c8c0b8b4b1fe279514d490a1051a668a3e00693e
[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, 0, NO_EXTRA },
704 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
705 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
706 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
707 /* OES_get_program_binary */
708 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
709 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
710 #endif /* FEATURE_ES2 */
711
712 #if FEATURE_GL
713 /* Remaining enums are only in OpenGL */
714 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
715 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
716 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
717 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
718 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
719 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
720 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
721 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
722 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
723 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
724 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
725 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
726 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
727 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
728 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
729 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
730 { GL_CURRENT_INDEX,
731 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
732 extra_flush_current },
733 { GL_CURRENT_RASTER_COLOR,
734 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
735 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
736 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
737 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
738 { GL_CURRENT_RASTER_SECONDARY_COLOR,
739 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
740 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
741 extra_valid_texture_unit },
742 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
743 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
744 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
745 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
746 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
747 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
748 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
749 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
750 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
751 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
752 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
753 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
754 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
755 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
756 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
757 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
758 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
759 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
760 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
761 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
762 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
763 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
764 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
765 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
766 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
767 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
768 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
769 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
770 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
771 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
772 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
773 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
774 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
775 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
776 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
777 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
778 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
779 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
780 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
781 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
782 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
783 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
784 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
785 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
786 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
787 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
788 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
789 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
790 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
791 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
792 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
793 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
794 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
795
796 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
797 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
798 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
799 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
800 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
801 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
802 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
803 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
804 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
805 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
806 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
807 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
808 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
809 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
810 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
811 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
812 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
813 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
814 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
815 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
816 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
817 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
818 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
819 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
820 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
821 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
822 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
823 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
824 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
825 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
826 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
827 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
828 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
829 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
830 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
831 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
832 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
833
834 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
835
836 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
837 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
838 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
839 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
840
841 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
842 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
843 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
844 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
845 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
846 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
847 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
848
849 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
850 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
851 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
852 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
853 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
854 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
855 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
856 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
857 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
858 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
859 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
860 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
861 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
862 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
863 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
864 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
865 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
866 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
867
868 /* Vertex arrays */
869 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
870 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
871 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
872 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
873 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
874 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
875 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
876 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
877 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
878 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
879 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
880
881 /* GL_ARB_texture_compression */
882 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
883
884 /* GL_EXT_compiled_vertex_array */
885 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
886 extra_EXT_compiled_vertex_array },
887 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
888 extra_EXT_compiled_vertex_array },
889
890 /* GL_ARB_transpose_matrix */
891 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
892 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
893 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
894 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
895 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
896
897 /* GL_SGI_texture_color_table */
898 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
899 offsetof(struct gl_texture_unit, ColorTableEnabled),
900 extra_SGI_texture_color_table },
901
902 /* GL_EXT_secondary_color */
903 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
904 extra_EXT_secondary_color_ARB_vertex_program },
905 { GL_CURRENT_SECONDARY_COLOR_EXT,
906 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
907 extra_EXT_secondary_color_flush_current },
908 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
909 extra_EXT_secondary_color },
910 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
911 extra_EXT_secondary_color },
912 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
913 extra_EXT_secondary_color },
914 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
915 extra_EXT_secondary_color },
916
917 /* GL_EXT_fog_coord */
918 { GL_CURRENT_FOG_COORDINATE_EXT,
919 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
920 extra_EXT_fog_coord_flush_current },
921 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
922 extra_EXT_fog_coord },
923 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
924 extra_EXT_fog_coord },
925 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
926 extra_EXT_fog_coord },
927 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
928 extra_EXT_fog_coord },
929
930 /* GL_IBM_rasterpos_clip */
931 { GL_RASTER_POSITION_UNCLIPPED_IBM,
932 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
933 extra_IBM_rasterpos_clip },
934
935 /* GL_NV_point_sprite */
936 { GL_POINT_SPRITE_R_MODE_NV,
937 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
938 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
939 extra_NV_point_sprite_ARB_point_sprite },
940
941 /* GL_NV_vertex_program */
942 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
943 extra_NV_vertex_program },
944 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
945 extra_NV_vertex_program },
946 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
947 extra_NV_vertex_program },
948 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
949 extra_NV_vertex_program },
950 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
951 extra_NV_vertex_program },
952 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
953 extra_NV_vertex_program },
954 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
955 extra_NV_vertex_program },
956 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
957 extra_NV_vertex_program },
958 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
959 extra_NV_vertex_program },
960 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
961 extra_NV_vertex_program },
962 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
963 extra_NV_vertex_program },
964 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
965 extra_NV_vertex_program },
966 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
967 extra_NV_vertex_program },
968 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
969 extra_NV_vertex_program },
970 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
971 extra_NV_vertex_program },
972 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
973 extra_NV_vertex_program },
974 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
975 extra_NV_vertex_program },
976 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
977 extra_NV_vertex_program },
978 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
979 extra_NV_vertex_program },
980 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
981 extra_NV_vertex_program },
982 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
983 extra_NV_vertex_program },
984 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
985 extra_NV_vertex_program },
986 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
987 extra_NV_vertex_program },
988 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
989 extra_NV_vertex_program },
990 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
991 extra_NV_vertex_program },
992 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
993 extra_NV_vertex_program },
994 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
995 extra_NV_vertex_program },
996 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
997 extra_NV_vertex_program },
998 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
999 extra_NV_vertex_program },
1000 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1001 extra_NV_vertex_program },
1002 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1003 extra_NV_vertex_program },
1004 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1005 extra_NV_vertex_program },
1006 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1007 extra_NV_vertex_program },
1008
1009 /* GL_NV_fragment_program */
1010 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1011 extra_NV_fragment_program },
1012 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1013 extra_NV_fragment_program },
1014 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1015 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1016 extra_NV_fragment_program },
1017
1018 /* GL_NV_texture_rectangle */
1019 { GL_TEXTURE_RECTANGLE_NV,
1020 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1021 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1022 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1023 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1024 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1025
1026 /* GL_EXT_stencil_two_side */
1027 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1028 extra_EXT_stencil_two_side },
1029 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1030
1031 /* GL_NV_light_max_exponent */
1032 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1033 extra_NV_light_max_exponent },
1034 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1035 extra_NV_light_max_exponent },
1036
1037 /* GL_NV_primitive_restart */
1038 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1039 extra_NV_primitive_restart },
1040 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1041 extra_NV_primitive_restart },
1042
1043 /* GL_ARB_vertex_buffer_object */
1044 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1045 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1046 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1047 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1048 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1049 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1050 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1051 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1052
1053 /* GL_EXT_pixel_buffer_object */
1054 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1055 extra_EXT_pixel_buffer_object },
1056 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1057 extra_EXT_pixel_buffer_object },
1058
1059 /* GL_ARB_vertex_program */
1060 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1061 CONTEXT_BOOL(VertexProgram.Enabled),
1062 extra_ARB_vertex_program_NV_vertex_program },
1063 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1064 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1065 extra_ARB_vertex_program_NV_vertex_program },
1066 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1067 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1068 extra_ARB_vertex_program_NV_vertex_program },
1069 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1070 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1071 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1072 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1073 CONTEXT_INT(Const.MaxProgramMatrices),
1074 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1075 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1076 LOC_CUSTOM, TYPE_INT, 0,
1077 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1078
1079 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1080 LOC_CUSTOM, TYPE_MATRIX, 0,
1081 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1082 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1083 LOC_CUSTOM, TYPE_MATRIX, 0,
1084 extra_ARB_vertex_program_ARB_fragment_program },
1085
1086 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1087 CONTEXT_INT(Program.ErrorPos),
1088 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1089
1090 /* GL_ARB_fragment_program */
1091 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1092 extra_ARB_fragment_program },
1093
1094 /* GL_EXT_depth_bounds_test */
1095 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1096 extra_EXT_depth_bounds_test },
1097 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1098 extra_EXT_depth_bounds_test },
1099
1100 /* GL_ARB_depth_clamp*/
1101 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1102 extra_ARB_depth_clamp },
1103
1104 /* GL_ARB_draw_buffers */
1105 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1106 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1107 extra_valid_draw_buffer },
1108 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1109 extra_valid_draw_buffer },
1110 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1111 extra_valid_draw_buffer },
1112
1113 /* GL_ATI_fragment_shader */
1114 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1115 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1116 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1117 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1118 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1119 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1120 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1121 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1122 CONST(3), extra_ATI_fragment_shader },
1123
1124 /* GL_EXT_framebuffer_object */
1125 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1126 extra_EXT_framebuffer_object },
1127
1128 /* GL_EXT_framebuffer_blit
1129 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1130 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1131 extra_EXT_framebuffer_blit },
1132
1133 /* GL_EXT_provoking_vertex */
1134 { GL_PROVOKING_VERTEX_EXT,
1135 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1136 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1137 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1138 extra_EXT_provoking_vertex },
1139
1140 /* GL_ARB_framebuffer_object */
1141 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1142 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1143
1144 /* GL_APPLE_vertex_array_object */
1145 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1146 extra_APPLE_vertex_array_object },
1147
1148 /* GL_ARB_seamless_cube_map */
1149 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1150 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1151
1152 /* GL_ARB_sync */
1153 { GL_MAX_SERVER_WAIT_TIMEOUT,
1154 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1155
1156 /* GL_EXT_texture_integer */
1157 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1158 extra_EXT_texture_integer },
1159
1160 /* GL_EXT_transform_feedback */
1161 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1162 extra_EXT_transform_feedback },
1163 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1164 extra_EXT_transform_feedback },
1165 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1166 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1167 extra_EXT_transform_feedback },
1168 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1169 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1170 extra_EXT_transform_feedback },
1171 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1172 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1173 extra_EXT_transform_feedback },
1174
1175 /* GL_ARB_transform_feedback2 */
1176 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1177 extra_ARB_transform_feedback2 },
1178 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1179 extra_ARB_transform_feedback2 },
1180 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1181 extra_ARB_transform_feedback2 },
1182
1183 /* GL_ARB_geometry_shader4 */
1184 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1185 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
1186 extra_ARB_geometry_shader4 },
1187 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1188 CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
1189 extra_ARB_geometry_shader4 },
1190 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1191 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
1192 extra_ARB_geometry_shader4 },
1193 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1194 CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
1195 extra_ARB_geometry_shader4 },
1196 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1197 CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
1198 extra_ARB_geometry_shader4 },
1199 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1200 CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
1201 extra_ARB_geometry_shader4 },
1202
1203 /* GL_EXT_gpu_shader4 / GL 3.0 */
1204 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1205 CONTEXT_INT(Const.MinProgramTexelOffset),
1206 extra_EXT_gpu_shader4 },
1207 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1208 CONTEXT_INT(Const.MaxProgramTexelOffset),
1209 extra_EXT_gpu_shader4 },
1210
1211 /* GL 3.0 */
1212 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1213 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1214 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1215 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1216
1217 /* GL 3.1 */
1218 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1219 * vs. GL_PRIMITIVE_RESTART!
1220 */
1221 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1222 extra_version_31 },
1223 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1224 extra_version_31 },
1225
1226
1227 /* GL 3.2 */
1228 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1229 extra_version_32 },
1230 #endif /* FEATURE_GL */
1231 };
1232
1233 /* All we need now is a way to look up the value struct from the enum.
1234 * The code generated by gcc for the old generated big switch
1235 * statement is a big, balanced, open coded if/else tree, essentially
1236 * an unrolled binary search. It would be natural to sort the new
1237 * enum table and use bsearch(), but we will use a read-only hash
1238 * table instead. bsearch() has a nice guaranteed worst case
1239 * performance, but we're also guaranteed to hit that worst case
1240 * (log2(n) iterations) for about half the enums. Instead, using an
1241 * open addressing hash table, we can find the enum on the first try
1242 * for 80% of the enums, 1 collision for 10% and never more than 5
1243 * collisions for any enum (typical numbers). And the code is very
1244 * simple, even though it feels a little magic. */
1245
1246 static unsigned short table[1024];
1247 static const int prime_factor = 89, prime_step = 281;
1248
1249 #ifdef GET_DEBUG
1250 static void
1251 print_table_stats(void)
1252 {
1253 int i, j, collisions[11], count, hash, mask;
1254 const struct value_desc *d;
1255
1256 count = 0;
1257 mask = Elements(table) - 1;
1258 memset(collisions, 0, sizeof collisions);
1259
1260 for (i = 0; i < Elements(table); i++) {
1261 if (!table[i])
1262 continue;
1263 count++;
1264 d = &values[table[i]];
1265 hash = (d->pname * prime_factor);
1266 j = 0;
1267 while (1) {
1268 if (values[table[hash & mask]].pname == d->pname)
1269 break;
1270 hash += prime_step;
1271 j++;
1272 }
1273
1274 if (j < 10)
1275 collisions[j]++;
1276 else
1277 collisions[10]++;
1278 }
1279
1280 printf("number of enums: %d (total %d)\n", count, Elements(values));
1281 for (i = 0; i < Elements(collisions) - 1; i++)
1282 if (collisions[i] > 0)
1283 printf(" %d enums with %d %scollisions\n",
1284 collisions[i], i, i == 10 ? "or more " : "");
1285 }
1286 #endif
1287
1288 /**
1289 * Initialize the enum hash for a given API
1290 *
1291 * This is called from one_time_init() to insert the enum values that
1292 * are valid for the API in question into the enum hash table.
1293 *
1294 * \param the current context, for determining the API in question
1295 */
1296 void _mesa_init_get_hash(struct gl_context *ctx)
1297 {
1298 int i, hash, index, mask;
1299 int api_mask = 0, api_bit;
1300
1301 mask = Elements(table) - 1;
1302 api_bit = 1 << ctx->API;
1303
1304 for (i = 0; i < Elements(values); i++) {
1305 if (values[i].type == TYPE_API_MASK) {
1306 api_mask = values[i].offset;
1307 continue;
1308 }
1309 if (!(api_mask & api_bit))
1310 continue;
1311
1312 hash = (values[i].pname * prime_factor) & mask;
1313 while (1) {
1314 index = hash & mask;
1315 if (!table[index]) {
1316 table[index] = i;
1317 break;
1318 }
1319 hash += prime_step;
1320 }
1321 }
1322
1323 #ifdef GET_DEBUG
1324 print_table_stats();
1325 #endif
1326 }
1327
1328 /**
1329 * Handle irregular enums
1330 *
1331 * Some values don't conform to the "well-known type at context
1332 * pointer + offset" pattern, so we have this function to catch all
1333 * the corner cases. Typically, it's a computed value or a one-off
1334 * pointer to a custom struct or something.
1335 *
1336 * In this case we can't return a pointer to the value, so we'll have
1337 * to use the temporary variable 'v' declared back in the calling
1338 * glGet*v() function to store the result.
1339 *
1340 * \param ctx the current context
1341 * \param d the struct value_desc that describes the enum
1342 * \param v pointer to the tmp declared in the calling glGet*v() function
1343 */
1344 static void
1345 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1346 {
1347 struct gl_buffer_object *buffer_obj;
1348 struct gl_client_array *array;
1349 GLuint unit, *p;
1350
1351 switch (d->pname) {
1352 case GL_TEXTURE_1D:
1353 case GL_TEXTURE_2D:
1354 case GL_TEXTURE_3D:
1355 case GL_TEXTURE_1D_ARRAY_EXT:
1356 case GL_TEXTURE_2D_ARRAY_EXT:
1357 case GL_TEXTURE_CUBE_MAP_ARB:
1358 case GL_TEXTURE_RECTANGLE_NV:
1359 v->value_bool = _mesa_IsEnabled(d->pname);
1360 break;
1361
1362 case GL_LINE_STIPPLE_PATTERN:
1363 /* This is the only GLushort, special case it here by promoting
1364 * to an int rather than introducing a new type. */
1365 v->value_int = ctx->Line.StipplePattern;
1366 break;
1367
1368 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1369 unit = ctx->Texture.CurrentUnit;
1370 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1371 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1372 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1373 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1374 break;
1375
1376 case GL_CURRENT_TEXTURE_COORDS:
1377 unit = ctx->Texture.CurrentUnit;
1378 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1379 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1380 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1381 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1382 break;
1383
1384 case GL_COLOR_WRITEMASK:
1385 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1386 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1387 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1388 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1389 break;
1390
1391 case GL_EDGE_FLAG:
1392 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1393 break;
1394
1395 case GL_READ_BUFFER:
1396 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1397 break;
1398
1399 case GL_MAP2_GRID_DOMAIN:
1400 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1401 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1402 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1403 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1404 break;
1405
1406 case GL_TEXTURE_STACK_DEPTH:
1407 unit = ctx->Texture.CurrentUnit;
1408 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1409 break;
1410 case GL_TEXTURE_MATRIX:
1411 unit = ctx->Texture.CurrentUnit;
1412 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1413 break;
1414
1415 case GL_TEXTURE_COORD_ARRAY:
1416 case GL_TEXTURE_COORD_ARRAY_SIZE:
1417 case GL_TEXTURE_COORD_ARRAY_TYPE:
1418 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1419 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1420 v->value_int = *(GLuint *) ((char *) array + d->offset);
1421 break;
1422
1423 case GL_ACTIVE_TEXTURE_ARB:
1424 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1425 break;
1426 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1427 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1428 break;
1429
1430 case GL_MODELVIEW_STACK_DEPTH:
1431 case GL_PROJECTION_STACK_DEPTH:
1432 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1433 break;
1434
1435 case GL_MAX_TEXTURE_SIZE:
1436 case GL_MAX_3D_TEXTURE_SIZE:
1437 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1438 p = (GLuint *) ((char *) ctx + d->offset);
1439 v->value_int = 1 << (*p - 1);
1440 break;
1441
1442 case GL_SCISSOR_BOX:
1443 v->value_int_4[0] = ctx->Scissor.X;
1444 v->value_int_4[1] = ctx->Scissor.Y;
1445 v->value_int_4[2] = ctx->Scissor.Width;
1446 v->value_int_4[3] = ctx->Scissor.Height;
1447 break;
1448
1449 case GL_LIST_INDEX:
1450 v->value_int =
1451 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1452 break;
1453 case GL_LIST_MODE:
1454 if (!ctx->CompileFlag)
1455 v->value_enum = 0;
1456 else if (ctx->ExecuteFlag)
1457 v->value_enum = GL_COMPILE_AND_EXECUTE;
1458 else
1459 v->value_enum = GL_COMPILE;
1460 break;
1461
1462 case GL_VIEWPORT:
1463 v->value_int_4[0] = ctx->Viewport.X;
1464 v->value_int_4[1] = ctx->Viewport.Y;
1465 v->value_int_4[2] = ctx->Viewport.Width;
1466 v->value_int_4[3] = ctx->Viewport.Height;
1467 break;
1468
1469 case GL_ACTIVE_STENCIL_FACE_EXT:
1470 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1471 break;
1472
1473 case GL_STENCIL_FAIL:
1474 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1475 break;
1476 case GL_STENCIL_FUNC:
1477 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1478 break;
1479 case GL_STENCIL_PASS_DEPTH_FAIL:
1480 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1481 break;
1482 case GL_STENCIL_PASS_DEPTH_PASS:
1483 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1484 break;
1485 case GL_STENCIL_REF:
1486 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1487 break;
1488 case GL_STENCIL_VALUE_MASK:
1489 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1490 break;
1491 case GL_STENCIL_WRITEMASK:
1492 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1493 break;
1494
1495 case GL_NUM_EXTENSIONS:
1496 v->value_int = _mesa_get_extension_count(ctx);
1497 break;
1498
1499 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1500 v->value_int = _mesa_get_color_read_type(ctx);
1501 break;
1502 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1503 v->value_int = _mesa_get_color_read_format(ctx);
1504 break;
1505
1506 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1507 v->value_int = ctx->CurrentStack->Depth + 1;
1508 break;
1509 case GL_CURRENT_MATRIX_ARB:
1510 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1511 v->value_matrix = ctx->CurrentStack->Top;
1512 break;
1513
1514 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1515 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1516 break;
1517 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1518 v->value_int_n.n =
1519 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1520 ASSERT(v->value_int_n.n <= 100);
1521 break;
1522
1523 case GL_MAX_VARYING_FLOATS_ARB:
1524 v->value_int = ctx->Const.MaxVarying * 4;
1525 break;
1526
1527 /* Various object names */
1528
1529 case GL_TEXTURE_BINDING_1D:
1530 case GL_TEXTURE_BINDING_2D:
1531 case GL_TEXTURE_BINDING_3D:
1532 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1533 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1534 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1535 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1536 unit = ctx->Texture.CurrentUnit;
1537 v->value_int =
1538 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1539 break;
1540
1541 /* GL_ARB_vertex_buffer_object */
1542 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1543 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1544 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1545 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1546 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1547 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1548 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1549 buffer_obj = (struct gl_buffer_object *)
1550 ((char *) ctx->Array.ArrayObj + d->offset);
1551 v->value_int = buffer_obj->Name;
1552 break;
1553 case GL_ARRAY_BUFFER_BINDING_ARB:
1554 v->value_int = ctx->Array.ArrayBufferObj->Name;
1555 break;
1556 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1557 v->value_int =
1558 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1559 break;
1560 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1561 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1562 break;
1563
1564 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1565 v->value_int =
1566 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1567 break;
1568 case GL_VERTEX_PROGRAM_BINDING_NV:
1569 v->value_int =
1570 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1571 break;
1572 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1573 v->value_int = ctx->Pack.BufferObj->Name;
1574 break;
1575 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1576 v->value_int = ctx->Unpack.BufferObj->Name;
1577 break;
1578 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1579 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1580 break;
1581 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1582 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1583 break;
1584 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1585 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1586 break;
1587 case GL_TRANSFORM_FEEDBACK_BINDING:
1588 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1589 break;
1590 case GL_CURRENT_PROGRAM:
1591 v->value_int =
1592 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1593 break;
1594 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1595 v->value_int = ctx->ReadBuffer->Name;
1596 break;
1597 case GL_RENDERBUFFER_BINDING_EXT:
1598 v->value_int =
1599 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1600 break;
1601 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1602 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1603 break;
1604
1605 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1606 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1607 break;
1608
1609 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1610 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1611 break;
1612 }
1613 }
1614
1615 /**
1616 * Check extra constraints on a struct value_desc descriptor
1617 *
1618 * If a struct value_desc has a non-NULL extra pointer, it means that
1619 * there are a number of extra constraints to check or actions to
1620 * perform. The extras is just an integer array where each integer
1621 * encode different constraints or actions.
1622 *
1623 * \param ctx current context
1624 * \param func name of calling glGet*v() function for error reporting
1625 * \param d the struct value_desc that has the extra constraints
1626 *
1627 * \return GL_FALSE if one of the constraints was not satisfied,
1628 * otherwise GL_TRUE.
1629 */
1630 static GLboolean
1631 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1632 {
1633 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1634 int total, enabled;
1635 const int *e;
1636
1637 total = 0;
1638 enabled = 0;
1639 for (e = d->extra; *e != EXTRA_END; e++)
1640 switch (*e) {
1641 case EXTRA_VERSION_30:
1642 if (version >= 30) {
1643 total++;
1644 enabled++;
1645 }
1646 break;
1647 case EXTRA_VERSION_31:
1648 if (version >= 31) {
1649 total++;
1650 enabled++;
1651 }
1652 break;
1653 case EXTRA_VERSION_32:
1654 if (version >= 32) {
1655 total++;
1656 enabled++;
1657 }
1658 break;
1659 case EXTRA_VERSION_ES2:
1660 if (ctx->API == API_OPENGLES2) {
1661 total++;
1662 enabled++;
1663 }
1664 break;
1665 case EXTRA_NEW_BUFFERS:
1666 if (ctx->NewState & _NEW_BUFFERS)
1667 _mesa_update_state(ctx);
1668 break;
1669 case EXTRA_FLUSH_CURRENT:
1670 FLUSH_CURRENT(ctx, 0);
1671 break;
1672 case EXTRA_VALID_DRAW_BUFFER:
1673 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1674 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1675 func, d->pname - GL_DRAW_BUFFER0_ARB);
1676 return GL_FALSE;
1677 }
1678 break;
1679 case EXTRA_VALID_TEXTURE_UNIT:
1680 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1681 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1682 func, ctx->Texture.CurrentUnit);
1683 return GL_FALSE;
1684 }
1685 break;
1686 case EXTRA_END:
1687 break;
1688 default: /* *e is a offset into the extension struct */
1689 total++;
1690 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1691 enabled++;
1692 break;
1693 }
1694
1695 if (total > 0 && enabled == 0) {
1696 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1697 _mesa_lookup_enum_by_nr(d->pname));
1698 return GL_FALSE;
1699 }
1700
1701 return GL_TRUE;
1702 }
1703
1704 static const struct value_desc error_value =
1705 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1706
1707 /**
1708 * Find the struct value_desc corresponding to the enum 'pname'.
1709 *
1710 * We hash the enum value to get an index into the 'table' array,
1711 * which holds the index in the 'values' array of struct value_desc.
1712 * Once we've found the entry, we do the extra checks, if any, then
1713 * look up the value and return a pointer to it.
1714 *
1715 * If the value has to be computed (for example, it's the result of a
1716 * function call or we need to add 1 to it), we use the tmp 'v' to
1717 * store the result.
1718 *
1719 * \param func name of glGet*v() func for error reporting
1720 * \param pname the enum value we're looking up
1721 * \param p is were we return the pointer to the value
1722 * \param v a tmp union value variable in the calling glGet*v() function
1723 *
1724 * \return the struct value_desc corresponding to the enum or a struct
1725 * value_desc of TYPE_INVALID if not found. This lets the calling
1726 * glGet*v() function jump right into a switch statement and
1727 * handle errors there instead of having to check for NULL.
1728 */
1729 static const struct value_desc *
1730 find_value(const char *func, GLenum pname, void **p, union value *v)
1731 {
1732 GET_CURRENT_CONTEXT(ctx);
1733 struct gl_texture_unit *unit;
1734 int mask, hash;
1735 const struct value_desc *d;
1736
1737 mask = Elements(table) - 1;
1738 hash = (pname * prime_factor);
1739 while (1) {
1740 d = &values[table[hash & mask]];
1741 if (likely(d->pname == pname))
1742 break;
1743
1744 /* If the enum isn't valid, the hash walk ends with index 0,
1745 * which is the API mask entry at the beginning of values[]. */
1746 if (d->type == TYPE_API_MASK) {
1747 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1748 _mesa_lookup_enum_by_nr(pname));
1749 return &error_value;
1750 }
1751 hash += prime_step;
1752 }
1753
1754 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1755 return &error_value;
1756
1757 switch (d->location) {
1758 case LOC_BUFFER:
1759 *p = ((char *) ctx->DrawBuffer + d->offset);
1760 return d;
1761 case LOC_CONTEXT:
1762 *p = ((char *) ctx + d->offset);
1763 return d;
1764 case LOC_ARRAY:
1765 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1766 return d;
1767 case LOC_TEXUNIT:
1768 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1769 *p = ((char *) unit + d->offset);
1770 return d;
1771 case LOC_CUSTOM:
1772 find_custom_value(ctx, d, v);
1773 *p = v;
1774 return d;
1775 default:
1776 assert(0);
1777 break;
1778 }
1779
1780 /* silence warning */
1781 return &error_value;
1782 }
1783
1784 static const int transpose[] = {
1785 0, 4, 8, 12,
1786 1, 5, 9, 13,
1787 2, 6, 10, 14,
1788 3, 7, 11, 15
1789 };
1790
1791 void GLAPIENTRY
1792 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1793 {
1794 const struct value_desc *d;
1795 union value v;
1796 GLmatrix *m;
1797 int shift, i;
1798 void *p;
1799
1800 d = find_value("glGetBooleanv", pname, &p, &v);
1801 switch (d->type) {
1802 case TYPE_INVALID:
1803 break;
1804 case TYPE_CONST:
1805 params[0] = INT_TO_BOOLEAN(d->offset);
1806 break;
1807
1808 case TYPE_FLOAT_4:
1809 case TYPE_FLOATN_4:
1810 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1811 case TYPE_FLOAT_3:
1812 case TYPE_FLOATN_3:
1813 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1814 case TYPE_FLOAT_2:
1815 case TYPE_FLOATN_2:
1816 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1817 case TYPE_FLOAT:
1818 case TYPE_FLOATN:
1819 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1820 break;
1821
1822 case TYPE_DOUBLEN:
1823 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1824 break;
1825
1826 case TYPE_INT_4:
1827 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1828 case TYPE_INT_3:
1829 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1830 case TYPE_INT_2:
1831 case TYPE_ENUM_2:
1832 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1833 case TYPE_INT:
1834 case TYPE_ENUM:
1835 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1836 break;
1837
1838 case TYPE_INT_N:
1839 for (i = 0; i < v.value_int_n.n; i++)
1840 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1841 break;
1842
1843 case TYPE_INT64:
1844 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1845 break;
1846
1847 case TYPE_BOOLEAN:
1848 params[0] = ((GLboolean*) p)[0];
1849 break;
1850
1851 case TYPE_MATRIX:
1852 m = *(GLmatrix **) p;
1853 for (i = 0; i < 16; i++)
1854 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1855 break;
1856
1857 case TYPE_MATRIX_T:
1858 m = *(GLmatrix **) p;
1859 for (i = 0; i < 16; i++)
1860 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1861 break;
1862
1863 case TYPE_BIT_0:
1864 case TYPE_BIT_1:
1865 case TYPE_BIT_2:
1866 case TYPE_BIT_3:
1867 case TYPE_BIT_4:
1868 case TYPE_BIT_5:
1869 shift = d->type - TYPE_BIT_0;
1870 params[0] = (*(GLbitfield *) p >> shift) & 1;
1871 break;
1872 }
1873 }
1874
1875 void GLAPIENTRY
1876 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1877 {
1878 const struct value_desc *d;
1879 union value v;
1880 GLmatrix *m;
1881 int shift, i;
1882 void *p;
1883
1884 d = find_value("glGetFloatv", pname, &p, &v);
1885 switch (d->type) {
1886 case TYPE_INVALID:
1887 break;
1888 case TYPE_CONST:
1889 params[0] = (GLfloat) d->offset;
1890 break;
1891
1892 case TYPE_FLOAT_4:
1893 case TYPE_FLOATN_4:
1894 params[3] = ((GLfloat *) p)[3];
1895 case TYPE_FLOAT_3:
1896 case TYPE_FLOATN_3:
1897 params[2] = ((GLfloat *) p)[2];
1898 case TYPE_FLOAT_2:
1899 case TYPE_FLOATN_2:
1900 params[1] = ((GLfloat *) p)[1];
1901 case TYPE_FLOAT:
1902 case TYPE_FLOATN:
1903 params[0] = ((GLfloat *) p)[0];
1904 break;
1905
1906 case TYPE_DOUBLEN:
1907 params[0] = ((GLdouble *) p)[0];
1908 break;
1909
1910 case TYPE_INT_4:
1911 params[3] = (GLfloat) (((GLint *) p)[3]);
1912 case TYPE_INT_3:
1913 params[2] = (GLfloat) (((GLint *) p)[2]);
1914 case TYPE_INT_2:
1915 case TYPE_ENUM_2:
1916 params[1] = (GLfloat) (((GLint *) p)[1]);
1917 case TYPE_INT:
1918 case TYPE_ENUM:
1919 params[0] = (GLfloat) (((GLint *) p)[0]);
1920 break;
1921
1922 case TYPE_INT_N:
1923 for (i = 0; i < v.value_int_n.n; i++)
1924 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1925 break;
1926
1927 case TYPE_INT64:
1928 params[0] = ((GLint64 *) p)[0];
1929 break;
1930
1931 case TYPE_BOOLEAN:
1932 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1933 break;
1934
1935 case TYPE_MATRIX:
1936 m = *(GLmatrix **) p;
1937 for (i = 0; i < 16; i++)
1938 params[i] = m->m[i];
1939 break;
1940
1941 case TYPE_MATRIX_T:
1942 m = *(GLmatrix **) p;
1943 for (i = 0; i < 16; i++)
1944 params[i] = m->m[transpose[i]];
1945 break;
1946
1947 case TYPE_BIT_0:
1948 case TYPE_BIT_1:
1949 case TYPE_BIT_2:
1950 case TYPE_BIT_3:
1951 case TYPE_BIT_4:
1952 case TYPE_BIT_5:
1953 shift = d->type - TYPE_BIT_0;
1954 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1955 break;
1956 }
1957 }
1958
1959 void GLAPIENTRY
1960 _mesa_GetIntegerv(GLenum pname, GLint *params)
1961 {
1962 const struct value_desc *d;
1963 union value v;
1964 GLmatrix *m;
1965 int shift, i;
1966 void *p;
1967
1968 d = find_value("glGetIntegerv", pname, &p, &v);
1969 switch (d->type) {
1970 case TYPE_INVALID:
1971 break;
1972 case TYPE_CONST:
1973 params[0] = d->offset;
1974 break;
1975
1976 case TYPE_FLOAT_4:
1977 params[3] = IROUND(((GLfloat *) p)[3]);
1978 case TYPE_FLOAT_3:
1979 params[2] = IROUND(((GLfloat *) p)[2]);
1980 case TYPE_FLOAT_2:
1981 params[1] = IROUND(((GLfloat *) p)[1]);
1982 case TYPE_FLOAT:
1983 params[0] = IROUND(((GLfloat *) p)[0]);
1984 break;
1985
1986 case TYPE_FLOATN_4:
1987 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1988 case TYPE_FLOATN_3:
1989 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1990 case TYPE_FLOATN_2:
1991 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1992 case TYPE_FLOATN:
1993 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1994 break;
1995
1996 case TYPE_DOUBLEN:
1997 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1998 break;
1999
2000 case TYPE_INT_4:
2001 params[3] = ((GLint *) p)[3];
2002 case TYPE_INT_3:
2003 params[2] = ((GLint *) p)[2];
2004 case TYPE_INT_2:
2005 case TYPE_ENUM_2:
2006 params[1] = ((GLint *) p)[1];
2007 case TYPE_INT:
2008 case TYPE_ENUM:
2009 params[0] = ((GLint *) p)[0];
2010 break;
2011
2012 case TYPE_INT_N:
2013 for (i = 0; i < v.value_int_n.n; i++)
2014 params[i] = v.value_int_n.ints[i];
2015 break;
2016
2017 case TYPE_INT64:
2018 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2019 break;
2020
2021 case TYPE_BOOLEAN:
2022 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2023 break;
2024
2025 case TYPE_MATRIX:
2026 m = *(GLmatrix **) p;
2027 for (i = 0; i < 16; i++)
2028 params[i] = FLOAT_TO_INT(m->m[i]);
2029 break;
2030
2031 case TYPE_MATRIX_T:
2032 m = *(GLmatrix **) p;
2033 for (i = 0; i < 16; i++)
2034 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2035 break;
2036
2037 case TYPE_BIT_0:
2038 case TYPE_BIT_1:
2039 case TYPE_BIT_2:
2040 case TYPE_BIT_3:
2041 case TYPE_BIT_4:
2042 case TYPE_BIT_5:
2043 shift = d->type - TYPE_BIT_0;
2044 params[0] = (*(GLbitfield *) p >> shift) & 1;
2045 break;
2046 }
2047 }
2048
2049 #if FEATURE_ARB_sync
2050 void GLAPIENTRY
2051 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2052 {
2053 const struct value_desc *d;
2054 union value v;
2055 GLmatrix *m;
2056 int shift, i;
2057 void *p;
2058
2059 d = find_value("glGetInteger64v", pname, &p, &v);
2060 switch (d->type) {
2061 case TYPE_INVALID:
2062 break;
2063 case TYPE_CONST:
2064 params[0] = d->offset;
2065 break;
2066
2067 case TYPE_FLOAT_4:
2068 params[3] = IROUND64(((GLfloat *) p)[3]);
2069 case TYPE_FLOAT_3:
2070 params[2] = IROUND64(((GLfloat *) p)[2]);
2071 case TYPE_FLOAT_2:
2072 params[1] = IROUND64(((GLfloat *) p)[1]);
2073 case TYPE_FLOAT:
2074 params[0] = IROUND64(((GLfloat *) p)[0]);
2075 break;
2076
2077 case TYPE_FLOATN_4:
2078 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2079 case TYPE_FLOATN_3:
2080 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2081 case TYPE_FLOATN_2:
2082 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2083 case TYPE_FLOATN:
2084 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2085 break;
2086
2087 case TYPE_DOUBLEN:
2088 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2089 break;
2090
2091 case TYPE_INT_4:
2092 params[3] = ((GLint *) p)[3];
2093 case TYPE_INT_3:
2094 params[2] = ((GLint *) p)[2];
2095 case TYPE_INT_2:
2096 case TYPE_ENUM_2:
2097 params[1] = ((GLint *) p)[1];
2098 case TYPE_INT:
2099 case TYPE_ENUM:
2100 params[0] = ((GLint *) p)[0];
2101 break;
2102
2103 case TYPE_INT_N:
2104 for (i = 0; i < v.value_int_n.n; i++)
2105 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2106 break;
2107
2108 case TYPE_INT64:
2109 params[0] = ((GLint64 *) p)[0];
2110 break;
2111
2112 case TYPE_BOOLEAN:
2113 params[0] = ((GLboolean*) p)[0];
2114 break;
2115
2116 case TYPE_MATRIX:
2117 m = *(GLmatrix **) p;
2118 for (i = 0; i < 16; i++)
2119 params[i] = FLOAT_TO_INT64(m->m[i]);
2120 break;
2121
2122 case TYPE_MATRIX_T:
2123 m = *(GLmatrix **) p;
2124 for (i = 0; i < 16; i++)
2125 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2126 break;
2127
2128 case TYPE_BIT_0:
2129 case TYPE_BIT_1:
2130 case TYPE_BIT_2:
2131 case TYPE_BIT_3:
2132 case TYPE_BIT_4:
2133 case TYPE_BIT_5:
2134 shift = d->type - TYPE_BIT_0;
2135 params[0] = (*(GLbitfield *) p >> shift) & 1;
2136 break;
2137 }
2138 }
2139 #endif /* FEATURE_ARB_sync */
2140
2141 void GLAPIENTRY
2142 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2143 {
2144 const struct value_desc *d;
2145 union value v;
2146 GLmatrix *m;
2147 int shift, i;
2148 void *p;
2149
2150 d = find_value("glGetDoublev", pname, &p, &v);
2151 switch (d->type) {
2152 case TYPE_INVALID:
2153 break;
2154 case TYPE_CONST:
2155 params[0] = d->offset;
2156 break;
2157
2158 case TYPE_FLOAT_4:
2159 case TYPE_FLOATN_4:
2160 params[3] = ((GLfloat *) p)[3];
2161 case TYPE_FLOAT_3:
2162 case TYPE_FLOATN_3:
2163 params[2] = ((GLfloat *) p)[2];
2164 case TYPE_FLOAT_2:
2165 case TYPE_FLOATN_2:
2166 params[1] = ((GLfloat *) p)[1];
2167 case TYPE_FLOAT:
2168 case TYPE_FLOATN:
2169 params[0] = ((GLfloat *) p)[0];
2170 break;
2171
2172 case TYPE_DOUBLEN:
2173 params[0] = ((GLdouble *) p)[0];
2174 break;
2175
2176 case TYPE_INT_4:
2177 params[3] = ((GLint *) p)[3];
2178 case TYPE_INT_3:
2179 params[2] = ((GLint *) p)[2];
2180 case TYPE_INT_2:
2181 case TYPE_ENUM_2:
2182 params[1] = ((GLint *) p)[1];
2183 case TYPE_INT:
2184 case TYPE_ENUM:
2185 params[0] = ((GLint *) p)[0];
2186 break;
2187
2188 case TYPE_INT_N:
2189 for (i = 0; i < v.value_int_n.n; i++)
2190 params[i] = v.value_int_n.ints[i];
2191 break;
2192
2193 case TYPE_INT64:
2194 params[0] = ((GLint64 *) p)[0];
2195 break;
2196
2197 case TYPE_BOOLEAN:
2198 params[0] = *(GLboolean*) p;
2199 break;
2200
2201 case TYPE_MATRIX:
2202 m = *(GLmatrix **) p;
2203 for (i = 0; i < 16; i++)
2204 params[i] = m->m[i];
2205 break;
2206
2207 case TYPE_MATRIX_T:
2208 m = *(GLmatrix **) p;
2209 for (i = 0; i < 16; i++)
2210 params[i] = m->m[transpose[i]];
2211 break;
2212
2213 case TYPE_BIT_0:
2214 case TYPE_BIT_1:
2215 case TYPE_BIT_2:
2216 case TYPE_BIT_3:
2217 case TYPE_BIT_4:
2218 case TYPE_BIT_5:
2219 shift = d->type - TYPE_BIT_0;
2220 params[0] = (*(GLbitfield *) p >> shift) & 1;
2221 break;
2222 }
2223 }
2224
2225 static enum value_type
2226 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2227 {
2228 GET_CURRENT_CONTEXT(ctx);
2229
2230 switch (pname) {
2231
2232 case GL_BLEND:
2233 if (index >= ctx->Const.MaxDrawBuffers)
2234 goto invalid_value;
2235 if (!ctx->Extensions.EXT_draw_buffers2)
2236 goto invalid_enum;
2237 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2238 return TYPE_INT;
2239
2240 case GL_COLOR_WRITEMASK:
2241 if (index >= ctx->Const.MaxDrawBuffers)
2242 goto invalid_value;
2243 if (!ctx->Extensions.EXT_draw_buffers2)
2244 goto invalid_enum;
2245 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2246 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2247 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2248 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2249 return TYPE_INT_4;
2250
2251 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2252 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2253 goto invalid_value;
2254 if (!ctx->Extensions.EXT_transform_feedback)
2255 goto invalid_enum;
2256 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2257 return TYPE_INT64;
2258
2259 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2260 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2261 goto invalid_value;
2262 if (!ctx->Extensions.EXT_transform_feedback)
2263 goto invalid_enum;
2264 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2265 return TYPE_INT64;
2266
2267 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2268 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2269 goto invalid_value;
2270 if (!ctx->Extensions.EXT_transform_feedback)
2271 goto invalid_enum;
2272 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2273 return TYPE_INT;
2274 }
2275
2276 invalid_enum:
2277 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2278 _mesa_lookup_enum_by_nr(pname));
2279 return TYPE_INVALID;
2280 invalid_value:
2281 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2282 _mesa_lookup_enum_by_nr(pname));
2283 return TYPE_INVALID;
2284 }
2285
2286 void GLAPIENTRY
2287 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2288 {
2289 union value v;
2290
2291 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2292 case TYPE_INT:
2293 params[0] = INT_TO_BOOLEAN(v.value_int);
2294 break;
2295 case TYPE_INT_4:
2296 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2297 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2298 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2299 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2300 break;
2301 case TYPE_INT64:
2302 params[0] = INT64_TO_BOOLEAN(v.value_int);
2303 break;
2304 default:
2305 assert(0);
2306 }
2307 }
2308
2309 void GLAPIENTRY
2310 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2311 {
2312 union value v;
2313
2314 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2315 case TYPE_INT:
2316 params[0] = v.value_int;
2317 break;
2318 case TYPE_INT_4:
2319 params[0] = v.value_int_4[0];
2320 params[1] = v.value_int_4[1];
2321 params[2] = v.value_int_4[2];
2322 params[3] = v.value_int_4[3];
2323 break;
2324 case TYPE_INT64:
2325 params[0] = INT64_TO_INT(v.value_int);
2326 break;
2327 default:
2328 assert(0);
2329 }
2330 }
2331
2332 #if FEATURE_ARB_sync
2333 void GLAPIENTRY
2334 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2335 {
2336 union value v;
2337
2338 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2339 case TYPE_INT:
2340 params[0] = v.value_int;
2341 break;
2342 case TYPE_INT_4:
2343 params[0] = v.value_int_4[0];
2344 params[1] = v.value_int_4[1];
2345 params[2] = v.value_int_4[2];
2346 params[3] = v.value_int_4[3];
2347 break;
2348 case TYPE_INT64:
2349 params[0] = v.value_int;
2350 break;
2351 default:
2352 assert(0);
2353 }
2354 }
2355 #endif /* FEATURE_ARB_sync */
2356
2357 #if FEATURE_ES1
2358 void GLAPIENTRY
2359 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2360 {
2361 const struct value_desc *d;
2362 union value v;
2363 GLmatrix *m;
2364 int shift, i;
2365 void *p;
2366
2367 d = find_value("glGetDoublev", pname, &p, &v);
2368 switch (d->type) {
2369 case TYPE_INVALID:
2370 break;
2371 case TYPE_CONST:
2372 params[0] = INT_TO_FIXED(d->offset);
2373 break;
2374
2375 case TYPE_FLOAT_4:
2376 case TYPE_FLOATN_4:
2377 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2378 case TYPE_FLOAT_3:
2379 case TYPE_FLOATN_3:
2380 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2381 case TYPE_FLOAT_2:
2382 case TYPE_FLOATN_2:
2383 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2384 case TYPE_FLOAT:
2385 case TYPE_FLOATN:
2386 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2387 break;
2388
2389 case TYPE_DOUBLEN:
2390 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2391 break;
2392
2393 case TYPE_INT_4:
2394 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2395 case TYPE_INT_3:
2396 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2397 case TYPE_INT_2:
2398 case TYPE_ENUM_2:
2399 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2400 case TYPE_INT:
2401 case TYPE_ENUM:
2402 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2403 break;
2404
2405 case TYPE_INT_N:
2406 for (i = 0; i < v.value_int_n.n; i++)
2407 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2408 break;
2409
2410 case TYPE_INT64:
2411 params[0] = ((GLint64 *) p)[0];
2412 break;
2413
2414 case TYPE_BOOLEAN:
2415 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2416 break;
2417
2418 case TYPE_MATRIX:
2419 m = *(GLmatrix **) p;
2420 for (i = 0; i < 16; i++)
2421 params[i] = FLOAT_TO_FIXED(m->m[i]);
2422 break;
2423
2424 case TYPE_MATRIX_T:
2425 m = *(GLmatrix **) p;
2426 for (i = 0; i < 16; i++)
2427 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2428 break;
2429
2430 case TYPE_BIT_0:
2431 case TYPE_BIT_1:
2432 case TYPE_BIT_2:
2433 case TYPE_BIT_3:
2434 case TYPE_BIT_4:
2435 case TYPE_BIT_5:
2436 shift = d->type - TYPE_BIT_0;
2437 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2438 break;
2439 }
2440 }
2441 #endif