4b090be175085dcf41a184ca8591d1e86b469a8e
[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 "texcompress.h"
36 #include "framebuffer.h"
37
38 /* This is a table driven implemetation of the glGet*v() functions.
39 * The basic idea is that most getters just look up an int somewhere
40 * in struct gl_context and then convert it to a bool or float according to
41 * which of glGetIntegerv() glGetBooleanv() etc is being called.
42 * Instead of generating code to do this, we can just record the enum
43 * value and the offset into struct gl_context in an array of structs. Then
44 * in glGet*(), we lookup the struct for the enum in question, and use
45 * the offset to get the int we need.
46 *
47 * Sometimes we need to look up a float, a boolean, a bit in a
48 * bitfield, a matrix or other types instead, so we need to track the
49 * type of the value in struct gl_context. And sometimes the value isn't in
50 * struct gl_context but in the drawbuffer, the array object, current texture
51 * unit, or maybe it's a computed value. So we need to also track
52 * where or how to find the value. Finally, we sometimes need to
53 * check that one of a number of extensions are enabled, the GL
54 * version or flush or call _mesa_update_state(). This is done by
55 * attaching optional extra information to the value description
56 * struct, it's sort of like an array of opcodes that describe extra
57 * checks or actions.
58 *
59 * Putting all this together we end up with struct value_desc below,
60 * and with a couple of macros to help, the table of struct value_desc
61 * is about as concise as the specification in the old python script.
62 */
63
64 #undef CONST
65
66 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
67 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
68 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
69 (GLint) ((F) * 65536.0f) )
70
71 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
72 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
73 ((I) < SHRT_MIN) ? INT_MIN : \
74 (GLint) ((I) * 65536) )
75
76 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
77 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
78
79 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
80 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
81 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
82 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
83
84 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
85 #define ENUM_TO_FIXED(E) (E)
86
87 enum value_type {
88 TYPE_INVALID,
89 TYPE_API_MASK,
90 TYPE_INT,
91 TYPE_INT_2,
92 TYPE_INT_3,
93 TYPE_INT_4,
94 TYPE_INT_N,
95 TYPE_INT64,
96 TYPE_ENUM,
97 TYPE_ENUM_2,
98 TYPE_BOOLEAN,
99 TYPE_BIT_0,
100 TYPE_BIT_1,
101 TYPE_BIT_2,
102 TYPE_BIT_3,
103 TYPE_BIT_4,
104 TYPE_BIT_5,
105 TYPE_BIT_6,
106 TYPE_BIT_7,
107 TYPE_FLOAT,
108 TYPE_FLOAT_2,
109 TYPE_FLOAT_3,
110 TYPE_FLOAT_4,
111 TYPE_FLOATN,
112 TYPE_FLOATN_2,
113 TYPE_FLOATN_3,
114 TYPE_FLOATN_4,
115 TYPE_DOUBLEN,
116 TYPE_MATRIX,
117 TYPE_MATRIX_T,
118 TYPE_CONST
119 };
120
121 enum value_location {
122 LOC_BUFFER,
123 LOC_CONTEXT,
124 LOC_ARRAY,
125 LOC_TEXUNIT,
126 LOC_CUSTOM
127 };
128
129 enum value_extra {
130 EXTRA_END = 0x8000,
131 EXTRA_VERSION_30,
132 EXTRA_VERSION_31,
133 EXTRA_VERSION_32,
134 EXTRA_VERSION_ES2,
135 EXTRA_NEW_BUFFERS,
136 EXTRA_NEW_FRAG_CLAMP,
137 EXTRA_VALID_DRAW_BUFFER,
138 EXTRA_VALID_TEXTURE_UNIT,
139 EXTRA_VALID_CLIP_DISTANCE,
140 EXTRA_FLUSH_CURRENT,
141 EXTRA_GLSL_130,
142 };
143
144 #define NO_EXTRA NULL
145 #define NO_OFFSET 0
146
147 struct value_desc {
148 GLenum pname;
149 GLubyte location; /**< enum value_location */
150 GLubyte type; /**< enum value_type */
151 int offset;
152 const int *extra;
153 };
154
155 union value {
156 GLfloat value_float;
157 GLfloat value_float_4[4];
158 GLmatrix *value_matrix;
159 GLint value_int;
160 GLint value_int_4[4];
161 GLint64 value_int64;
162 GLenum value_enum;
163
164 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
165 struct {
166 GLint n, ints[100];
167 } value_int_n;
168 GLboolean value_bool;
169 };
170
171 #define BUFFER_FIELD(field, type) \
172 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
173 #define CONTEXT_FIELD(field, type) \
174 LOC_CONTEXT, type, offsetof(struct gl_context, field)
175 #define ARRAY_FIELD(field, type) \
176 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
177 #define CONST(value) \
178 LOC_CONTEXT, TYPE_CONST, value
179
180 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
181 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
182 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
183
184 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
185 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
186 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
187 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
188 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
189 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
190 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
191 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
192 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
193 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
194 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
195 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
196 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
197 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
198 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
199 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
200 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
201 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
202 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
203 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
204
205 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
206 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
207 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
208
209 #define EXT(f) \
210 offsetof(struct gl_extensions, f)
211
212 #define EXTRA_EXT(e) \
213 static const int extra_##e[] = { \
214 EXT(e), EXTRA_END \
215 }
216
217 #define EXTRA_EXT2(e1, e2) \
218 static const int extra_##e1##_##e2[] = { \
219 EXT(e1), EXT(e2), EXTRA_END \
220 }
221
222 /* The 'extra' mechanism is a way to specify extra checks (such as
223 * extensions or specific gl versions) or actions (flush current, new
224 * buffers) that we need to do before looking up an enum. We need to
225 * declare them all up front so we can refer to them in the value_desc
226 * structs below. */
227
228 static const int extra_new_buffers[] = {
229 EXTRA_NEW_BUFFERS,
230 EXTRA_END
231 };
232
233 static const int extra_new_frag_clamp[] = {
234 EXTRA_NEW_FRAG_CLAMP,
235 EXTRA_END
236 };
237
238 static const int extra_valid_draw_buffer[] = {
239 EXTRA_VALID_DRAW_BUFFER,
240 EXTRA_END
241 };
242
243 static const int extra_valid_texture_unit[] = {
244 EXTRA_VALID_TEXTURE_UNIT,
245 EXTRA_END
246 };
247
248 static const int extra_valid_clip_distance[] = {
249 EXTRA_VALID_CLIP_DISTANCE,
250 EXTRA_END
251 };
252
253 static const int extra_flush_current_valid_texture_unit[] = {
254 EXTRA_FLUSH_CURRENT,
255 EXTRA_VALID_TEXTURE_UNIT,
256 EXTRA_END
257 };
258
259 static const int extra_flush_current[] = {
260 EXTRA_FLUSH_CURRENT,
261 EXTRA_END
262 };
263
264 static const int extra_EXT_secondary_color_flush_current[] = {
265 EXT(EXT_secondary_color),
266 EXTRA_FLUSH_CURRENT,
267 EXTRA_END
268 };
269
270 static const int extra_EXT_fog_coord_flush_current[] = {
271 EXT(EXT_fog_coord),
272 EXTRA_FLUSH_CURRENT,
273 EXTRA_END
274 };
275
276 static const int extra_EXT_texture_integer[] = {
277 EXT(EXT_texture_integer),
278 EXTRA_END
279 };
280
281 static const int extra_GLSL_130[] = {
282 EXTRA_GLSL_130,
283 EXTRA_END
284 };
285
286
287 EXTRA_EXT(ARB_ES2_compatibility);
288 EXTRA_EXT(ARB_texture_cube_map);
289 EXTRA_EXT(MESA_texture_array);
290 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
291 EXTRA_EXT(EXT_secondary_color);
292 EXTRA_EXT(EXT_fog_coord);
293 EXTRA_EXT(NV_fog_distance);
294 EXTRA_EXT(EXT_texture_filter_anisotropic);
295 EXTRA_EXT(IBM_rasterpos_clip);
296 EXTRA_EXT(NV_point_sprite);
297 EXTRA_EXT(NV_vertex_program);
298 EXTRA_EXT(NV_fragment_program);
299 EXTRA_EXT(NV_texture_rectangle);
300 EXTRA_EXT(EXT_stencil_two_side);
301 EXTRA_EXT(NV_light_max_exponent);
302 EXTRA_EXT(EXT_depth_bounds_test);
303 EXTRA_EXT(ARB_depth_clamp);
304 EXTRA_EXT(EXT_framebuffer_blit);
305 EXTRA_EXT(ARB_shader_objects);
306 EXTRA_EXT(ARB_fragment_shader);
307 EXTRA_EXT(ARB_fragment_program);
308 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
309 EXTRA_EXT(EXT_framebuffer_object);
310 EXTRA_EXT(APPLE_vertex_array_object);
311 EXTRA_EXT(EXT_compiled_vertex_array);
312 EXTRA_EXT(ARB_vertex_shader);
313 EXTRA_EXT(EXT_pixel_buffer_object);
314 EXTRA_EXT(ARB_vertex_program);
315 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
316 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
317 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
318 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
319 EXTRA_EXT(ARB_color_buffer_float);
320 EXTRA_EXT(ARB_copy_buffer);
321 EXTRA_EXT(EXT_framebuffer_sRGB);
322 EXTRA_EXT(ARB_texture_buffer_object);
323 EXTRA_EXT(OES_EGL_image_external);
324
325 static const int
326 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
327 EXT(ARB_vertex_program),
328 EXT(ARB_fragment_program),
329 EXT(NV_vertex_program),
330 EXTRA_END
331 };
332
333 static const int
334 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
335 EXT(NV_vertex_program),
336 EXT(ARB_vertex_program),
337 EXT(ARB_fragment_program),
338 EXT(NV_vertex_program),
339 EXTRA_END
340 };
341
342 static const int
343 extra_NV_primitive_restart[] = {
344 EXT(NV_primitive_restart),
345 EXTRA_END
346 };
347
348 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
349 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
350 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
351
352 static const int
353 extra_ARB_vertex_program_version_es2[] = {
354 EXT(ARB_vertex_program),
355 EXTRA_VERSION_ES2,
356 EXTRA_END
357 };
358
359 #define API_OPENGL_BIT (1 << API_OPENGL)
360 #define API_OPENGLES_BIT (1 << API_OPENGLES)
361 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
362
363 /* This is the big table describing all the enums we accept in
364 * glGet*v(). The table is partitioned into six parts: enums
365 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
366 * between OpenGL and GLES, enums exclusive to GLES, etc for the
367 * remaining combinations. When we add the enums to the hash table in
368 * _mesa_init_get_hash(), we only add the enums for the API we're
369 * instantiating and the different sections are guarded by #if
370 * FEATURE_GL etc to make sure we only compile in the enums we may
371 * need. */
372
373 static const struct value_desc values[] = {
374 /* Enums shared between OpenGL, GLES1 and GLES2 */
375 { 0, 0, TYPE_API_MASK,
376 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
377 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
378 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
379 { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
380 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
381 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
382 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
383 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
384 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
385 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
386 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
387 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
388 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
389 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
390 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
391 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
392 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
393 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
394 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
395 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
396 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
397 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
398 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
399 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
400 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
401 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
402 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
403 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
404 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
405 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
406 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
407 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
408 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
409 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
410 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
411 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
412 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
413 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
414 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
415 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
416 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
417 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
418 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
419 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
420 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
421 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
422 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
423
424 /* GL_ARB_multitexture */
425 { GL_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
426
427 /* Note that all the OES_* extensions require that the Mesa "struct
428 * gl_extensions" include a member with the name of the extension.
429 * That structure does not yet include OES extensions (and we're
430 * not sure whether it will). If it does, all the OES_*
431 * extensions below should mark the dependency. */
432
433 /* GL_ARB_texture_cube_map */
434 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
435 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
436 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
437 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
438 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
439
440 /* XXX: OES_blend_subtract */
441 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
442 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
443 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
444 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
445
446 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
447 * defined identically to GL_BLEND_EQUATION. */
448 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
449 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
450
451 /* GL_ARB_texture_compression */
452 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
453 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
454
455 /* GL_ARB_multisample */
456 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
457 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
458 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
459 { GL_SAMPLE_COVERAGE_VALUE_ARB,
460 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
461 { GL_SAMPLE_COVERAGE_INVERT_ARB,
462 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
463 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
464 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
465
466 /* GL_SGIS_generate_mipmap */
467 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), NO_EXTRA },
468
469 /* GL_ARB_vertex_buffer_object */
470 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
471
472 /* GL_ARB_vertex_buffer_object */
473 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
474 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
475
476 /* GL_ARB_color_buffer_float */
477 { GL_CLAMP_VERTEX_COLOR, CONTEXT_ENUM(Light.ClampVertexColor), extra_ARB_color_buffer_float },
478 { GL_CLAMP_FRAGMENT_COLOR, CONTEXT_ENUM(Color.ClampFragmentColor), extra_ARB_color_buffer_float },
479 { GL_CLAMP_READ_COLOR, CONTEXT_ENUM(Color.ClampReadColor), extra_ARB_color_buffer_float },
480
481 /* GL_ARB_copy_buffer */
482 { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
483 { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
484
485 /* GL_OES_read_format */
486 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
487 extra_new_buffers },
488 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
489 extra_new_buffers },
490
491 /* GL_EXT_framebuffer_object */
492 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
493 extra_EXT_framebuffer_object },
494 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
495 extra_EXT_framebuffer_object },
496 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
497 extra_EXT_framebuffer_object },
498
499 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
500 * GLSL: */
501 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
502
503 #if FEATURE_GL || FEATURE_ES1
504 /* Enums in OpenGL and GLES1 */
505 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
506 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
507 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
508 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
509 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
510 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
511 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
512 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
513 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
514 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
515 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
516 { GL_LIGHT_MODEL_AMBIENT,
517 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
518 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
519 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
520 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
521 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
522 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
523 { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
524 { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
525 { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
526 { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
527 { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
528 { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
529 { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
530 { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
531 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
532 { GL_CURRENT_COLOR,
533 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
534 extra_flush_current },
535 { GL_CURRENT_NORMAL,
536 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
537 extra_flush_current },
538 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
539 extra_flush_current_valid_texture_unit },
540 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
541 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
542 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
543 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
544 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
545 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
546 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
547 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
548 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
549 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
550 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
551 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
552 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
553 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
554 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
555 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
556 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
557 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
558 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
559 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
560 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
561 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
562 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
563 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
564 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
565 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
566 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
567 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
568 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
569 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
570 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
571 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
572 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
573 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
574 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
575 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
576 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
577 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
578 extra_valid_texture_unit },
579
580 { GL_VERTEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
581 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
582 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
583 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
584 { GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
585 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
586 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
587 { GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR0].Enabled), NO_EXTRA },
588 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Size), NO_EXTRA },
589 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR0].Type), NO_EXTRA },
590 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Stride), NO_EXTRA },
591 { GL_TEXTURE_COORD_ARRAY,
592 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
593 { GL_TEXTURE_COORD_ARRAY_SIZE,
594 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
595 { GL_TEXTURE_COORD_ARRAY_TYPE,
596 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
597 { GL_TEXTURE_COORD_ARRAY_STRIDE,
598 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
599
600 /* GL_ARB_ES2_compatibility */
601 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
602 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
603 extra_ARB_ES2_compatibility },
604 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
605 extra_ARB_ES2_compatibility },
606 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
607 extra_ARB_ES2_compatibility },
608
609 /* GL_ARB_multitexture */
610 { GL_MAX_TEXTURE_UNITS, CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA },
611 { GL_CLIENT_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
612
613 /* GL_ARB_texture_cube_map */
614 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
615 /* S, T, and R are always set at the same time */
616 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
617 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
618
619 /* GL_ARB_multisample */
620 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
621 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
622
623 /* GL_ARB_vertex_buffer_object */
624 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
625 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
626 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
627 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
628 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
629 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR0].BufferObj), NO_EXTRA },
630 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
631
632 /* GL_OES_point_sprite */
633 { GL_POINT_SPRITE_NV,
634 CONTEXT_BOOL(Point.PointSprite),
635 extra_NV_point_sprite_ARB_point_sprite },
636
637 /* GL_ARB_fragment_shader */
638 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
639 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
640 extra_ARB_fragment_shader },
641
642 /* GL_ARB_vertex_shader */
643 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
644 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
645 extra_ARB_vertex_shader },
646 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
647 extra_ARB_vertex_shader },
648
649 /* GL_EXT_texture_lod_bias */
650 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
651 NO_EXTRA },
652
653 /* GL_EXT_texture_filter_anisotropic */
654 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
655 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
656 extra_EXT_texture_filter_anisotropic },
657 #endif /* FEATURE_GL || FEATURE_ES1 */
658
659 #if FEATURE_ES1
660 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
661 /* XXX: OES_matrix_get */
662 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
663 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
664 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
665
666 /* OES_point_size_array */
667 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled, TYPE_BOOLEAN) },
668 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Type, TYPE_ENUM) },
669 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Stride, TYPE_INT) },
670 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
671 #endif /* FEATURE_ES1 */
672
673 #if FEATURE_GL || FEATURE_ES2
674 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
675 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
676 CONTEXT_INT(Const.MaxTextureCoordUnits),
677 extra_ARB_fragment_program_NV_fragment_program },
678
679 /* GL_ARB_draw_buffers */
680 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
681
682 /* GL_EXT_framebuffer_object / GL_NV_fbo_color_attachments */
683 { GL_MAX_COLOR_ATTACHMENTS, CONTEXT_INT(Const.MaxColorAttachments),
684 extra_EXT_framebuffer_object },
685
686 /* GL_ARB_draw_buffers / GL_NV_draw_buffers (for ES 2.0) */
687 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
688 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
689 extra_valid_draw_buffer },
690 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
691 extra_valid_draw_buffer },
692 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
693 extra_valid_draw_buffer },
694 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
695 extra_valid_draw_buffer },
696 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
697 extra_valid_draw_buffer },
698 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
699 extra_valid_draw_buffer },
700 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
701 extra_valid_draw_buffer },
702
703 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
704 /* GL_ARB_fragment_program */
705 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
706 CONTEXT_INT(Const.MaxTextureImageUnits),
707 extra_ARB_fragment_program_NV_fragment_program },
708 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
709 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
710 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
711 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
712 extra_ARB_vertex_shader },
713
714 /* GL_ARB_shader_objects
715 * Actually, this token isn't part of GL_ARB_shader_objects, but is
716 * close enough for now. */
717 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
718
719 /* OpenGL 2.0 */
720 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
721 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
722 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
723 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
724 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
725 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
726 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
727
728 { GL_MAX_VERTEX_ATTRIBS_ARB,
729 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
730 extra_ARB_vertex_program_version_es2 },
731
732 /* OES_texture_3D */
733 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
734 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
735 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
736
737 /* GL_ARB_fragment_program/OES_standard_derivatives */
738 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
739 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
740 #endif /* FEATURE_GL || FEATURE_ES2 */
741
742 #if FEATURE_ES2
743 /* Enums unique to OpenGL ES 2.0 */
744 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
745 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
746 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
747 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
748 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
749 /* OES_get_program_binary */
750 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
751 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
752 #endif /* FEATURE_ES2 */
753
754 /* GL_OES_EGL_image_external */
755 { GL_TEXTURE_BINDING_EXTERNAL_OES, LOC_CUSTOM,
756 TYPE_INT, TEXTURE_EXTERNAL_INDEX, extra_OES_EGL_image_external },
757 { GL_TEXTURE_EXTERNAL_OES, LOC_CUSTOM,
758 TYPE_BOOLEAN, 0, extra_OES_EGL_image_external },
759
760 #if FEATURE_GL
761 /* Remaining enums are only in OpenGL */
762 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
763 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
764 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
765 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
766 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
767 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
768 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
769 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
770 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
771 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
772 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
773 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
774 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
775 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
776 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
777 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
778 { GL_CURRENT_INDEX,
779 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
780 extra_flush_current },
781 { GL_CURRENT_RASTER_COLOR,
782 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
783 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
784 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
785 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
786 { GL_CURRENT_RASTER_SECONDARY_COLOR,
787 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
788 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
789 extra_valid_texture_unit },
790 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
791 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
792 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
793 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
794 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
795 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
796 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
797 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
798 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
799 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
800 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
801 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
802 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
803 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
804 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
805 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
806 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
807 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
808 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
809 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
810 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
811 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
812 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
813 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
814 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
815 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
816 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
817 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
818 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
819 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
820 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
821 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
822 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
823 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
824 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
825 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
826 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
827 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
828 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
829 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
830 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
831 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
832 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
833 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
834 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
835 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
836 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
837 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
838 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
839 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
840 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
841 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
842 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
843
844 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
845 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
846 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
847 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
848 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
849 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
850 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
851 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
852 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
853 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
854 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
855 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
856 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
857 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
858 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
859 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
860 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
861 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
862 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
863 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
864 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
865 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
866 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
867 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
868 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
869 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
870 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
871 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
872 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
873 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
874 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
875 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
876 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
877 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
878 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
879 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
880
881 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
882
883 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
884 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
885 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
886 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
887
888 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
889 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
890 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
891 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
892 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
893 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
894 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
895
896 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
897 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
898 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
899 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
900 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
901 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
902 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
903 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
904 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
905 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
906 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
907 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
908 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
909 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
910 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
911 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
912 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
913
914 /* Vertex arrays */
915 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
916 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
917 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
918 { GL_INDEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
919 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
920 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Stride), NO_EXTRA },
921 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
922 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
923 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
924 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
925 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
926
927 /* GL_ARB_texture_compression */
928 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
929
930 /* GL_EXT_compiled_vertex_array */
931 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
932 extra_EXT_compiled_vertex_array },
933 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
934 extra_EXT_compiled_vertex_array },
935
936 /* GL_ARB_transpose_matrix */
937 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
938 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
939 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
940 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
941 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
942
943 /* GL_EXT_secondary_color */
944 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
945 extra_EXT_secondary_color_ARB_vertex_program },
946 { GL_CURRENT_SECONDARY_COLOR_EXT,
947 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
948 extra_EXT_secondary_color_flush_current },
949 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR1].Enabled),
950 extra_EXT_secondary_color },
951 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR1].Type),
952 extra_EXT_secondary_color },
953 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Stride),
954 extra_EXT_secondary_color },
955 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Size),
956 extra_EXT_secondary_color },
957
958 /* GL_EXT_fog_coord */
959 { GL_CURRENT_FOG_COORDINATE_EXT,
960 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
961 extra_EXT_fog_coord_flush_current },
962 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
963 extra_EXT_fog_coord },
964 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
965 extra_EXT_fog_coord },
966 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
967 extra_EXT_fog_coord },
968 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
969 extra_EXT_fog_coord },
970
971 /* GL_NV_fog_distance */
972 { GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
973 extra_NV_fog_distance },
974
975 /* GL_IBM_rasterpos_clip */
976 { GL_RASTER_POSITION_UNCLIPPED_IBM,
977 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
978 extra_IBM_rasterpos_clip },
979
980 /* GL_NV_point_sprite */
981 { GL_POINT_SPRITE_R_MODE_NV,
982 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
983 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
984 extra_NV_point_sprite_ARB_point_sprite },
985
986 /* GL_NV_vertex_program */
987 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
988 extra_NV_vertex_program },
989 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(0)].Enabled),
990 extra_NV_vertex_program },
991 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(1)].Enabled),
992 extra_NV_vertex_program },
993 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(2)].Enabled),
994 extra_NV_vertex_program },
995 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(3)].Enabled),
996 extra_NV_vertex_program },
997 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(4)].Enabled),
998 extra_NV_vertex_program },
999 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(5)].Enabled),
1000 extra_NV_vertex_program },
1001 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(6)].Enabled),
1002 extra_NV_vertex_program },
1003 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(7)].Enabled),
1004 extra_NV_vertex_program },
1005 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(8)].Enabled),
1006 extra_NV_vertex_program },
1007 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(9)].Enabled),
1008 extra_NV_vertex_program },
1009 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(10)].Enabled),
1010 extra_NV_vertex_program },
1011 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(11)].Enabled),
1012 extra_NV_vertex_program },
1013 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(12)].Enabled),
1014 extra_NV_vertex_program },
1015 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(13)].Enabled),
1016 extra_NV_vertex_program },
1017 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(14)].Enabled),
1018 extra_NV_vertex_program },
1019 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(15)].Enabled),
1020 extra_NV_vertex_program },
1021 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1022 extra_NV_vertex_program },
1023 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1024 extra_NV_vertex_program },
1025 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1026 extra_NV_vertex_program },
1027 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1028 extra_NV_vertex_program },
1029 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1030 extra_NV_vertex_program },
1031 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1032 extra_NV_vertex_program },
1033 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1034 extra_NV_vertex_program },
1035 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1036 extra_NV_vertex_program },
1037 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1038 extra_NV_vertex_program },
1039 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1040 extra_NV_vertex_program },
1041 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1042 extra_NV_vertex_program },
1043 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1044 extra_NV_vertex_program },
1045 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1046 extra_NV_vertex_program },
1047 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1048 extra_NV_vertex_program },
1049 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1050 extra_NV_vertex_program },
1051 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1052 extra_NV_vertex_program },
1053
1054 /* GL_NV_fragment_program */
1055 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1056 extra_NV_fragment_program },
1057 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1058 extra_NV_fragment_program },
1059 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1060 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1061 extra_NV_fragment_program },
1062
1063 /* GL_NV_texture_rectangle */
1064 { GL_TEXTURE_RECTANGLE_NV,
1065 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1066 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1067 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1068 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1069 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1070
1071 /* GL_EXT_stencil_two_side */
1072 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1073 extra_EXT_stencil_two_side },
1074 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1075
1076 /* GL_NV_light_max_exponent */
1077 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1078 extra_NV_light_max_exponent },
1079 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1080 extra_NV_light_max_exponent },
1081
1082 /* GL_NV_primitive_restart */
1083 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1084 extra_NV_primitive_restart },
1085 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1086 extra_NV_primitive_restart },
1087
1088 /* GL_ARB_vertex_buffer_object */
1089 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1090 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
1091 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1092 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
1093 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1094 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR1].BufferObj), NO_EXTRA },
1095 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1096 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
1097
1098 /* GL_EXT_pixel_buffer_object */
1099 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1100 extra_EXT_pixel_buffer_object },
1101 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1102 extra_EXT_pixel_buffer_object },
1103
1104 /* GL_ARB_vertex_program */
1105 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1106 CONTEXT_BOOL(VertexProgram.Enabled),
1107 extra_ARB_vertex_program_NV_vertex_program },
1108 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1109 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1110 extra_ARB_vertex_program_NV_vertex_program },
1111 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1112 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1113 extra_ARB_vertex_program_NV_vertex_program },
1114 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1115 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1116 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1117 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1118 CONTEXT_INT(Const.MaxProgramMatrices),
1119 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1120 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1121 LOC_CUSTOM, TYPE_INT, 0,
1122 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1123
1124 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1125 LOC_CUSTOM, TYPE_MATRIX, 0,
1126 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1127 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1128 LOC_CUSTOM, TYPE_MATRIX, 0,
1129 extra_ARB_vertex_program_ARB_fragment_program },
1130
1131 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1132 CONTEXT_INT(Program.ErrorPos),
1133 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1134
1135 /* GL_ARB_fragment_program */
1136 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1137 extra_ARB_fragment_program },
1138
1139 /* GL_EXT_depth_bounds_test */
1140 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1141 extra_EXT_depth_bounds_test },
1142 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1143 extra_EXT_depth_bounds_test },
1144
1145 /* GL_ARB_depth_clamp*/
1146 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1147 extra_ARB_depth_clamp },
1148
1149 /* GL_EXT_framebuffer_blit
1150 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1151 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1152 extra_EXT_framebuffer_blit },
1153
1154 /* GL_ARB_framebuffer_object */
1155 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1156 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1157
1158 /* GL_APPLE_vertex_array_object */
1159 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1160 extra_APPLE_vertex_array_object },
1161
1162 /* GL_EXT_texture_integer */
1163 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1164 extra_EXT_texture_integer },
1165
1166 /* GL_ARB_color_buffer_float */
1167 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1168
1169 /* GL_EXT_gpu_shader4 / GLSL 1.30 */
1170 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1171 CONTEXT_INT(Const.MinProgramTexelOffset),
1172 extra_GLSL_130 },
1173 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1174 CONTEXT_INT(Const.MaxProgramTexelOffset),
1175 extra_GLSL_130 },
1176
1177 /* GL_ARB_texture_buffer_object */
1178 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1179 extra_ARB_texture_buffer_object },
1180 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1181 extra_ARB_texture_buffer_object },
1182 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1183 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1184 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1185 extra_ARB_texture_buffer_object },
1186 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1187 extra_ARB_texture_buffer_object },
1188
1189 /* GL 3.0 */
1190 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1191 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1192 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1193 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1194
1195 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1196 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1197 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1198
1199 /* GL 3.1 */
1200 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1201 * vs. GL_PRIMITIVE_RESTART!
1202 */
1203 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1204 extra_version_31 },
1205 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1206 extra_version_31 },
1207
1208
1209 /* GL 3.2 */
1210 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1211 extra_version_32 },
1212
1213 /* GL_ARB_robustness */
1214 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1215 #endif /* FEATURE_GL */
1216 };
1217
1218 /* All we need now is a way to look up the value struct from the enum.
1219 * The code generated by gcc for the old generated big switch
1220 * statement is a big, balanced, open coded if/else tree, essentially
1221 * an unrolled binary search. It would be natural to sort the new
1222 * enum table and use bsearch(), but we will use a read-only hash
1223 * table instead. bsearch() has a nice guaranteed worst case
1224 * performance, but we're also guaranteed to hit that worst case
1225 * (log2(n) iterations) for about half the enums. Instead, using an
1226 * open addressing hash table, we can find the enum on the first try
1227 * for 80% of the enums, 1 collision for 10% and never more than 5
1228 * collisions for any enum (typical numbers). And the code is very
1229 * simple, even though it feels a little magic. */
1230
1231 static unsigned short table[1024];
1232 static const int prime_factor = 89, prime_step = 281;
1233
1234 #ifdef GET_DEBUG
1235 static void
1236 print_table_stats(void)
1237 {
1238 int i, j, collisions[11], count, hash, mask;
1239 const struct value_desc *d;
1240
1241 count = 0;
1242 mask = Elements(table) - 1;
1243 memset(collisions, 0, sizeof collisions);
1244
1245 for (i = 0; i < Elements(table); i++) {
1246 if (!table[i])
1247 continue;
1248 count++;
1249 d = &values[table[i]];
1250 hash = (d->pname * prime_factor);
1251 j = 0;
1252 while (1) {
1253 if (values[table[hash & mask]].pname == d->pname)
1254 break;
1255 hash += prime_step;
1256 j++;
1257 }
1258
1259 if (j < 10)
1260 collisions[j]++;
1261 else
1262 collisions[10]++;
1263 }
1264
1265 printf("number of enums: %d (total %d)\n", count, Elements(values));
1266 for (i = 0; i < Elements(collisions) - 1; i++)
1267 if (collisions[i] > 0)
1268 printf(" %d enums with %d %scollisions\n",
1269 collisions[i], i, i == 10 ? "or more " : "");
1270 }
1271 #endif
1272
1273 /**
1274 * Initialize the enum hash for a given API
1275 *
1276 * This is called from one_time_init() to insert the enum values that
1277 * are valid for the API in question into the enum hash table.
1278 *
1279 * \param the current context, for determining the API in question
1280 */
1281 void _mesa_init_get_hash(struct gl_context *ctx)
1282 {
1283 int i, hash, index, mask;
1284 int api_mask = 0, api_bit;
1285
1286 mask = Elements(table) - 1;
1287 api_bit = 1 << ctx->API;
1288
1289 for (i = 0; i < Elements(values); i++) {
1290 if (values[i].type == TYPE_API_MASK) {
1291 api_mask = values[i].offset;
1292 continue;
1293 }
1294 if (!(api_mask & api_bit))
1295 continue;
1296
1297 hash = (values[i].pname * prime_factor) & mask;
1298 while (1) {
1299 index = hash & mask;
1300 if (!table[index]) {
1301 table[index] = i;
1302 break;
1303 }
1304 hash += prime_step;
1305 }
1306 }
1307
1308 #ifdef GET_DEBUG
1309 print_table_stats();
1310 #endif
1311 }
1312
1313 /**
1314 * Handle irregular enums
1315 *
1316 * Some values don't conform to the "well-known type at context
1317 * pointer + offset" pattern, so we have this function to catch all
1318 * the corner cases. Typically, it's a computed value or a one-off
1319 * pointer to a custom struct or something.
1320 *
1321 * In this case we can't return a pointer to the value, so we'll have
1322 * to use the temporary variable 'v' declared back in the calling
1323 * glGet*v() function to store the result.
1324 *
1325 * \param ctx the current context
1326 * \param d the struct value_desc that describes the enum
1327 * \param v pointer to the tmp declared in the calling glGet*v() function
1328 */
1329 static void
1330 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1331 {
1332 struct gl_buffer_object **buffer_obj;
1333 struct gl_client_array *array;
1334 GLuint unit, *p;
1335
1336 switch (d->pname) {
1337 case GL_TEXTURE_1D:
1338 case GL_TEXTURE_2D:
1339 case GL_TEXTURE_3D:
1340 case GL_TEXTURE_1D_ARRAY_EXT:
1341 case GL_TEXTURE_2D_ARRAY_EXT:
1342 case GL_TEXTURE_CUBE_MAP_ARB:
1343 case GL_TEXTURE_RECTANGLE_NV:
1344 case GL_TEXTURE_EXTERNAL_OES:
1345 v->value_bool = _mesa_IsEnabled(d->pname);
1346 break;
1347
1348 case GL_LINE_STIPPLE_PATTERN:
1349 /* This is the only GLushort, special case it here by promoting
1350 * to an int rather than introducing a new type. */
1351 v->value_int = ctx->Line.StipplePattern;
1352 break;
1353
1354 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1355 unit = ctx->Texture.CurrentUnit;
1356 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1357 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1358 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1359 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1360 break;
1361
1362 case GL_CURRENT_TEXTURE_COORDS:
1363 unit = ctx->Texture.CurrentUnit;
1364 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1365 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1366 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1367 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1368 break;
1369
1370 case GL_COLOR_WRITEMASK:
1371 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1372 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1373 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1374 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1375 break;
1376
1377 case GL_EDGE_FLAG:
1378 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1379 break;
1380
1381 case GL_READ_BUFFER:
1382 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1383 break;
1384
1385 case GL_MAP2_GRID_DOMAIN:
1386 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1387 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1388 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1389 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1390 break;
1391
1392 case GL_TEXTURE_STACK_DEPTH:
1393 unit = ctx->Texture.CurrentUnit;
1394 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1395 break;
1396 case GL_TEXTURE_MATRIX:
1397 unit = ctx->Texture.CurrentUnit;
1398 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1399 break;
1400
1401 case GL_TEXTURE_COORD_ARRAY:
1402 case GL_TEXTURE_COORD_ARRAY_SIZE:
1403 case GL_TEXTURE_COORD_ARRAY_TYPE:
1404 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1405 array = &ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
1406 v->value_int = *(GLuint *) ((char *) array + d->offset);
1407 break;
1408
1409 case GL_ACTIVE_TEXTURE_ARB:
1410 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1411 break;
1412 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1413 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1414 break;
1415
1416 case GL_MODELVIEW_STACK_DEPTH:
1417 case GL_PROJECTION_STACK_DEPTH:
1418 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1419 break;
1420
1421 case GL_MAX_TEXTURE_SIZE:
1422 case GL_MAX_3D_TEXTURE_SIZE:
1423 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1424 p = (GLuint *) ((char *) ctx + d->offset);
1425 v->value_int = 1 << (*p - 1);
1426 break;
1427
1428 case GL_SCISSOR_BOX:
1429 v->value_int_4[0] = ctx->Scissor.X;
1430 v->value_int_4[1] = ctx->Scissor.Y;
1431 v->value_int_4[2] = ctx->Scissor.Width;
1432 v->value_int_4[3] = ctx->Scissor.Height;
1433 break;
1434
1435 case GL_LIST_INDEX:
1436 v->value_int =
1437 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1438 break;
1439 case GL_LIST_MODE:
1440 if (!ctx->CompileFlag)
1441 v->value_enum = 0;
1442 else if (ctx->ExecuteFlag)
1443 v->value_enum = GL_COMPILE_AND_EXECUTE;
1444 else
1445 v->value_enum = GL_COMPILE;
1446 break;
1447
1448 case GL_VIEWPORT:
1449 v->value_int_4[0] = ctx->Viewport.X;
1450 v->value_int_4[1] = ctx->Viewport.Y;
1451 v->value_int_4[2] = ctx->Viewport.Width;
1452 v->value_int_4[3] = ctx->Viewport.Height;
1453 break;
1454
1455 case GL_ACTIVE_STENCIL_FACE_EXT:
1456 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1457 break;
1458
1459 case GL_STENCIL_FAIL:
1460 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1461 break;
1462 case GL_STENCIL_FUNC:
1463 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1464 break;
1465 case GL_STENCIL_PASS_DEPTH_FAIL:
1466 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1467 break;
1468 case GL_STENCIL_PASS_DEPTH_PASS:
1469 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1470 break;
1471 case GL_STENCIL_REF:
1472 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1473 break;
1474 case GL_STENCIL_VALUE_MASK:
1475 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1476 break;
1477 case GL_STENCIL_WRITEMASK:
1478 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1479 break;
1480
1481 case GL_NUM_EXTENSIONS:
1482 v->value_int = _mesa_get_extension_count(ctx);
1483 break;
1484
1485 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1486 v->value_int = _mesa_get_color_read_type(ctx);
1487 break;
1488 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1489 v->value_int = _mesa_get_color_read_format(ctx);
1490 break;
1491
1492 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1493 v->value_int = ctx->CurrentStack->Depth + 1;
1494 break;
1495 case GL_CURRENT_MATRIX_ARB:
1496 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1497 v->value_matrix = ctx->CurrentStack->Top;
1498 break;
1499
1500 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1501 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1502 break;
1503 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1504 v->value_int_n.n =
1505 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1506 ASSERT(v->value_int_n.n <= 100);
1507 break;
1508
1509 case GL_MAX_VARYING_FLOATS_ARB:
1510 v->value_int = ctx->Const.MaxVarying * 4;
1511 break;
1512
1513 /* Various object names */
1514
1515 case GL_TEXTURE_BINDING_1D:
1516 case GL_TEXTURE_BINDING_2D:
1517 case GL_TEXTURE_BINDING_3D:
1518 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1519 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1520 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1521 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1522 case GL_TEXTURE_BINDING_EXTERNAL_OES:
1523 unit = ctx->Texture.CurrentUnit;
1524 v->value_int =
1525 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1526 break;
1527
1528 /* GL_ARB_vertex_buffer_object */
1529 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1530 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1531 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1532 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1533 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1534 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1535 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1536 buffer_obj = (struct gl_buffer_object **)
1537 ((char *) ctx->Array.ArrayObj + d->offset);
1538 v->value_int = (*buffer_obj)->Name;
1539 break;
1540 case GL_ARRAY_BUFFER_BINDING_ARB:
1541 v->value_int = ctx->Array.ArrayBufferObj->Name;
1542 break;
1543 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1544 v->value_int =
1545 ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
1546 break;
1547 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1548 v->value_int = ctx->Array.ArrayObj->ElementArrayBufferObj->Name;
1549 break;
1550
1551 /* ARB_copy_buffer */
1552 case GL_COPY_READ_BUFFER:
1553 v->value_int = ctx->CopyReadBuffer->Name;
1554 break;
1555 case GL_COPY_WRITE_BUFFER:
1556 v->value_int = ctx->CopyWriteBuffer->Name;
1557 break;
1558
1559 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1560 v->value_int =
1561 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1562 break;
1563 case GL_VERTEX_PROGRAM_BINDING_NV:
1564 v->value_int =
1565 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1566 break;
1567 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1568 v->value_int = ctx->Pack.BufferObj->Name;
1569 break;
1570 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1571 v->value_int = ctx->Unpack.BufferObj->Name;
1572 break;
1573 case GL_CURRENT_PROGRAM:
1574 v->value_int =
1575 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1576 break;
1577 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1578 v->value_int = ctx->ReadBuffer->Name;
1579 break;
1580 case GL_RENDERBUFFER_BINDING_EXT:
1581 v->value_int =
1582 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1583 break;
1584 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1585 v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
1586 break;
1587
1588 case GL_FOG_COLOR:
1589 if(ctx->Color._ClampFragmentColor)
1590 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1591 else
1592 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1593 break;
1594 case GL_COLOR_CLEAR_VALUE:
1595 if(ctx->Color._ClampFragmentColor) {
1596 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
1597 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
1598 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
1599 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
1600 } else
1601 COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
1602 break;
1603 case GL_BLEND_COLOR_EXT:
1604 if(ctx->Color._ClampFragmentColor)
1605 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1606 else
1607 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1608 break;
1609 case GL_ALPHA_TEST_REF:
1610 if(ctx->Color._ClampFragmentColor)
1611 v->value_float = ctx->Color.AlphaRef;
1612 else
1613 v->value_float = ctx->Color.AlphaRefUnclamped;
1614 break;
1615 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1616 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1617 break;
1618
1619 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1620 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1621 break;
1622
1623 /* GL_ARB_texture_buffer_object */
1624 case GL_TEXTURE_BUFFER_ARB:
1625 v->value_int = ctx->Texture.BufferObject->Name;
1626 break;
1627 case GL_TEXTURE_BINDING_BUFFER_ARB:
1628 unit = ctx->Texture.CurrentUnit;
1629 v->value_int =
1630 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1631 break;
1632 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1633 {
1634 struct gl_buffer_object *buf =
1635 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1636 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1637 v->value_int = buf ? buf->Name : 0;
1638 }
1639 break;
1640 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1641 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1642 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1643 break;
1644 }
1645 }
1646
1647 /**
1648 * Check extra constraints on a struct value_desc descriptor
1649 *
1650 * If a struct value_desc has a non-NULL extra pointer, it means that
1651 * there are a number of extra constraints to check or actions to
1652 * perform. The extras is just an integer array where each integer
1653 * encode different constraints or actions.
1654 *
1655 * \param ctx current context
1656 * \param func name of calling glGet*v() function for error reporting
1657 * \param d the struct value_desc that has the extra constraints
1658 *
1659 * \return GL_FALSE if one of the constraints was not satisfied,
1660 * otherwise GL_TRUE.
1661 */
1662 static GLboolean
1663 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1664 {
1665 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1666 int total, enabled;
1667 const int *e;
1668
1669 total = 0;
1670 enabled = 0;
1671 for (e = d->extra; *e != EXTRA_END; e++)
1672 switch (*e) {
1673 case EXTRA_VERSION_30:
1674 if (version >= 30) {
1675 total++;
1676 enabled++;
1677 }
1678 break;
1679 case EXTRA_VERSION_31:
1680 if (version >= 31) {
1681 total++;
1682 enabled++;
1683 }
1684 break;
1685 case EXTRA_VERSION_32:
1686 if (version >= 32) {
1687 total++;
1688 enabled++;
1689 }
1690 break;
1691 case EXTRA_NEW_FRAG_CLAMP:
1692 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1693 _mesa_update_state(ctx);
1694 break;
1695 case EXTRA_VERSION_ES2:
1696 if (ctx->API == API_OPENGLES2) {
1697 total++;
1698 enabled++;
1699 }
1700 break;
1701 case EXTRA_NEW_BUFFERS:
1702 if (ctx->NewState & _NEW_BUFFERS)
1703 _mesa_update_state(ctx);
1704 break;
1705 case EXTRA_FLUSH_CURRENT:
1706 FLUSH_CURRENT(ctx, 0);
1707 break;
1708 case EXTRA_VALID_DRAW_BUFFER:
1709 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1710 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1711 func, d->pname - GL_DRAW_BUFFER0_ARB);
1712 return GL_FALSE;
1713 }
1714 break;
1715 case EXTRA_VALID_TEXTURE_UNIT:
1716 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1717 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1718 func, ctx->Texture.CurrentUnit);
1719 return GL_FALSE;
1720 }
1721 break;
1722 case EXTRA_VALID_CLIP_DISTANCE:
1723 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1724 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1725 func, d->pname - GL_CLIP_DISTANCE0);
1726 return GL_FALSE;
1727 }
1728 break;
1729 case EXTRA_GLSL_130:
1730 if (ctx->Const.GLSLVersion >= 130) {
1731 total++;
1732 enabled++;
1733 }
1734 break;
1735 case EXTRA_END:
1736 break;
1737 default: /* *e is a offset into the extension struct */
1738 total++;
1739 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1740 enabled++;
1741 break;
1742 }
1743
1744 if (total > 0 && enabled == 0) {
1745 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1746 _mesa_lookup_enum_by_nr(d->pname));
1747 return GL_FALSE;
1748 }
1749
1750 return GL_TRUE;
1751 }
1752
1753 static const struct value_desc error_value =
1754 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1755
1756 /**
1757 * Find the struct value_desc corresponding to the enum 'pname'.
1758 *
1759 * We hash the enum value to get an index into the 'table' array,
1760 * which holds the index in the 'values' array of struct value_desc.
1761 * Once we've found the entry, we do the extra checks, if any, then
1762 * look up the value and return a pointer to it.
1763 *
1764 * If the value has to be computed (for example, it's the result of a
1765 * function call or we need to add 1 to it), we use the tmp 'v' to
1766 * store the result.
1767 *
1768 * \param func name of glGet*v() func for error reporting
1769 * \param pname the enum value we're looking up
1770 * \param p is were we return the pointer to the value
1771 * \param v a tmp union value variable in the calling glGet*v() function
1772 *
1773 * \return the struct value_desc corresponding to the enum or a struct
1774 * value_desc of TYPE_INVALID if not found. This lets the calling
1775 * glGet*v() function jump right into a switch statement and
1776 * handle errors there instead of having to check for NULL.
1777 */
1778 static const struct value_desc *
1779 find_value(const char *func, GLenum pname, void **p, union value *v)
1780 {
1781 GET_CURRENT_CONTEXT(ctx);
1782 struct gl_texture_unit *unit;
1783 int mask, hash;
1784 const struct value_desc *d;
1785
1786 mask = Elements(table) - 1;
1787 hash = (pname * prime_factor);
1788 while (1) {
1789 d = &values[table[hash & mask]];
1790
1791 /* If the enum isn't valid, the hash walk ends with index 0,
1792 * which is the API mask entry at the beginning of values[]. */
1793 if (unlikely(d->type == TYPE_API_MASK)) {
1794 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1795 _mesa_lookup_enum_by_nr(pname));
1796 return &error_value;
1797 }
1798
1799 if (likely(d->pname == pname))
1800 break;
1801
1802 hash += prime_step;
1803 }
1804
1805 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1806 return &error_value;
1807
1808 switch (d->location) {
1809 case LOC_BUFFER:
1810 *p = ((char *) ctx->DrawBuffer + d->offset);
1811 return d;
1812 case LOC_CONTEXT:
1813 *p = ((char *) ctx + d->offset);
1814 return d;
1815 case LOC_ARRAY:
1816 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1817 return d;
1818 case LOC_TEXUNIT:
1819 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1820 *p = ((char *) unit + d->offset);
1821 return d;
1822 case LOC_CUSTOM:
1823 find_custom_value(ctx, d, v);
1824 *p = v;
1825 return d;
1826 default:
1827 assert(0);
1828 break;
1829 }
1830
1831 /* silence warning */
1832 return &error_value;
1833 }
1834
1835 static const int transpose[] = {
1836 0, 4, 8, 12,
1837 1, 5, 9, 13,
1838 2, 6, 10, 14,
1839 3, 7, 11, 15
1840 };
1841
1842 void GLAPIENTRY
1843 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1844 {
1845 const struct value_desc *d;
1846 union value v;
1847 GLmatrix *m;
1848 int shift, i;
1849 void *p;
1850 GET_CURRENT_CONTEXT(ctx);
1851
1852 ASSERT_OUTSIDE_BEGIN_END(ctx);
1853
1854 d = find_value("glGetBooleanv", pname, &p, &v);
1855 switch (d->type) {
1856 case TYPE_INVALID:
1857 break;
1858 case TYPE_CONST:
1859 params[0] = INT_TO_BOOLEAN(d->offset);
1860 break;
1861
1862 case TYPE_FLOAT_4:
1863 case TYPE_FLOATN_4:
1864 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1865 case TYPE_FLOAT_3:
1866 case TYPE_FLOATN_3:
1867 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1868 case TYPE_FLOAT_2:
1869 case TYPE_FLOATN_2:
1870 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1871 case TYPE_FLOAT:
1872 case TYPE_FLOATN:
1873 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1874 break;
1875
1876 case TYPE_DOUBLEN:
1877 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1878 break;
1879
1880 case TYPE_INT_4:
1881 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1882 case TYPE_INT_3:
1883 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1884 case TYPE_INT_2:
1885 case TYPE_ENUM_2:
1886 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1887 case TYPE_INT:
1888 case TYPE_ENUM:
1889 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1890 break;
1891
1892 case TYPE_INT_N:
1893 for (i = 0; i < v.value_int_n.n; i++)
1894 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1895 break;
1896
1897 case TYPE_INT64:
1898 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1899 break;
1900
1901 case TYPE_BOOLEAN:
1902 params[0] = ((GLboolean*) p)[0];
1903 break;
1904
1905 case TYPE_MATRIX:
1906 m = *(GLmatrix **) p;
1907 for (i = 0; i < 16; i++)
1908 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1909 break;
1910
1911 case TYPE_MATRIX_T:
1912 m = *(GLmatrix **) p;
1913 for (i = 0; i < 16; i++)
1914 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1915 break;
1916
1917 case TYPE_BIT_0:
1918 case TYPE_BIT_1:
1919 case TYPE_BIT_2:
1920 case TYPE_BIT_3:
1921 case TYPE_BIT_4:
1922 case TYPE_BIT_5:
1923 case TYPE_BIT_6:
1924 case TYPE_BIT_7:
1925 shift = d->type - TYPE_BIT_0;
1926 params[0] = (*(GLbitfield *) p >> shift) & 1;
1927 break;
1928 }
1929 }
1930
1931 void GLAPIENTRY
1932 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1933 {
1934 const struct value_desc *d;
1935 union value v;
1936 GLmatrix *m;
1937 int shift, i;
1938 void *p;
1939 GET_CURRENT_CONTEXT(ctx);
1940
1941 ASSERT_OUTSIDE_BEGIN_END(ctx);
1942
1943 d = find_value("glGetFloatv", pname, &p, &v);
1944 switch (d->type) {
1945 case TYPE_INVALID:
1946 break;
1947 case TYPE_CONST:
1948 params[0] = (GLfloat) d->offset;
1949 break;
1950
1951 case TYPE_FLOAT_4:
1952 case TYPE_FLOATN_4:
1953 params[3] = ((GLfloat *) p)[3];
1954 case TYPE_FLOAT_3:
1955 case TYPE_FLOATN_3:
1956 params[2] = ((GLfloat *) p)[2];
1957 case TYPE_FLOAT_2:
1958 case TYPE_FLOATN_2:
1959 params[1] = ((GLfloat *) p)[1];
1960 case TYPE_FLOAT:
1961 case TYPE_FLOATN:
1962 params[0] = ((GLfloat *) p)[0];
1963 break;
1964
1965 case TYPE_DOUBLEN:
1966 params[0] = ((GLdouble *) p)[0];
1967 break;
1968
1969 case TYPE_INT_4:
1970 params[3] = (GLfloat) (((GLint *) p)[3]);
1971 case TYPE_INT_3:
1972 params[2] = (GLfloat) (((GLint *) p)[2]);
1973 case TYPE_INT_2:
1974 case TYPE_ENUM_2:
1975 params[1] = (GLfloat) (((GLint *) p)[1]);
1976 case TYPE_INT:
1977 case TYPE_ENUM:
1978 params[0] = (GLfloat) (((GLint *) p)[0]);
1979 break;
1980
1981 case TYPE_INT_N:
1982 for (i = 0; i < v.value_int_n.n; i++)
1983 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1984 break;
1985
1986 case TYPE_INT64:
1987 params[0] = ((GLint64 *) p)[0];
1988 break;
1989
1990 case TYPE_BOOLEAN:
1991 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1992 break;
1993
1994 case TYPE_MATRIX:
1995 m = *(GLmatrix **) p;
1996 for (i = 0; i < 16; i++)
1997 params[i] = m->m[i];
1998 break;
1999
2000 case TYPE_MATRIX_T:
2001 m = *(GLmatrix **) p;
2002 for (i = 0; i < 16; i++)
2003 params[i] = m->m[transpose[i]];
2004 break;
2005
2006 case TYPE_BIT_0:
2007 case TYPE_BIT_1:
2008 case TYPE_BIT_2:
2009 case TYPE_BIT_3:
2010 case TYPE_BIT_4:
2011 case TYPE_BIT_5:
2012 case TYPE_BIT_6:
2013 case TYPE_BIT_7:
2014 shift = d->type - TYPE_BIT_0;
2015 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2016 break;
2017 }
2018 }
2019
2020 void GLAPIENTRY
2021 _mesa_GetIntegerv(GLenum pname, GLint *params)
2022 {
2023 const struct value_desc *d;
2024 union value v;
2025 GLmatrix *m;
2026 int shift, i;
2027 void *p;
2028 GET_CURRENT_CONTEXT(ctx);
2029
2030 ASSERT_OUTSIDE_BEGIN_END(ctx);
2031
2032 d = find_value("glGetIntegerv", pname, &p, &v);
2033 switch (d->type) {
2034 case TYPE_INVALID:
2035 break;
2036 case TYPE_CONST:
2037 params[0] = d->offset;
2038 break;
2039
2040 case TYPE_FLOAT_4:
2041 params[3] = IROUND(((GLfloat *) p)[3]);
2042 case TYPE_FLOAT_3:
2043 params[2] = IROUND(((GLfloat *) p)[2]);
2044 case TYPE_FLOAT_2:
2045 params[1] = IROUND(((GLfloat *) p)[1]);
2046 case TYPE_FLOAT:
2047 params[0] = IROUND(((GLfloat *) p)[0]);
2048 break;
2049
2050 case TYPE_FLOATN_4:
2051 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2052 case TYPE_FLOATN_3:
2053 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2054 case TYPE_FLOATN_2:
2055 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2056 case TYPE_FLOATN:
2057 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2058 break;
2059
2060 case TYPE_DOUBLEN:
2061 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2062 break;
2063
2064 case TYPE_INT_4:
2065 params[3] = ((GLint *) p)[3];
2066 case TYPE_INT_3:
2067 params[2] = ((GLint *) p)[2];
2068 case TYPE_INT_2:
2069 case TYPE_ENUM_2:
2070 params[1] = ((GLint *) p)[1];
2071 case TYPE_INT:
2072 case TYPE_ENUM:
2073 params[0] = ((GLint *) p)[0];
2074 break;
2075
2076 case TYPE_INT_N:
2077 for (i = 0; i < v.value_int_n.n; i++)
2078 params[i] = v.value_int_n.ints[i];
2079 break;
2080
2081 case TYPE_INT64:
2082 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2083 break;
2084
2085 case TYPE_BOOLEAN:
2086 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2087 break;
2088
2089 case TYPE_MATRIX:
2090 m = *(GLmatrix **) p;
2091 for (i = 0; i < 16; i++)
2092 params[i] = FLOAT_TO_INT(m->m[i]);
2093 break;
2094
2095 case TYPE_MATRIX_T:
2096 m = *(GLmatrix **) p;
2097 for (i = 0; i < 16; i++)
2098 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2099 break;
2100
2101 case TYPE_BIT_0:
2102 case TYPE_BIT_1:
2103 case TYPE_BIT_2:
2104 case TYPE_BIT_3:
2105 case TYPE_BIT_4:
2106 case TYPE_BIT_5:
2107 case TYPE_BIT_6:
2108 case TYPE_BIT_7:
2109 shift = d->type - TYPE_BIT_0;
2110 params[0] = (*(GLbitfield *) p >> shift) & 1;
2111 break;
2112 }
2113 }
2114
2115
2116 void GLAPIENTRY
2117 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2118 {
2119 const struct value_desc *d;
2120 union value v;
2121 GLmatrix *m;
2122 int shift, i;
2123 void *p;
2124 GET_CURRENT_CONTEXT(ctx);
2125
2126 ASSERT_OUTSIDE_BEGIN_END(ctx);
2127
2128 d = find_value("glGetDoublev", pname, &p, &v);
2129 switch (d->type) {
2130 case TYPE_INVALID:
2131 break;
2132 case TYPE_CONST:
2133 params[0] = d->offset;
2134 break;
2135
2136 case TYPE_FLOAT_4:
2137 case TYPE_FLOATN_4:
2138 params[3] = ((GLfloat *) p)[3];
2139 case TYPE_FLOAT_3:
2140 case TYPE_FLOATN_3:
2141 params[2] = ((GLfloat *) p)[2];
2142 case TYPE_FLOAT_2:
2143 case TYPE_FLOATN_2:
2144 params[1] = ((GLfloat *) p)[1];
2145 case TYPE_FLOAT:
2146 case TYPE_FLOATN:
2147 params[0] = ((GLfloat *) p)[0];
2148 break;
2149
2150 case TYPE_DOUBLEN:
2151 params[0] = ((GLdouble *) p)[0];
2152 break;
2153
2154 case TYPE_INT_4:
2155 params[3] = ((GLint *) p)[3];
2156 case TYPE_INT_3:
2157 params[2] = ((GLint *) p)[2];
2158 case TYPE_INT_2:
2159 case TYPE_ENUM_2:
2160 params[1] = ((GLint *) p)[1];
2161 case TYPE_INT:
2162 case TYPE_ENUM:
2163 params[0] = ((GLint *) p)[0];
2164 break;
2165
2166 case TYPE_INT_N:
2167 for (i = 0; i < v.value_int_n.n; i++)
2168 params[i] = v.value_int_n.ints[i];
2169 break;
2170
2171 case TYPE_INT64:
2172 params[0] = ((GLint64 *) p)[0];
2173 break;
2174
2175 case TYPE_BOOLEAN:
2176 params[0] = *(GLboolean*) p;
2177 break;
2178
2179 case TYPE_MATRIX:
2180 m = *(GLmatrix **) p;
2181 for (i = 0; i < 16; i++)
2182 params[i] = m->m[i];
2183 break;
2184
2185 case TYPE_MATRIX_T:
2186 m = *(GLmatrix **) p;
2187 for (i = 0; i < 16; i++)
2188 params[i] = m->m[transpose[i]];
2189 break;
2190
2191 case TYPE_BIT_0:
2192 case TYPE_BIT_1:
2193 case TYPE_BIT_2:
2194 case TYPE_BIT_3:
2195 case TYPE_BIT_4:
2196 case TYPE_BIT_5:
2197 case TYPE_BIT_6:
2198 case TYPE_BIT_7:
2199 shift = d->type - TYPE_BIT_0;
2200 params[0] = (*(GLbitfield *) p >> shift) & 1;
2201 break;
2202 }
2203 }
2204
2205 #if FEATURE_ES1
2206 void GLAPIENTRY
2207 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2208 {
2209 const struct value_desc *d;
2210 union value v;
2211 GLmatrix *m;
2212 int shift, i;
2213 void *p;
2214
2215 d = find_value("glGetDoublev", pname, &p, &v);
2216 switch (d->type) {
2217 case TYPE_INVALID:
2218 break;
2219 case TYPE_CONST:
2220 params[0] = INT_TO_FIXED(d->offset);
2221 break;
2222
2223 case TYPE_FLOAT_4:
2224 case TYPE_FLOATN_4:
2225 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2226 case TYPE_FLOAT_3:
2227 case TYPE_FLOATN_3:
2228 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2229 case TYPE_FLOAT_2:
2230 case TYPE_FLOATN_2:
2231 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2232 case TYPE_FLOAT:
2233 case TYPE_FLOATN:
2234 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2235 break;
2236
2237 case TYPE_DOUBLEN:
2238 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2239 break;
2240
2241 case TYPE_INT_4:
2242 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2243 case TYPE_INT_3:
2244 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2245 case TYPE_INT_2:
2246 case TYPE_ENUM_2:
2247 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2248 case TYPE_INT:
2249 case TYPE_ENUM:
2250 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2251 break;
2252
2253 case TYPE_INT_N:
2254 for (i = 0; i < v.value_int_n.n; i++)
2255 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2256 break;
2257
2258 case TYPE_INT64:
2259 params[0] = ((GLint64 *) p)[0];
2260 break;
2261
2262 case TYPE_BOOLEAN:
2263 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2264 break;
2265
2266 case TYPE_MATRIX:
2267 m = *(GLmatrix **) p;
2268 for (i = 0; i < 16; i++)
2269 params[i] = FLOAT_TO_FIXED(m->m[i]);
2270 break;
2271
2272 case TYPE_MATRIX_T:
2273 m = *(GLmatrix **) p;
2274 for (i = 0; i < 16; i++)
2275 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2276 break;
2277
2278 case TYPE_BIT_0:
2279 case TYPE_BIT_1:
2280 case TYPE_BIT_2:
2281 case TYPE_BIT_3:
2282 case TYPE_BIT_4:
2283 case TYPE_BIT_5:
2284 case TYPE_BIT_6:
2285 case TYPE_BIT_7:
2286 shift = d->type - TYPE_BIT_0;
2287 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2288 break;
2289 }
2290 }
2291 #endif