Merge remote branch 'origin/master' into pipe-video
[mesa.git] / 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 "mtypes.h"
33 #include "state.h"
34 #include "texcompress.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_API_MASK,
89 TYPE_INT,
90 TYPE_INT_2,
91 TYPE_INT_3,
92 TYPE_INT_4,
93 TYPE_INT_N,
94 TYPE_INT64,
95 TYPE_ENUM,
96 TYPE_ENUM_2,
97 TYPE_BOOLEAN,
98 TYPE_BIT_0,
99 TYPE_BIT_1,
100 TYPE_BIT_2,
101 TYPE_BIT_3,
102 TYPE_BIT_4,
103 TYPE_BIT_5,
104 TYPE_FLOAT,
105 TYPE_FLOAT_2,
106 TYPE_FLOAT_3,
107 TYPE_FLOAT_4,
108 TYPE_FLOATN,
109 TYPE_FLOATN_2,
110 TYPE_FLOATN_3,
111 TYPE_FLOATN_4,
112 TYPE_DOUBLEN,
113 TYPE_MATRIX,
114 TYPE_MATRIX_T,
115 TYPE_CONST
116 };
117
118 enum value_location {
119 LOC_BUFFER,
120 LOC_CONTEXT,
121 LOC_ARRAY,
122 LOC_TEXUNIT,
123 LOC_CUSTOM
124 };
125
126 enum value_extra {
127 EXTRA_END = 0x8000,
128 EXTRA_VERSION_30,
129 EXTRA_VERSION_31,
130 EXTRA_VERSION_32,
131 EXTRA_VERSION_ES2,
132 EXTRA_NEW_BUFFERS,
133 EXTRA_VALID_DRAW_BUFFER,
134 EXTRA_VALID_TEXTURE_UNIT,
135 EXTRA_FLUSH_CURRENT,
136 };
137
138 #define NO_EXTRA NULL
139 #define NO_OFFSET 0
140
141 struct value_desc {
142 GLenum pname;
143 GLubyte location; /**< enum value_location */
144 GLubyte type; /**< enum value_type */
145 int offset;
146 const int *extra;
147 };
148
149 union value {
150 GLfloat value_float;
151 GLfloat value_float_4[4];
152 GLmatrix *value_matrix;
153 GLint value_int;
154 GLint value_int_4[4];
155 GLint64 value_int64;
156 GLenum value_enum;
157
158 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
159 struct {
160 GLint n, ints[100];
161 } value_int_n;
162 GLboolean value_bool;
163 };
164
165 #define BUFFER_FIELD(field, type) \
166 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
167 #define CONTEXT_FIELD(field, type) \
168 LOC_CONTEXT, type, offsetof(struct gl_context, field)
169 #define ARRAY_FIELD(field, type) \
170 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
171 #define CONST(value) \
172 LOC_CONTEXT, TYPE_CONST, value
173
174 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
175 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
176 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
177
178 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
179 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
180 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
181 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
182 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
183 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
184 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
185 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
186 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
187 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
188 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
189 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
190 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
191 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
192 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
193 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
194 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
195 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
196
197 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
198 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
199 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
200
201 #define EXT(f) \
202 offsetof(struct gl_extensions, f)
203
204 #define EXTRA_EXT(e) \
205 static const int extra_##e[] = { \
206 EXT(e), EXTRA_END \
207 }
208
209 #define EXTRA_EXT2(e1, e2) \
210 static const int extra_##e1##_##e2[] = { \
211 EXT(e1), EXT(e2), EXTRA_END \
212 }
213
214 /* The 'extra' mechanism is a way to specify extra checks (such as
215 * extensions or specific gl versions) or actions (flush current, new
216 * buffers) that we need to do before looking up an enum. We need to
217 * declare them all up front so we can refer to them in the value_desc
218 * structs below. */
219
220 static const int extra_new_buffers[] = {
221 EXTRA_NEW_BUFFERS,
222 EXTRA_END
223 };
224
225 static const int extra_valid_draw_buffer[] = {
226 EXTRA_VALID_DRAW_BUFFER,
227 EXTRA_END
228 };
229
230 static const int extra_valid_texture_unit[] = {
231 EXTRA_VALID_TEXTURE_UNIT,
232 EXTRA_END
233 };
234
235 static const int extra_flush_current_valid_texture_unit[] = {
236 EXTRA_FLUSH_CURRENT,
237 EXTRA_VALID_TEXTURE_UNIT,
238 EXTRA_END
239 };
240
241 static const int extra_flush_current[] = {
242 EXTRA_FLUSH_CURRENT,
243 EXTRA_END
244 };
245
246 static const int extra_new_buffers_OES_read_format[] = {
247 EXTRA_NEW_BUFFERS,
248 EXT(OES_read_format),
249 EXTRA_END
250 };
251
252 static const int extra_EXT_secondary_color_flush_current[] = {
253 EXT(EXT_secondary_color),
254 EXTRA_FLUSH_CURRENT,
255 EXTRA_END
256 };
257
258 static const int extra_EXT_fog_coord_flush_current[] = {
259 EXT(EXT_fog_coord),
260 EXTRA_FLUSH_CURRENT,
261 EXTRA_END
262 };
263
264 static const int extra_EXT_texture_integer[] = {
265 EXT(EXT_texture_integer),
266 EXTRA_END
267 };
268
269 static const int extra_EXT_gpu_shader4[] = {
270 EXT(EXT_gpu_shader4),
271 EXTRA_END
272 };
273
274
275 EXTRA_EXT(ARB_multitexture);
276 EXTRA_EXT(ARB_texture_cube_map);
277 EXTRA_EXT(MESA_texture_array);
278 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
279 EXTRA_EXT(EXT_secondary_color);
280 EXTRA_EXT(EXT_fog_coord);
281 EXTRA_EXT(EXT_texture_lod_bias);
282 EXTRA_EXT(EXT_texture_filter_anisotropic);
283 EXTRA_EXT(IBM_rasterpos_clip);
284 EXTRA_EXT(NV_point_sprite);
285 EXTRA_EXT(SGIS_generate_mipmap);
286 EXTRA_EXT(NV_vertex_program);
287 EXTRA_EXT(NV_fragment_program);
288 EXTRA_EXT(NV_texture_rectangle);
289 EXTRA_EXT(EXT_stencil_two_side);
290 EXTRA_EXT(NV_light_max_exponent);
291 EXTRA_EXT(SGI_texture_color_table);
292 EXTRA_EXT(EXT_depth_bounds_test);
293 EXTRA_EXT(ARB_depth_clamp);
294 EXTRA_EXT(ATI_fragment_shader);
295 EXTRA_EXT(EXT_framebuffer_blit);
296 EXTRA_EXT(ARB_shader_objects);
297 EXTRA_EXT(EXT_provoking_vertex);
298 EXTRA_EXT(ARB_fragment_shader);
299 EXTRA_EXT(ARB_fragment_program);
300 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
301 EXTRA_EXT(EXT_framebuffer_object);
302 EXTRA_EXT(APPLE_vertex_array_object);
303 EXTRA_EXT(ARB_seamless_cube_map);
304 EXTRA_EXT(EXT_compiled_vertex_array);
305 EXTRA_EXT(ARB_sync);
306 EXTRA_EXT(ARB_vertex_shader);
307 EXTRA_EXT(EXT_transform_feedback);
308 EXTRA_EXT(ARB_transform_feedback2);
309 EXTRA_EXT(EXT_pixel_buffer_object);
310 EXTRA_EXT(ARB_vertex_program);
311 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
312 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
313 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
314 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
315 EXTRA_EXT(ARB_vertex_buffer_object);
316 EXTRA_EXT(ARB_geometry_shader4);
317
318 static const int
319 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
320 EXT(ARB_vertex_program),
321 EXT(ARB_fragment_program),
322 EXT(NV_vertex_program),
323 EXTRA_END
324 };
325
326 static const int
327 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
328 EXT(NV_vertex_program),
329 EXT(ARB_vertex_program),
330 EXT(ARB_fragment_program),
331 EXT(NV_vertex_program),
332 EXTRA_END
333 };
334
335 static const int
336 extra_NV_primitive_restart[] = {
337 EXT(NV_primitive_restart),
338 EXTRA_END
339 };
340
341 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
342 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
343 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
344
345 static const int
346 extra_ARB_vertex_program_version_es2[] = {
347 EXT(ARB_vertex_program),
348 EXTRA_VERSION_ES2,
349 EXTRA_END
350 };
351
352 #define API_OPENGL_BIT (1 << API_OPENGL)
353 #define API_OPENGLES_BIT (1 << API_OPENGLES)
354 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
355
356 /* This is the big table describing all the enums we accept in
357 * glGet*v(). The table is partitioned into six parts: enums
358 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
359 * between OpenGL and GLES, enums exclusive to GLES, etc for the
360 * remaining combinations. When we add the enums to the hash table in
361 * _mesa_init_get_hash(), we only add the enums for the API we're
362 * instantiating and the different sections are guarded by #if
363 * FEATURE_GL etc to make sure we only compile in the enums we may
364 * need. */
365
366 static const struct value_desc values[] = {
367 /* Enums shared between OpenGL, GLES1 and GLES2 */
368 { 0, 0, TYPE_API_MASK,
369 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
370 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
371 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
372 { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
373 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
374 { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
375 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
376 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
377 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
378 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
379 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
380 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
381 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
382 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
383 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
384 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
385 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
386 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
387 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
388 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
389 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
390 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
391 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
392 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
393 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
394 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
395 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
396 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
397 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
398 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
399 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
400 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
401 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
402 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
403 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
404 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
405 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
406 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
407 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
408 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
409 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
410 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
411 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
412 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
413 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
414 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
415 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
416
417 /* GL_ARB_multitexture */
418 { GL_ACTIVE_TEXTURE_ARB,
419 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
420
421 /* Note that all the OES_* extensions require that the Mesa "struct
422 * gl_extensions" include a member with the name of the extension.
423 * That structure does not yet include OES extensions (and we're
424 * not sure whether it will). If it does, all the OES_*
425 * extensions below should mark the dependency. */
426
427 /* GL_ARB_texture_cube_map */
428 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
429 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
430 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
431 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
432 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
433
434 /* XXX: OES_blend_subtract */
435 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
436 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
437 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA), NO_EXTRA },
438 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA), NO_EXTRA },
439
440 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
441 * defined identically to GL_BLEND_EQUATION. */
442 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB), NO_EXTRA },
443 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA), NO_EXTRA },
444
445 /* GL_ARB_texture_compression */
446 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
447 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
448
449 /* GL_ARB_multisample */
450 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
451 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
452 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
453 { GL_SAMPLE_COVERAGE_VALUE_ARB,
454 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
455 { GL_SAMPLE_COVERAGE_INVERT_ARB,
456 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
457 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
458 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
459
460 /* GL_SGIS_generate_mipmap */
461 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
462 extra_SGIS_generate_mipmap },
463
464 /* GL_ARB_vertex_buffer_object */
465 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
466
467 /* GL_ARB_vertex_buffer_object */
468 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
469 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
470 extra_ARB_vertex_buffer_object },
471
472 /* GL_OES_read_format */
473 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
474 extra_new_buffers_OES_read_format },
475 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
476 extra_new_buffers_OES_read_format },
477
478 /* GL_EXT_framebuffer_object */
479 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
480 extra_EXT_framebuffer_object },
481 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
482 extra_EXT_framebuffer_object },
483 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
484 extra_EXT_framebuffer_object },
485
486 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
487 * GLSL: */
488 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
489
490 #if FEATURE_GL || FEATURE_ES1
491 /* Enums in OpenGL and GLES1 */
492 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
493 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
494 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
495 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
496 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
497 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
498 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
499 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
500 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
501 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
502 { GL_LIGHT_MODEL_AMBIENT,
503 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
504 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
505 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
506 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
507 { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA },
508 { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
509 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
510 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
511 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
512 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
513 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
514 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
515 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
516 { GL_CURRENT_COLOR,
517 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
518 extra_flush_current },
519 { GL_CURRENT_NORMAL,
520 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
521 extra_flush_current },
522 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
523 extra_flush_current_valid_texture_unit },
524 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
525 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
526 { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA },
527 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
528 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
529 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
530 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
531 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
532 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
533 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
534 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
535 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
536 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
537 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
538 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
539 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
540 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
541 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
542 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
543 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
544 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
545 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
546 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
547 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
548 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
549 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
550 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
551 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
552 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
553 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
554 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
555 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
556 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
557 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
558 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
559 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
560 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
561 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
562 extra_valid_texture_unit },
563
564 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
565 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
566 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
567 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
568 { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled), NO_EXTRA },
569 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
570 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
571 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
572 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
573 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
574 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
575 { GL_TEXTURE_COORD_ARRAY,
576 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
577 { GL_TEXTURE_COORD_ARRAY_SIZE,
578 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size), NO_EXTRA },
579 { GL_TEXTURE_COORD_ARRAY_TYPE,
580 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type), NO_EXTRA },
581 { GL_TEXTURE_COORD_ARRAY_STRIDE,
582 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride), NO_EXTRA },
583
584 /* GL_ARB_multitexture */
585 { GL_MAX_TEXTURE_UNITS_ARB,
586 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
587 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
588 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
589
590 /* GL_ARB_texture_cube_map */
591 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
592 /* S, T, and R are always set at the same time */
593 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
594 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
595
596 /* GL_ARB_multisample */
597 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
598 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
599
600 /* GL_ARB_vertex_buffer_object */
601 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
602 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
603 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
604 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
605 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
606 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
607 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
608
609 /* GL_OES_point_sprite */
610 { GL_POINT_SPRITE_NV,
611 CONTEXT_BOOL(Point.PointSprite),
612 extra_NV_point_sprite_ARB_point_sprite },
613
614 /* GL_ARB_fragment_shader */
615 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
616 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
617 extra_ARB_fragment_shader },
618
619 /* GL_ARB_vertex_shader */
620 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
621 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
622 extra_ARB_vertex_shader },
623 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
624 extra_ARB_vertex_shader },
625
626 /* GL_EXT_texture_lod_bias */
627 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
628 extra_EXT_texture_lod_bias },
629
630 /* GL_EXT_texture_filter_anisotropic */
631 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
632 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
633 extra_EXT_texture_filter_anisotropic },
634 #endif /* FEATURE_GL || FEATURE_ES1 */
635
636 #if FEATURE_ES1
637 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
638 /* XXX: OES_matrix_get */
639 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
640 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
641 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
642
643 /* OES_point_size_array */
644 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
645 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
646 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
647 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
648 #endif /* FEATURE_ES1 */
649
650 #if FEATURE_GL || FEATURE_ES2
651 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
652 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
653 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
654 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
655 CONTEXT_INT(Const.MaxTextureCoordUnits),
656 extra_ARB_fragment_program_NV_fragment_program },
657
658 /* GL_ARB_draw_buffers */
659 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
660
661 { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
662 /* GL_ARB_fragment_program */
663 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
664 CONTEXT_INT(Const.MaxTextureImageUnits),
665 extra_ARB_fragment_program_NV_fragment_program },
666 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
667 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
668 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
669 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
670 extra_ARB_vertex_shader },
671
672 /* GL_ARB_shader_objects
673 * Actually, this token isn't part of GL_ARB_shader_objects, but is
674 * close enough for now. */
675 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
676
677 /* OpenGL 2.0 */
678 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
679 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
680 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
681 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
682 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
683 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
684 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
685
686 { GL_MAX_VERTEX_ATTRIBS_ARB,
687 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
688 extra_ARB_vertex_program_version_es2 },
689
690 /* OES_texture_3D */
691 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
692 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
693 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
694
695 /* GL_ARB_fragment_program/OES_standard_derivatives */
696 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
697 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
698 #endif /* FEATURE_GL || FEATURE_ES2 */
699
700 #if FEATURE_ES2
701 /* Enums unique to OpenGL ES 2.0 */
702 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
703 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
704 offsetof(struct gl_context, Const.FragmentProgram.MaxUniformComponents), NO_EXTRA },
705 { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
706 offsetof(struct gl_context, Const.MaxVarying), NO_EXTRA },
707 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
708 offsetof(struct gl_context, Const.VertexProgram.MaxUniformComponents), NO_EXTRA },
709 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
710 /* OES_get_program_binary */
711 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
712 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
713 #endif /* FEATURE_ES2 */
714
715 #if FEATURE_GL
716 /* Remaining enums are only in OpenGL */
717 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
718 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
719 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
720 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
721 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
722 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
723 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
724 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
725 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
726 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
727 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
728 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
729 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
730 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
731 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
732 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
733 { GL_CURRENT_INDEX,
734 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
735 extra_flush_current },
736 { GL_CURRENT_RASTER_COLOR,
737 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
738 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
739 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
740 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
741 { GL_CURRENT_RASTER_SECONDARY_COLOR,
742 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
743 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
744 extra_valid_texture_unit },
745 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
746 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
747 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
748 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
749 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
750 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
751 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
752 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
753 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
754 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
755 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
756 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
757 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
758 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
759 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
760 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
761 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
762 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
763 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
764 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
765 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
766 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
767 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
768 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
769 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
770 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
771 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
772 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
773 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
774 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
775 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
776 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
777 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
778 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
779 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
780 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
781 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
782 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
783 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
784 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
785 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
786 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
787 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
788 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
789 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
790 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
791 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
792 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
793 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
794 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
795 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
796 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
797 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
798
799 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
800 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
801 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
802 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
803 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
804 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
805 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
806 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
807 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
808 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
809 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
810 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
811 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
812 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
813 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
814 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
815 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
816 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
817 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
818 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
819 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
820 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
821 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
822 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
823 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
824 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
825 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
826 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
827 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
828 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
829 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
830 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
831 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
832 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
833 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
834 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
835 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
836
837 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
838
839 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
840 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
841 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
842 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
843
844 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
845 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
846 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
847 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
848 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
849 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
850 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
851
852 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
853 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
854 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
855 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
856 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
857 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
858 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
859 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
860 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
861 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
862 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
863 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
864 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
865 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
866 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
867 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
868 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
869 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
870
871 /* Vertex arrays */
872 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
873 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
874 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
875 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
876 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
877 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
878 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
879 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
880 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
881 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
882 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
883
884 /* GL_ARB_texture_compression */
885 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
886
887 /* GL_EXT_compiled_vertex_array */
888 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
889 extra_EXT_compiled_vertex_array },
890 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
891 extra_EXT_compiled_vertex_array },
892
893 /* GL_ARB_transpose_matrix */
894 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
895 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
896 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
897 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
898 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
899
900 /* GL_SGI_texture_color_table */
901 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
902 offsetof(struct gl_texture_unit, ColorTableEnabled),
903 extra_SGI_texture_color_table },
904
905 /* GL_EXT_secondary_color */
906 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
907 extra_EXT_secondary_color_ARB_vertex_program },
908 { GL_CURRENT_SECONDARY_COLOR_EXT,
909 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
910 extra_EXT_secondary_color_flush_current },
911 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
912 extra_EXT_secondary_color },
913 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
914 extra_EXT_secondary_color },
915 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
916 extra_EXT_secondary_color },
917 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
918 extra_EXT_secondary_color },
919
920 /* GL_EXT_fog_coord */
921 { GL_CURRENT_FOG_COORDINATE_EXT,
922 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
923 extra_EXT_fog_coord_flush_current },
924 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
925 extra_EXT_fog_coord },
926 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
927 extra_EXT_fog_coord },
928 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
929 extra_EXT_fog_coord },
930 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
931 extra_EXT_fog_coord },
932
933 /* GL_IBM_rasterpos_clip */
934 { GL_RASTER_POSITION_UNCLIPPED_IBM,
935 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
936 extra_IBM_rasterpos_clip },
937
938 /* GL_NV_point_sprite */
939 { GL_POINT_SPRITE_R_MODE_NV,
940 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
941 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
942 extra_NV_point_sprite_ARB_point_sprite },
943
944 /* GL_NV_vertex_program */
945 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
946 extra_NV_vertex_program },
947 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
948 extra_NV_vertex_program },
949 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
950 extra_NV_vertex_program },
951 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
952 extra_NV_vertex_program },
953 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
954 extra_NV_vertex_program },
955 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
956 extra_NV_vertex_program },
957 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
958 extra_NV_vertex_program },
959 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
960 extra_NV_vertex_program },
961 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
962 extra_NV_vertex_program },
963 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
964 extra_NV_vertex_program },
965 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
966 extra_NV_vertex_program },
967 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
968 extra_NV_vertex_program },
969 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
970 extra_NV_vertex_program },
971 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
972 extra_NV_vertex_program },
973 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
974 extra_NV_vertex_program },
975 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
976 extra_NV_vertex_program },
977 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
978 extra_NV_vertex_program },
979 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
980 extra_NV_vertex_program },
981 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
982 extra_NV_vertex_program },
983 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
984 extra_NV_vertex_program },
985 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
986 extra_NV_vertex_program },
987 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
988 extra_NV_vertex_program },
989 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
990 extra_NV_vertex_program },
991 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
992 extra_NV_vertex_program },
993 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
994 extra_NV_vertex_program },
995 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
996 extra_NV_vertex_program },
997 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
998 extra_NV_vertex_program },
999 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1000 extra_NV_vertex_program },
1001 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1002 extra_NV_vertex_program },
1003 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1004 extra_NV_vertex_program },
1005 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1006 extra_NV_vertex_program },
1007 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1008 extra_NV_vertex_program },
1009 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1010 extra_NV_vertex_program },
1011
1012 /* GL_NV_fragment_program */
1013 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1014 extra_NV_fragment_program },
1015 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1016 extra_NV_fragment_program },
1017 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1018 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1019 extra_NV_fragment_program },
1020
1021 /* GL_NV_texture_rectangle */
1022 { GL_TEXTURE_RECTANGLE_NV,
1023 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1024 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1025 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1026 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1027 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1028
1029 /* GL_EXT_stencil_two_side */
1030 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1031 extra_EXT_stencil_two_side },
1032 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1033
1034 /* GL_NV_light_max_exponent */
1035 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1036 extra_NV_light_max_exponent },
1037 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1038 extra_NV_light_max_exponent },
1039
1040 /* GL_NV_primitive_restart */
1041 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1042 extra_NV_primitive_restart },
1043 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1044 extra_NV_primitive_restart },
1045
1046 /* GL_ARB_vertex_buffer_object */
1047 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1048 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1049 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1050 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1051 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1052 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1053 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1054 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1055
1056 /* GL_EXT_pixel_buffer_object */
1057 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1058 extra_EXT_pixel_buffer_object },
1059 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1060 extra_EXT_pixel_buffer_object },
1061
1062 /* GL_ARB_vertex_program */
1063 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1064 CONTEXT_BOOL(VertexProgram.Enabled),
1065 extra_ARB_vertex_program_NV_vertex_program },
1066 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1067 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1068 extra_ARB_vertex_program_NV_vertex_program },
1069 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1070 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1071 extra_ARB_vertex_program_NV_vertex_program },
1072 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1073 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1074 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1075 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1076 CONTEXT_INT(Const.MaxProgramMatrices),
1077 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1078 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1079 LOC_CUSTOM, TYPE_INT, 0,
1080 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1081
1082 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1083 LOC_CUSTOM, TYPE_MATRIX, 0,
1084 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1085 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1086 LOC_CUSTOM, TYPE_MATRIX, 0,
1087 extra_ARB_vertex_program_ARB_fragment_program },
1088
1089 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1090 CONTEXT_INT(Program.ErrorPos),
1091 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1092
1093 /* GL_ARB_fragment_program */
1094 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1095 extra_ARB_fragment_program },
1096
1097 /* GL_EXT_depth_bounds_test */
1098 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1099 extra_EXT_depth_bounds_test },
1100 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1101 extra_EXT_depth_bounds_test },
1102
1103 /* GL_ARB_depth_clamp*/
1104 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1105 extra_ARB_depth_clamp },
1106
1107 /* GL_ARB_draw_buffers */
1108 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1109 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1110 extra_valid_draw_buffer },
1111 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1112 extra_valid_draw_buffer },
1113 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1114 extra_valid_draw_buffer },
1115
1116 /* GL_ATI_fragment_shader */
1117 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1118 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1119 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1120 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1121 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1122 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1123 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1124 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1125 CONST(3), extra_ATI_fragment_shader },
1126
1127 /* GL_EXT_framebuffer_object */
1128 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1129 extra_EXT_framebuffer_object },
1130
1131 /* GL_EXT_framebuffer_blit
1132 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1133 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1134 extra_EXT_framebuffer_blit },
1135
1136 /* GL_EXT_provoking_vertex */
1137 { GL_PROVOKING_VERTEX_EXT,
1138 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1139 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1140 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1141 extra_EXT_provoking_vertex },
1142
1143 /* GL_ARB_framebuffer_object */
1144 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1145 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1146
1147 /* GL_APPLE_vertex_array_object */
1148 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1149 extra_APPLE_vertex_array_object },
1150
1151 /* GL_ARB_seamless_cube_map */
1152 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1153 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1154
1155 /* GL_ARB_sync */
1156 { GL_MAX_SERVER_WAIT_TIMEOUT,
1157 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1158
1159 /* GL_EXT_texture_integer */
1160 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1161 extra_EXT_texture_integer },
1162
1163 /* GL_EXT_transform_feedback */
1164 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1165 extra_EXT_transform_feedback },
1166 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1167 extra_EXT_transform_feedback },
1168 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1169 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1170 extra_EXT_transform_feedback },
1171 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1172 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1173 extra_EXT_transform_feedback },
1174 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1175 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1176 extra_EXT_transform_feedback },
1177
1178 /* GL_ARB_transform_feedback2 */
1179 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1180 extra_ARB_transform_feedback2 },
1181 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1182 extra_ARB_transform_feedback2 },
1183 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1184 extra_ARB_transform_feedback2 },
1185
1186 /* GL_ARB_geometry_shader4 */
1187 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1188 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
1189 extra_ARB_geometry_shader4 },
1190 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1191 CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
1192 extra_ARB_geometry_shader4 },
1193 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1194 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
1195 extra_ARB_geometry_shader4 },
1196 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1197 CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
1198 extra_ARB_geometry_shader4 },
1199 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1200 CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
1201 extra_ARB_geometry_shader4 },
1202 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1203 CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
1204 extra_ARB_geometry_shader4 },
1205
1206 /* GL_EXT_gpu_shader4 / GL 3.0 */
1207 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1208 CONTEXT_INT(Const.MinProgramTexelOffset),
1209 extra_EXT_gpu_shader4 },
1210 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1211 CONTEXT_INT(Const.MaxProgramTexelOffset),
1212 extra_EXT_gpu_shader4 },
1213
1214 /* GL 3.0 */
1215 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1216 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1217 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1218 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1219
1220 /* GL 3.1 */
1221 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1222 * vs. GL_PRIMITIVE_RESTART!
1223 */
1224 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1225 extra_version_31 },
1226 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1227 extra_version_31 },
1228
1229
1230 /* GL 3.2 */
1231 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1232 extra_version_32 },
1233 #endif /* FEATURE_GL */
1234 };
1235
1236 /* All we need now is a way to look up the value struct from the enum.
1237 * The code generated by gcc for the old generated big switch
1238 * statement is a big, balanced, open coded if/else tree, essentially
1239 * an unrolled binary search. It would be natural to sort the new
1240 * enum table and use bsearch(), but we will use a read-only hash
1241 * table instead. bsearch() has a nice guaranteed worst case
1242 * performance, but we're also guaranteed to hit that worst case
1243 * (log2(n) iterations) for about half the enums. Instead, using an
1244 * open addressing hash table, we can find the enum on the first try
1245 * for 80% of the enums, 1 collision for 10% and never more than 5
1246 * collisions for any enum (typical numbers). And the code is very
1247 * simple, even though it feels a little magic. */
1248
1249 static unsigned short table[1024];
1250 static const int prime_factor = 89, prime_step = 281;
1251
1252 #ifdef GET_DEBUG
1253 static void
1254 print_table_stats(void)
1255 {
1256 int i, j, collisions[11], count, hash, mask;
1257 const struct value_desc *d;
1258
1259 count = 0;
1260 mask = Elements(table) - 1;
1261 memset(collisions, 0, sizeof collisions);
1262
1263 for (i = 0; i < Elements(table); i++) {
1264 if (!table[i])
1265 continue;
1266 count++;
1267 d = &values[table[i]];
1268 hash = (d->pname * prime_factor);
1269 j = 0;
1270 while (1) {
1271 if (values[table[hash & mask]].pname == d->pname)
1272 break;
1273 hash += prime_step;
1274 j++;
1275 }
1276
1277 if (j < 10)
1278 collisions[j]++;
1279 else
1280 collisions[10]++;
1281 }
1282
1283 printf("number of enums: %d (total %d)\n", count, Elements(values));
1284 for (i = 0; i < Elements(collisions) - 1; i++)
1285 if (collisions[i] > 0)
1286 printf(" %d enums with %d %scollisions\n",
1287 collisions[i], i, i == 10 ? "or more " : "");
1288 }
1289 #endif
1290
1291 /**
1292 * Initialize the enum hash for a given API
1293 *
1294 * This is called from one_time_init() to insert the enum values that
1295 * are valid for the API in question into the enum hash table.
1296 *
1297 * \param the current context, for determining the API in question
1298 */
1299 void _mesa_init_get_hash(struct gl_context *ctx)
1300 {
1301 int i, hash, index, mask;
1302 int api_mask = 0, api_bit;
1303
1304 mask = Elements(table) - 1;
1305 api_bit = 1 << ctx->API;
1306
1307 for (i = 0; i < Elements(values); i++) {
1308 if (values[i].type == TYPE_API_MASK) {
1309 api_mask = values[i].offset;
1310 continue;
1311 }
1312 if (!(api_mask & api_bit))
1313 continue;
1314
1315 hash = (values[i].pname * prime_factor) & mask;
1316 while (1) {
1317 index = hash & mask;
1318 if (!table[index]) {
1319 table[index] = i;
1320 break;
1321 }
1322 hash += prime_step;
1323 }
1324 }
1325
1326 #ifdef GET_DEBUG
1327 print_table_stats();
1328 #endif
1329 }
1330
1331 /**
1332 * Handle irregular enums
1333 *
1334 * Some values don't conform to the "well-known type at context
1335 * pointer + offset" pattern, so we have this function to catch all
1336 * the corner cases. Typically, it's a computed value or a one-off
1337 * pointer to a custom struct or something.
1338 *
1339 * In this case we can't return a pointer to the value, so we'll have
1340 * to use the temporary variable 'v' declared back in the calling
1341 * glGet*v() function to store the result.
1342 *
1343 * \param ctx the current context
1344 * \param d the struct value_desc that describes the enum
1345 * \param v pointer to the tmp declared in the calling glGet*v() function
1346 */
1347 static void
1348 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1349 {
1350 struct gl_buffer_object *buffer_obj;
1351 struct gl_client_array *array;
1352 GLuint unit, *p;
1353
1354 switch (d->pname) {
1355 case GL_TEXTURE_1D:
1356 case GL_TEXTURE_2D:
1357 case GL_TEXTURE_3D:
1358 case GL_TEXTURE_1D_ARRAY_EXT:
1359 case GL_TEXTURE_2D_ARRAY_EXT:
1360 case GL_TEXTURE_CUBE_MAP_ARB:
1361 case GL_TEXTURE_RECTANGLE_NV:
1362 v->value_bool = _mesa_IsEnabled(d->pname);
1363 break;
1364
1365 case GL_LINE_STIPPLE_PATTERN:
1366 /* This is the only GLushort, special case it here by promoting
1367 * to an int rather than introducing a new type. */
1368 v->value_int = ctx->Line.StipplePattern;
1369 break;
1370
1371 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1372 unit = ctx->Texture.CurrentUnit;
1373 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1374 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1375 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1376 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1377 break;
1378
1379 case GL_CURRENT_TEXTURE_COORDS:
1380 unit = ctx->Texture.CurrentUnit;
1381 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1382 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1383 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1384 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1385 break;
1386
1387 case GL_COLOR_WRITEMASK:
1388 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1389 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1390 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1391 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1392 break;
1393
1394 case GL_EDGE_FLAG:
1395 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1396 break;
1397
1398 case GL_READ_BUFFER:
1399 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1400 break;
1401
1402 case GL_MAP2_GRID_DOMAIN:
1403 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1404 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1405 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1406 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1407 break;
1408
1409 case GL_TEXTURE_STACK_DEPTH:
1410 unit = ctx->Texture.CurrentUnit;
1411 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1412 break;
1413 case GL_TEXTURE_MATRIX:
1414 unit = ctx->Texture.CurrentUnit;
1415 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1416 break;
1417
1418 case GL_TEXTURE_COORD_ARRAY:
1419 case GL_TEXTURE_COORD_ARRAY_SIZE:
1420 case GL_TEXTURE_COORD_ARRAY_TYPE:
1421 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1422 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1423 v->value_int = *(GLuint *) ((char *) array + d->offset);
1424 break;
1425
1426 case GL_ACTIVE_TEXTURE_ARB:
1427 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1428 break;
1429 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1430 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1431 break;
1432
1433 case GL_MODELVIEW_STACK_DEPTH:
1434 case GL_PROJECTION_STACK_DEPTH:
1435 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1436 break;
1437
1438 case GL_MAX_TEXTURE_SIZE:
1439 case GL_MAX_3D_TEXTURE_SIZE:
1440 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1441 p = (GLuint *) ((char *) ctx + d->offset);
1442 v->value_int = 1 << (*p - 1);
1443 break;
1444
1445 case GL_SCISSOR_BOX:
1446 v->value_int_4[0] = ctx->Scissor.X;
1447 v->value_int_4[1] = ctx->Scissor.Y;
1448 v->value_int_4[2] = ctx->Scissor.Width;
1449 v->value_int_4[3] = ctx->Scissor.Height;
1450 break;
1451
1452 case GL_LIST_INDEX:
1453 v->value_int =
1454 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1455 break;
1456 case GL_LIST_MODE:
1457 if (!ctx->CompileFlag)
1458 v->value_enum = 0;
1459 else if (ctx->ExecuteFlag)
1460 v->value_enum = GL_COMPILE_AND_EXECUTE;
1461 else
1462 v->value_enum = GL_COMPILE;
1463 break;
1464
1465 case GL_VIEWPORT:
1466 v->value_int_4[0] = ctx->Viewport.X;
1467 v->value_int_4[1] = ctx->Viewport.Y;
1468 v->value_int_4[2] = ctx->Viewport.Width;
1469 v->value_int_4[3] = ctx->Viewport.Height;
1470 break;
1471
1472 case GL_ACTIVE_STENCIL_FACE_EXT:
1473 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1474 break;
1475
1476 case GL_STENCIL_FAIL:
1477 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1478 break;
1479 case GL_STENCIL_FUNC:
1480 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1481 break;
1482 case GL_STENCIL_PASS_DEPTH_FAIL:
1483 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1484 break;
1485 case GL_STENCIL_PASS_DEPTH_PASS:
1486 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1487 break;
1488 case GL_STENCIL_REF:
1489 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1490 break;
1491 case GL_STENCIL_VALUE_MASK:
1492 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1493 break;
1494 case GL_STENCIL_WRITEMASK:
1495 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1496 break;
1497
1498 case GL_NUM_EXTENSIONS:
1499 v->value_int = _mesa_get_extension_count(ctx);
1500 break;
1501
1502 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1503 v->value_int = _mesa_get_color_read_type(ctx);
1504 break;
1505 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1506 v->value_int = _mesa_get_color_read_format(ctx);
1507 break;
1508
1509 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1510 v->value_int = ctx->CurrentStack->Depth + 1;
1511 break;
1512 case GL_CURRENT_MATRIX_ARB:
1513 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1514 v->value_matrix = ctx->CurrentStack->Top;
1515 break;
1516
1517 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1518 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1519 break;
1520 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1521 v->value_int_n.n =
1522 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1523 ASSERT(v->value_int_n.n <= 100);
1524 break;
1525
1526 case GL_MAX_VARYING_FLOATS_ARB:
1527 v->value_int = ctx->Const.MaxVarying * 4;
1528 break;
1529
1530 /* Various object names */
1531
1532 case GL_TEXTURE_BINDING_1D:
1533 case GL_TEXTURE_BINDING_2D:
1534 case GL_TEXTURE_BINDING_3D:
1535 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1536 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1537 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1538 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1539 unit = ctx->Texture.CurrentUnit;
1540 v->value_int =
1541 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1542 break;
1543
1544 /* GL_ARB_vertex_buffer_object */
1545 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1546 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1547 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1548 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1549 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1550 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1551 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1552 buffer_obj = (struct gl_buffer_object *)
1553 ((char *) ctx->Array.ArrayObj + d->offset);
1554 v->value_int = buffer_obj->Name;
1555 break;
1556 case GL_ARRAY_BUFFER_BINDING_ARB:
1557 v->value_int = ctx->Array.ArrayBufferObj->Name;
1558 break;
1559 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1560 v->value_int =
1561 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1562 break;
1563 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1564 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1565 break;
1566
1567 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1568 v->value_int =
1569 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1570 break;
1571 case GL_VERTEX_PROGRAM_BINDING_NV:
1572 v->value_int =
1573 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1574 break;
1575 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1576 v->value_int = ctx->Pack.BufferObj->Name;
1577 break;
1578 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1579 v->value_int = ctx->Unpack.BufferObj->Name;
1580 break;
1581 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1582 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1583 break;
1584 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1585 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1586 break;
1587 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1588 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1589 break;
1590 case GL_TRANSFORM_FEEDBACK_BINDING:
1591 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1592 break;
1593 case GL_CURRENT_PROGRAM:
1594 v->value_int =
1595 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1596 break;
1597 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1598 v->value_int = ctx->ReadBuffer->Name;
1599 break;
1600 case GL_RENDERBUFFER_BINDING_EXT:
1601 v->value_int =
1602 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1603 break;
1604 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1605 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1606 break;
1607 }
1608 }
1609
1610 /**
1611 * Check extra constraints on a struct value_desc descriptor
1612 *
1613 * If a struct value_desc has a non-NULL extra pointer, it means that
1614 * there are a number of extra constraints to check or actions to
1615 * perform. The extras is just an integer array where each integer
1616 * encode different constraints or actions.
1617 *
1618 * \param ctx current context
1619 * \param func name of calling glGet*v() function for error reporting
1620 * \param d the struct value_desc that has the extra constraints
1621 *
1622 * \return GL_FALSE if one of the constraints was not satisfied,
1623 * otherwise GL_TRUE.
1624 */
1625 static GLboolean
1626 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1627 {
1628 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1629 int total, enabled;
1630 const int *e;
1631
1632 total = 0;
1633 enabled = 0;
1634 for (e = d->extra; *e != EXTRA_END; e++)
1635 switch (*e) {
1636 case EXTRA_VERSION_30:
1637 if (version >= 30) {
1638 total++;
1639 enabled++;
1640 }
1641 break;
1642 case EXTRA_VERSION_31:
1643 if (version >= 31) {
1644 total++;
1645 enabled++;
1646 }
1647 break;
1648 case EXTRA_VERSION_32:
1649 if (version >= 32) {
1650 total++;
1651 enabled++;
1652 }
1653 break;
1654 case EXTRA_VERSION_ES2:
1655 if (ctx->API == API_OPENGLES2) {
1656 total++;
1657 enabled++;
1658 }
1659 break;
1660 case EXTRA_NEW_BUFFERS:
1661 if (ctx->NewState & _NEW_BUFFERS)
1662 _mesa_update_state(ctx);
1663 break;
1664 case EXTRA_FLUSH_CURRENT:
1665 FLUSH_CURRENT(ctx, 0);
1666 break;
1667 case EXTRA_VALID_DRAW_BUFFER:
1668 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1669 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1670 func, d->pname - GL_DRAW_BUFFER0_ARB);
1671 return GL_FALSE;
1672 }
1673 break;
1674 case EXTRA_VALID_TEXTURE_UNIT:
1675 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1676 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1677 func, ctx->Texture.CurrentUnit);
1678 return GL_FALSE;
1679 }
1680 break;
1681 case EXTRA_END:
1682 break;
1683 default: /* *e is a offset into the extension struct */
1684 total++;
1685 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1686 enabled++;
1687 break;
1688 }
1689
1690 if (total > 0 && enabled == 0) {
1691 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1692 _mesa_lookup_enum_by_nr(d->pname));
1693 return GL_FALSE;
1694 }
1695
1696 return GL_TRUE;
1697 }
1698
1699 static const struct value_desc error_value =
1700 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1701
1702 /**
1703 * Find the struct value_desc corresponding to the enum 'pname'.
1704 *
1705 * We hash the enum value to get an index into the 'table' array,
1706 * which holds the index in the 'values' array of struct value_desc.
1707 * Once we've found the entry, we do the extra checks, if any, then
1708 * look up the value and return a pointer to it.
1709 *
1710 * If the value has to be computed (for example, it's the result of a
1711 * function call or we need to add 1 to it), we use the tmp 'v' to
1712 * store the result.
1713 *
1714 * \param func name of glGet*v() func for error reporting
1715 * \param pname the enum value we're looking up
1716 * \param p is were we return the pointer to the value
1717 * \param v a tmp union value variable in the calling glGet*v() function
1718 *
1719 * \return the struct value_desc corresponding to the enum or a struct
1720 * value_desc of TYPE_INVALID if not found. This lets the calling
1721 * glGet*v() function jump right into a switch statement and
1722 * handle errors there instead of having to check for NULL.
1723 */
1724 static const struct value_desc *
1725 find_value(const char *func, GLenum pname, void **p, union value *v)
1726 {
1727 GET_CURRENT_CONTEXT(ctx);
1728 struct gl_texture_unit *unit;
1729 int mask, hash;
1730 const struct value_desc *d;
1731
1732 mask = Elements(table) - 1;
1733 hash = (pname * prime_factor);
1734 while (1) {
1735 d = &values[table[hash & mask]];
1736 if (likely(d->pname == pname))
1737 break;
1738
1739 /* If the enum isn't valid, the hash walk ends with index 0,
1740 * which is the API mask entry at the beginning of values[]. */
1741 if (d->type == TYPE_API_MASK) {
1742 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1743 _mesa_lookup_enum_by_nr(pname));
1744 return &error_value;
1745 }
1746 hash += prime_step;
1747 }
1748
1749 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1750 return &error_value;
1751
1752 switch (d->location) {
1753 case LOC_BUFFER:
1754 *p = ((char *) ctx->DrawBuffer + d->offset);
1755 return d;
1756 case LOC_CONTEXT:
1757 *p = ((char *) ctx + d->offset);
1758 return d;
1759 case LOC_ARRAY:
1760 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1761 return d;
1762 case LOC_TEXUNIT:
1763 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1764 *p = ((char *) unit + d->offset);
1765 return d;
1766 case LOC_CUSTOM:
1767 find_custom_value(ctx, d, v);
1768 *p = v;
1769 return d;
1770 default:
1771 assert(0);
1772 break;
1773 }
1774
1775 /* silence warning */
1776 return &error_value;
1777 }
1778
1779 static const int transpose[] = {
1780 0, 4, 8, 12,
1781 1, 5, 9, 13,
1782 2, 6, 10, 14,
1783 3, 7, 11, 15
1784 };
1785
1786 void GLAPIENTRY
1787 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1788 {
1789 const struct value_desc *d;
1790 union value v;
1791 GLmatrix *m;
1792 int shift, i;
1793 void *p;
1794
1795 d = find_value("glGetBooleanv", pname, &p, &v);
1796 switch (d->type) {
1797 case TYPE_INVALID:
1798 break;
1799 case TYPE_CONST:
1800 params[0] = INT_TO_BOOLEAN(d->offset);
1801 break;
1802
1803 case TYPE_FLOAT_4:
1804 case TYPE_FLOATN_4:
1805 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1806 case TYPE_FLOAT_3:
1807 case TYPE_FLOATN_3:
1808 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1809 case TYPE_FLOAT_2:
1810 case TYPE_FLOATN_2:
1811 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1812 case TYPE_FLOAT:
1813 case TYPE_FLOATN:
1814 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1815 break;
1816
1817 case TYPE_DOUBLEN:
1818 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1819 break;
1820
1821 case TYPE_INT_4:
1822 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1823 case TYPE_INT_3:
1824 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1825 case TYPE_INT_2:
1826 case TYPE_ENUM_2:
1827 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1828 case TYPE_INT:
1829 case TYPE_ENUM:
1830 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1831 break;
1832
1833 case TYPE_INT_N:
1834 for (i = 0; i < v.value_int_n.n; i++)
1835 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1836 break;
1837
1838 case TYPE_INT64:
1839 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1840 break;
1841
1842 case TYPE_BOOLEAN:
1843 params[0] = ((GLboolean*) p)[0];
1844 break;
1845
1846 case TYPE_MATRIX:
1847 m = *(GLmatrix **) p;
1848 for (i = 0; i < 16; i++)
1849 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1850 break;
1851
1852 case TYPE_MATRIX_T:
1853 m = *(GLmatrix **) p;
1854 for (i = 0; i < 16; i++)
1855 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1856 break;
1857
1858 case TYPE_BIT_0:
1859 case TYPE_BIT_1:
1860 case TYPE_BIT_2:
1861 case TYPE_BIT_3:
1862 case TYPE_BIT_4:
1863 case TYPE_BIT_5:
1864 shift = d->type - TYPE_BIT_0;
1865 params[0] = (*(GLbitfield *) p >> shift) & 1;
1866 break;
1867 }
1868 }
1869
1870 void GLAPIENTRY
1871 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1872 {
1873 const struct value_desc *d;
1874 union value v;
1875 GLmatrix *m;
1876 int shift, i;
1877 void *p;
1878
1879 d = find_value("glGetFloatv", pname, &p, &v);
1880 switch (d->type) {
1881 case TYPE_INVALID:
1882 break;
1883 case TYPE_CONST:
1884 params[0] = (GLfloat) d->offset;
1885 break;
1886
1887 case TYPE_FLOAT_4:
1888 case TYPE_FLOATN_4:
1889 params[3] = ((GLfloat *) p)[3];
1890 case TYPE_FLOAT_3:
1891 case TYPE_FLOATN_3:
1892 params[2] = ((GLfloat *) p)[2];
1893 case TYPE_FLOAT_2:
1894 case TYPE_FLOATN_2:
1895 params[1] = ((GLfloat *) p)[1];
1896 case TYPE_FLOAT:
1897 case TYPE_FLOATN:
1898 params[0] = ((GLfloat *) p)[0];
1899 break;
1900
1901 case TYPE_DOUBLEN:
1902 params[0] = ((GLdouble *) p)[0];
1903 break;
1904
1905 case TYPE_INT_4:
1906 params[3] = (GLfloat) (((GLint *) p)[3]);
1907 case TYPE_INT_3:
1908 params[2] = (GLfloat) (((GLint *) p)[2]);
1909 case TYPE_INT_2:
1910 case TYPE_ENUM_2:
1911 params[1] = (GLfloat) (((GLint *) p)[1]);
1912 case TYPE_INT:
1913 case TYPE_ENUM:
1914 params[0] = (GLfloat) (((GLint *) p)[0]);
1915 break;
1916
1917 case TYPE_INT_N:
1918 for (i = 0; i < v.value_int_n.n; i++)
1919 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1920 break;
1921
1922 case TYPE_INT64:
1923 params[0] = ((GLint64 *) p)[0];
1924 break;
1925
1926 case TYPE_BOOLEAN:
1927 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1928 break;
1929
1930 case TYPE_MATRIX:
1931 m = *(GLmatrix **) p;
1932 for (i = 0; i < 16; i++)
1933 params[i] = m->m[i];
1934 break;
1935
1936 case TYPE_MATRIX_T:
1937 m = *(GLmatrix **) p;
1938 for (i = 0; i < 16; i++)
1939 params[i] = m->m[transpose[i]];
1940 break;
1941
1942 case TYPE_BIT_0:
1943 case TYPE_BIT_1:
1944 case TYPE_BIT_2:
1945 case TYPE_BIT_3:
1946 case TYPE_BIT_4:
1947 case TYPE_BIT_5:
1948 shift = d->type - TYPE_BIT_0;
1949 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1950 break;
1951 }
1952 }
1953
1954 void GLAPIENTRY
1955 _mesa_GetIntegerv(GLenum pname, GLint *params)
1956 {
1957 const struct value_desc *d;
1958 union value v;
1959 GLmatrix *m;
1960 int shift, i;
1961 void *p;
1962
1963 d = find_value("glGetIntegerv", pname, &p, &v);
1964 switch (d->type) {
1965 case TYPE_INVALID:
1966 break;
1967 case TYPE_CONST:
1968 params[0] = d->offset;
1969 break;
1970
1971 case TYPE_FLOAT_4:
1972 params[3] = IROUND(((GLfloat *) p)[3]);
1973 case TYPE_FLOAT_3:
1974 params[2] = IROUND(((GLfloat *) p)[2]);
1975 case TYPE_FLOAT_2:
1976 params[1] = IROUND(((GLfloat *) p)[1]);
1977 case TYPE_FLOAT:
1978 params[0] = IROUND(((GLfloat *) p)[0]);
1979 break;
1980
1981 case TYPE_FLOATN_4:
1982 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1983 case TYPE_FLOATN_3:
1984 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1985 case TYPE_FLOATN_2:
1986 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1987 case TYPE_FLOATN:
1988 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1989 break;
1990
1991 case TYPE_DOUBLEN:
1992 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1993 break;
1994
1995 case TYPE_INT_4:
1996 params[3] = ((GLint *) p)[3];
1997 case TYPE_INT_3:
1998 params[2] = ((GLint *) p)[2];
1999 case TYPE_INT_2:
2000 case TYPE_ENUM_2:
2001 params[1] = ((GLint *) p)[1];
2002 case TYPE_INT:
2003 case TYPE_ENUM:
2004 params[0] = ((GLint *) p)[0];
2005 break;
2006
2007 case TYPE_INT_N:
2008 for (i = 0; i < v.value_int_n.n; i++)
2009 params[i] = v.value_int_n.ints[i];
2010 break;
2011
2012 case TYPE_INT64:
2013 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2014 break;
2015
2016 case TYPE_BOOLEAN:
2017 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2018 break;
2019
2020 case TYPE_MATRIX:
2021 m = *(GLmatrix **) p;
2022 for (i = 0; i < 16; i++)
2023 params[i] = FLOAT_TO_INT(m->m[i]);
2024 break;
2025
2026 case TYPE_MATRIX_T:
2027 m = *(GLmatrix **) p;
2028 for (i = 0; i < 16; i++)
2029 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2030 break;
2031
2032 case TYPE_BIT_0:
2033 case TYPE_BIT_1:
2034 case TYPE_BIT_2:
2035 case TYPE_BIT_3:
2036 case TYPE_BIT_4:
2037 case TYPE_BIT_5:
2038 shift = d->type - TYPE_BIT_0;
2039 params[0] = (*(GLbitfield *) p >> shift) & 1;
2040 break;
2041 }
2042 }
2043
2044 #if FEATURE_ARB_sync
2045 void GLAPIENTRY
2046 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2047 {
2048 const struct value_desc *d;
2049 union value v;
2050 GLmatrix *m;
2051 int shift, i;
2052 void *p;
2053
2054 d = find_value("glGetInteger64v", pname, &p, &v);
2055 switch (d->type) {
2056 case TYPE_INVALID:
2057 break;
2058 case TYPE_CONST:
2059 params[0] = d->offset;
2060 break;
2061
2062 case TYPE_FLOAT_4:
2063 params[3] = IROUND64(((GLfloat *) p)[3]);
2064 case TYPE_FLOAT_3:
2065 params[2] = IROUND64(((GLfloat *) p)[2]);
2066 case TYPE_FLOAT_2:
2067 params[1] = IROUND64(((GLfloat *) p)[1]);
2068 case TYPE_FLOAT:
2069 params[0] = IROUND64(((GLfloat *) p)[0]);
2070 break;
2071
2072 case TYPE_FLOATN_4:
2073 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2074 case TYPE_FLOATN_3:
2075 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2076 case TYPE_FLOATN_2:
2077 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2078 case TYPE_FLOATN:
2079 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2080 break;
2081
2082 case TYPE_DOUBLEN:
2083 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2084 break;
2085
2086 case TYPE_INT_4:
2087 params[3] = ((GLint *) p)[3];
2088 case TYPE_INT_3:
2089 params[2] = ((GLint *) p)[2];
2090 case TYPE_INT_2:
2091 case TYPE_ENUM_2:
2092 params[1] = ((GLint *) p)[1];
2093 case TYPE_INT:
2094 case TYPE_ENUM:
2095 params[0] = ((GLint *) p)[0];
2096 break;
2097
2098 case TYPE_INT_N:
2099 for (i = 0; i < v.value_int_n.n; i++)
2100 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2101 break;
2102
2103 case TYPE_INT64:
2104 params[0] = ((GLint64 *) p)[0];
2105 break;
2106
2107 case TYPE_BOOLEAN:
2108 params[0] = ((GLboolean*) p)[0];
2109 break;
2110
2111 case TYPE_MATRIX:
2112 m = *(GLmatrix **) p;
2113 for (i = 0; i < 16; i++)
2114 params[i] = FLOAT_TO_INT64(m->m[i]);
2115 break;
2116
2117 case TYPE_MATRIX_T:
2118 m = *(GLmatrix **) p;
2119 for (i = 0; i < 16; i++)
2120 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2121 break;
2122
2123 case TYPE_BIT_0:
2124 case TYPE_BIT_1:
2125 case TYPE_BIT_2:
2126 case TYPE_BIT_3:
2127 case TYPE_BIT_4:
2128 case TYPE_BIT_5:
2129 shift = d->type - TYPE_BIT_0;
2130 params[0] = (*(GLbitfield *) p >> shift) & 1;
2131 break;
2132 }
2133 }
2134 #endif /* FEATURE_ARB_sync */
2135
2136 void GLAPIENTRY
2137 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2138 {
2139 const struct value_desc *d;
2140 union value v;
2141 GLmatrix *m;
2142 int shift, i;
2143 void *p;
2144
2145 d = find_value("glGetDoublev", pname, &p, &v);
2146 switch (d->type) {
2147 case TYPE_INVALID:
2148 break;
2149 case TYPE_CONST:
2150 params[0] = d->offset;
2151 break;
2152
2153 case TYPE_FLOAT_4:
2154 case TYPE_FLOATN_4:
2155 params[3] = ((GLfloat *) p)[3];
2156 case TYPE_FLOAT_3:
2157 case TYPE_FLOATN_3:
2158 params[2] = ((GLfloat *) p)[2];
2159 case TYPE_FLOAT_2:
2160 case TYPE_FLOATN_2:
2161 params[1] = ((GLfloat *) p)[1];
2162 case TYPE_FLOAT:
2163 case TYPE_FLOATN:
2164 params[0] = ((GLfloat *) p)[0];
2165 break;
2166
2167 case TYPE_DOUBLEN:
2168 params[0] = ((GLdouble *) p)[0];
2169 break;
2170
2171 case TYPE_INT_4:
2172 params[3] = ((GLint *) p)[3];
2173 case TYPE_INT_3:
2174 params[2] = ((GLint *) p)[2];
2175 case TYPE_INT_2:
2176 case TYPE_ENUM_2:
2177 params[1] = ((GLint *) p)[1];
2178 case TYPE_INT:
2179 case TYPE_ENUM:
2180 params[0] = ((GLint *) p)[0];
2181 break;
2182
2183 case TYPE_INT_N:
2184 for (i = 0; i < v.value_int_n.n; i++)
2185 params[i] = v.value_int_n.ints[i];
2186 break;
2187
2188 case TYPE_INT64:
2189 params[0] = ((GLint64 *) p)[0];
2190 break;
2191
2192 case TYPE_BOOLEAN:
2193 params[0] = *(GLboolean*) p;
2194 break;
2195
2196 case TYPE_MATRIX:
2197 m = *(GLmatrix **) p;
2198 for (i = 0; i < 16; i++)
2199 params[i] = m->m[i];
2200 break;
2201
2202 case TYPE_MATRIX_T:
2203 m = *(GLmatrix **) p;
2204 for (i = 0; i < 16; i++)
2205 params[i] = m->m[transpose[i]];
2206 break;
2207
2208 case TYPE_BIT_0:
2209 case TYPE_BIT_1:
2210 case TYPE_BIT_2:
2211 case TYPE_BIT_3:
2212 case TYPE_BIT_4:
2213 case TYPE_BIT_5:
2214 shift = d->type - TYPE_BIT_0;
2215 params[0] = (*(GLbitfield *) p >> shift) & 1;
2216 break;
2217 }
2218 }
2219
2220 static enum value_type
2221 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2222 {
2223 GET_CURRENT_CONTEXT(ctx);
2224
2225 switch (pname) {
2226
2227 case GL_BLEND:
2228 if (index >= ctx->Const.MaxDrawBuffers)
2229 goto invalid_value;
2230 if (!ctx->Extensions.EXT_draw_buffers2)
2231 goto invalid_enum;
2232 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2233 return TYPE_INT;
2234
2235 case GL_COLOR_WRITEMASK:
2236 if (index >= ctx->Const.MaxDrawBuffers)
2237 goto invalid_value;
2238 if (!ctx->Extensions.EXT_draw_buffers2)
2239 goto invalid_enum;
2240 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2241 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2242 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2243 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2244 return TYPE_INT_4;
2245
2246 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2247 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2248 goto invalid_value;
2249 if (!ctx->Extensions.EXT_transform_feedback)
2250 goto invalid_enum;
2251 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2252 return TYPE_INT64;
2253
2254 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2255 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2256 goto invalid_value;
2257 if (!ctx->Extensions.EXT_transform_feedback)
2258 goto invalid_enum;
2259 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2260 return TYPE_INT64;
2261
2262 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2263 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2264 goto invalid_value;
2265 if (!ctx->Extensions.EXT_transform_feedback)
2266 goto invalid_enum;
2267 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2268 return TYPE_INT;
2269 }
2270
2271 invalid_enum:
2272 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2273 _mesa_lookup_enum_by_nr(pname));
2274 return TYPE_INVALID;
2275 invalid_value:
2276 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2277 _mesa_lookup_enum_by_nr(pname));
2278 return TYPE_INVALID;
2279 }
2280
2281 void GLAPIENTRY
2282 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2283 {
2284 union value v;
2285
2286 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2287 case TYPE_INT:
2288 params[0] = INT_TO_BOOLEAN(v.value_int);
2289 break;
2290 case TYPE_INT_4:
2291 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2292 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2293 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2294 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2295 break;
2296 case TYPE_INT64:
2297 params[0] = INT64_TO_BOOLEAN(v.value_int);
2298 break;
2299 default:
2300 assert(0);
2301 }
2302 }
2303
2304 void GLAPIENTRY
2305 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2306 {
2307 union value v;
2308
2309 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2310 case TYPE_INT:
2311 params[0] = v.value_int;
2312 break;
2313 case TYPE_INT_4:
2314 params[0] = v.value_int_4[0];
2315 params[1] = v.value_int_4[1];
2316 params[2] = v.value_int_4[2];
2317 params[3] = v.value_int_4[3];
2318 break;
2319 case TYPE_INT64:
2320 params[0] = INT64_TO_INT(v.value_int);
2321 break;
2322 default:
2323 assert(0);
2324 }
2325 }
2326
2327 #if FEATURE_ARB_sync
2328 void GLAPIENTRY
2329 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2330 {
2331 union value v;
2332
2333 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2334 case TYPE_INT:
2335 params[0] = v.value_int;
2336 break;
2337 case TYPE_INT_4:
2338 params[0] = v.value_int_4[0];
2339 params[1] = v.value_int_4[1];
2340 params[2] = v.value_int_4[2];
2341 params[3] = v.value_int_4[3];
2342 break;
2343 case TYPE_INT64:
2344 params[0] = v.value_int;
2345 break;
2346 default:
2347 assert(0);
2348 }
2349 }
2350 #endif /* FEATURE_ARB_sync */
2351
2352 #if FEATURE_ES1
2353 void GLAPIENTRY
2354 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2355 {
2356 const struct value_desc *d;
2357 union value v;
2358 GLmatrix *m;
2359 int shift, i;
2360 void *p;
2361
2362 d = find_value("glGetDoublev", pname, &p, &v);
2363 switch (d->type) {
2364 case TYPE_INVALID:
2365 break;
2366 case TYPE_CONST:
2367 params[0] = INT_TO_FIXED(d->offset);
2368 break;
2369
2370 case TYPE_FLOAT_4:
2371 case TYPE_FLOATN_4:
2372 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2373 case TYPE_FLOAT_3:
2374 case TYPE_FLOATN_3:
2375 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2376 case TYPE_FLOAT_2:
2377 case TYPE_FLOATN_2:
2378 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2379 case TYPE_FLOAT:
2380 case TYPE_FLOATN:
2381 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2382 break;
2383
2384 case TYPE_DOUBLEN:
2385 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2386 break;
2387
2388 case TYPE_INT_4:
2389 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2390 case TYPE_INT_3:
2391 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2392 case TYPE_INT_2:
2393 case TYPE_ENUM_2:
2394 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2395 case TYPE_INT:
2396 case TYPE_ENUM:
2397 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2398 break;
2399
2400 case TYPE_INT_N:
2401 for (i = 0; i < v.value_int_n.n; i++)
2402 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2403 break;
2404
2405 case TYPE_INT64:
2406 params[0] = ((GLint64 *) p)[0];
2407 break;
2408
2409 case TYPE_BOOLEAN:
2410 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2411 break;
2412
2413 case TYPE_MATRIX:
2414 m = *(GLmatrix **) p;
2415 for (i = 0; i < 16; i++)
2416 params[i] = FLOAT_TO_FIXED(m->m[i]);
2417 break;
2418
2419 case TYPE_MATRIX_T:
2420 m = *(GLmatrix **) p;
2421 for (i = 0; i < 16; i++)
2422 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2423 break;
2424
2425 case TYPE_BIT_0:
2426 case TYPE_BIT_1:
2427 case TYPE_BIT_2:
2428 case TYPE_BIT_3:
2429 case TYPE_BIT_4:
2430 case TYPE_BIT_5:
2431 shift = d->type - TYPE_BIT_0;
2432 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2433 break;
2434 }
2435 }
2436 #endif