 break;
1563
1564 case TYPE_INT_4:
1565 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1566 case TYPE_INT_3:
1567 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1568 case TYPE_INT_2:
1569 case TYPE_ENUM_2:
1570 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1571 case TYPE_INT:
1572 case TYPE_ENUM:
1573 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1574 break;
1575
1576 case TYPE_INT_N:
1577 for (i = 0; i < v.value_int_n.n; i++)
1578 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1579 break;
1580
1581 case TYPE_INT64:
1582 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1583 break;
1584
1585 case TYPE_BOOLEAN:
1586 params[0] = ((GLboolean*) p)[0];
1587 break;
1588
1589 case TYPE_MATRIX:
1590 m = *(GLmatrix **) p;
1591 for (i = 0; i < 16; i++)
1592 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1593 break;
1594
1595 case TYPE_MATRIX_T:
1596 m = *(GLmatrix **) p;
1597 for (i = 0; i < 16; i++)
1598 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1599 break;
1600
1601 case TYPE_BIT_0:
1602 case TYPE_BIT_1:
1603 case TYPE_BIT_2:
1604 case TYPE_BIT_3:
1605 case TYPE_BIT_4:
1606 case TYPE_BIT_5:
1607 case TYPE_BIT_6:
1608 case TYPE_BIT_7:
1609 shift = d->type - TYPE_BIT_0;
1610 params[0] = (*(GLbitfield *) p >> shift) & 1;
1611 break;
1612 }
1613 }
1614
1615 void GLAPIENTRY
1616 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1617 {
1618 const struct value_desc *d;
1619 union value v;
1620 GLmatrix *m;
1621 int shift, i;
1622 void *p;
1623 GET_CURRENT_CONTEXT(ctx);
1624
1625 ASSERT_OUTSIDE_BEGIN_END(ctx);
1626
1627 d = find_value("glGetFloatv", pname, &p, &v);
1628 switch (d->type) {
1629 case TYPE_INVALID:
1630 break;
1631 case TYPE_CONST:
1632 params[0] = (GLfloat) d->offset;
1633 break;
1634
1635 case TYPE_FLOAT_4:
1636 case TYPE_FLOATN_4:
1637 params[3] = ((GLfloat *) p)[3];
1638 case TYPE_FLOAT_3:
1639 case TYPE_FLOATN_3:
1640 params[2] = ((GLfloat *) p)[2];
1641 case TYPE_FLOAT_2:
1642 case TYPE_FLOATN_2:
1643 params[1] = ((GLfloat *) p)[1];
1644 case TYPE_FLOAT:
1645 case TYPE_FLOATN:
1646 params[0] = ((GLfloat *) p)[0];
1647 break;
1648
1649 case TYPE_DOUBLEN:
1650 params[0] = ((GLdouble *) p)[0];
1651 break;
1652
1653 case TYPE_INT_4:
1654 params[3] = (GLfloat) (((GLint *) p)[3]);
1655 case TYPE_INT_3:
1656 params[2] = (GLfloat) (((GLint *) p)[2]);
1657 case TYPE_INT_2:
1658 case TYPE_ENUM_2:
1659 params[1] = (GLfloat) (((GLint *) p)[1]);
1660 case TYPE_INT:
1661 case TYPE_ENUM:
1662 params[0] = (GLfloat) (((GLint *) p)[0]);
1663 break;
1664
1665 case TYPE_INT_N:
1666 for (i = 0; i < v.value_int_n.n; i++)
1667 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1668 break;
1669
1670 case TYPE_INT64:
1671 params[0] = ((GLint64 *) p)[0];
1672 break;
1673
1674 case TYPE_BOOLEAN:
1675 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1676 break;
1677
1678 case TYPE_MATRIX:
1679 m = *(GLmatrix **) p;
1680 for (i = 0; i < 16; i++)
1681 params[i] = m->m[i];
1682 break;
1683
1684 case TYPE_MATRIX_T:
1685 m = *(GLmatrix **) p;
1686 for (i = 0; i < 16; i++)
1687 params[i] = m->m[transpose[i]];
1688 break;
1689
1690 case TYPE_BIT_0:
1691 case TYPE_BIT_1:
1692 case TYPE_BIT_2:
1693 case TYPE_BIT_3:
1694 case TYPE_BIT_4:
1695 case TYPE_BIT_5:
1696 case TYPE_BIT_6:
1697 case TYPE_BIT_7:
1698 shift = d->type - TYPE_BIT_0;
1699 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1700 break;
1701 }
1702 }
1703
1704 void GLAPIENTRY
1705 _mesa_GetIntegerv(GLenum pname, GLint *params)
1706 {
1707 const struct value_desc *d;
1708 union value v;
1709 GLmatrix *m;
1710 int shift, i;
1711 void *p;
1712 GET_CURRENT_CONTEXT(ctx);
1713
1714 ASSERT_OUTSIDE_BEGIN_END(ctx);
1715
1716 d = find_value("glGetIntegerv", pname, &p, &v);
1717 switch (d->type) {
1718 case TYPE_INVALID:
1719 break;
1720 case TYPE_CONST:
1721 params[0] = d->offset;
1722 break;
1723
1724 case TYPE_FLOAT_4:
1725 params[3] = IROUND(((GLfloat *) p)[3]);
1726 case TYPE_FLOAT_3:
1727 params[2] = IROUND(((GLfloat *) p)[2]);
1728 case TYPE_FLOAT_2:
1729 params[1] = IROUND(((GLfloat *) p)[1]);
1730 case TYPE_FLOAT:
1731 params[0] = IROUND(((GLfloat *) p)[0]);
1732 break;
1733
1734 case TYPE_FLOATN_4:
1735 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1736 case TYPE_FLOATN_3:
1737 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1738 case TYPE_FLOATN_2:
1739 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1740 case TYPE_FLOATN:
1741 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1742 break;
1743
1744 case TYPE_DOUBLEN:
1745 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1746 break;
1747
1748 case TYPE_INT_4:
1749 params[3] = ((GLint *) p)[3];
1750 case TYPE_INT_3:
1751 params[2] = ((GLint *) p)[2];
1752 case TYPE_INT_2:
1753 case TYPE_ENUM_2:
1754 params[1] = ((GLint *) p)[1];
1755 case TYPE_INT:
1756 case TYPE_ENUM:
1757 params[0] = ((GLint *) p)[0];
1758 break;
1759
1760 case TYPE_INT_N:
1761 for (i = 0; i < v.value_int_n.n; i++)
1762 params[i] = v.value_int_n.ints[i];
1763 break;
1764
1765 case TYPE_INT64:
1766 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
1767 break;
1768
1769 case TYPE_BOOLEAN:
1770 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
1771 break;
1772
1773 case TYPE_MATRIX:
1774 m = *(GLmatrix **) p;
1775 for (i = 0; i < 16; i++)
1776 params[i] = FLOAT_TO_INT(m->m[i]);
1777 break;
1778
1779 case TYPE_MATRIX_T:
1780 m = *(GLmatrix **) p;
1781 for (i = 0; i < 16; i++)
1782 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
1783 break;
1784
1785 case TYPE_BIT_0:
1786 case TYPE_BIT_1:
1787 case TYPE_BIT_2:
1788 case TYPE_BIT_3:
1789 case TYPE_BIT_4:
1790 case TYPE_BIT_5:
1791 case TYPE_BIT_6:
1792 case TYPE_BIT_7:
1793 shift = d->type - TYPE_BIT_0;
1794 params[0] = (*(GLbitfield *) p >> shift) & 1;
1795 break;
1796 }
1797 }
1798
1799
1800 void GLAPIENTRY
1801 _mesa_GetDoublev(GLenum pname, GLdouble *params)
1802 {
1803 const struct value_desc *d;
1804 union value v;
1805 GLmatrix *m;
1806 int shift, i;
1807 void *p;
1808 GET_CURRENT_CONTEXT(ctx);
1809
1810 ASSERT_OUTSIDE_BEGIN_END(ctx);
1811
1812 d = find_value("glGetDoublev", pname, &p, &v);
1813 switch (d->type) {
1814 case TYPE_INVALID:
1815 break;
1816 case TYPE_CONST:
1817 params[0] = d->offset;
1818 break;
1819
1820 case TYPE_FLOAT_4:
1821 case TYPE_FLOATN_4:
1822 params[3] = ((GLfloat *) p)[3];
1823 case TYPE_FLOAT_3:
1824 case TYPE_FLOATN_3:
1825 params[2] = ((GLfloat *) p)[2];
1826 case TYPE_FLOAT_2:
1827 case TYPE_FLOATN_2:
1828 params[1] = ((GLfloat *) p)[1];
1829 case TYPE_FLOAT:
1830 case TYPE_FLOATN:
1831 params[0] = ((GLfloat *) p)[0];
1832 break;
1833
1834 case TYPE_DOUBLEN:
1835 params[0] = ((GLdouble *) p)[0];
1836 break;
1837
1838 case TYPE_INT_4:
1839 params[3] = ((GLint *) p)[3];
1840 case TYPE_INT_3:
1841 params[2] = ((GLint *) p)[2];
1842 case TYPE_INT_2:
1843 case TYPE_ENUM_2:
1844 params[1] = ((GLint *) p)[1];
1845 case TYPE_INT:
1846 case TYPE_ENUM:
1847 params[0] = ((GLint *) p)[0];
1848 break;
1849
1850 case TYPE_INT_N:
1851 for (i = 0; i < v.value_int_n.n; i++)
1852 params[i] = v.value_int_n.ints[i];
1853 break;
1854
1855 case TYPE_INT64:
1856 params[0] = ((GLint64 *) p)[0];
1857 break;
1858
1859 case TYPE_BOOLEAN:
1860 params[0] = *(GLboolean*) p;
1861 break;
1862
1863 case TYPE_MATRIX:
1864 m = *(GLmatrix **) p;
1865 for (i = 0; i < 16; i++)
1866 params[i] = m->m[i];
1867 break;
1868
1869 case TYPE_MATRIX_T:
1870 m = *(GLmatrix **) p;
1871 for (i = 0; i < 16; i++)
1872 params[i] = m->m[transpose[i]];
1873 break;
1874
1875 case TYPE_BIT_0:
1876 case TYPE_BIT_1:
1877 case TYPE_BIT_2:
1878 case TYPE_BIT_3:
1879 case TYPE_BIT_4:
1880 case TYPE_BIT_5:
1881 case TYPE_BIT_6:
1882 case TYPE_BIT_7:
1883 shift = d->type - TYPE_BIT_0;
1884 params[0] = (*(GLbitfield *) p >> shift) & 1;
1885 break;
1886 }
1887 }
1888
1889 #if FEATURE_ES1
1890 void GLAPIENTRY
1891 _mesa_GetFixedv(GLenum pname, GLfixed *params)
1892 {
1893 const struct value_desc *d;
1894 union value v;
1895 GLmatrix *m;
1896 int shift, i;
1897 void *p;
1898
1899 d = find_value("glGetDoublev", pname, &p, &v);
1900 switch (d->type) {
1901 case TYPE_INVALID:
1902 break;
1903 case TYPE_CONST:
1904 params[0] = INT_TO_FIXED(d->offset);
1905 break;
1906
1907 case TYPE_FLOAT_4:
1908 case TYPE_FLOATN_4:
1909 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
1910 case TYPE_FLOAT_3:
1911 case TYPE_FLOATN_3:
1912 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
1913 case TYPE_FLOAT_2:
1914 case TYPE_FLOATN_2:
1915 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
1916 case TYPE_FLOAT:
1917 case TYPE_FLOATN:
1918 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
1919 break;
1920
1921 case TYPE_DOUBLEN:
1922 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
1923 break;
1924
1925 case TYPE_INT_4:
1926 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
1927 case TYPE_INT_3:
1928 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
1929 case TYPE_INT_2:
1930 case TYPE_ENUM_2:
1931 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
1932 case TYPE_INT:
1933 case TYPE_ENUM:
1934 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
1935 break;
1936
1937 case TYPE_INT_N:
1938 for (i = 0; i < v.value_int_n.n; i++)
1939 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
1940 break;
1941
1942 case TYPE_INT64:
1943 params[0] = ((GLint64 *) p)[0];
1944 break;
1945
1946 case TYPE_BOOLEAN:
1947 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
1948 break;
1949
1950 case TYPE_MATRIX:
1951 m = *(GLmatrix **) p;
1952 for (i = 0; i < 16; i++)
1953 params[i] = FLOAT_TO_FIXED(m->m[i]);
1954 break;
1955
1956 case TYPE_MATRIX_T:
1957 m = *(GLmatrix **) p;
1958 for (i = 0; i < 16; i++)
1959 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
1960 break;
1961
1962 case TYPE_BIT_0:
1963 case TYPE_BIT_1:
1964 case TYPE_BIT_2:
1965 case TYPE_BIT_3:
1966 case TYPE_BIT_4:
1967 case TYPE_BIT_5:
1968 case TYPE_BIT_6:
1969 case TYPE_BIT_7:
1970 shift = d->type - TYPE_BIT_0;
1971 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
1972 break;
1973 }
1974 }
1975 #endif