mesa: Optimize get.c by using a table-driven approach
[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 "extensions.h"
29 #include "get.h"
30 #include "macros.h"
31 #include "mtypes.h"
32 #include "state.h"
33 #include "texcompress.h"
34 #include "framebuffer.h"
35
36 /* This is a table driven implemetation of the glGet*v() functions.
37 * The basic idea is that most getters just look up an int somewhere
38 * in GLcontext and then convert it to a bool or float according to
39 * which of glGetIntegerv() glGetBooleanv() etc is being called.
40 * Instead of generating code to do this, we can just record the enum
41 * value and the offset into GLcontext in an array of structs. Then
42 * in glGet*(), we lookup the struct for the enum in question, and use
43 * the offset to get the int we need.
44 *
45 * Sometimes we need to look up a float, a boolean, a bit in a
46 * bitfield, a matrix or other types instead, so we need to track the
47 * type of the value in GLcontext. And sometimes the value isn't in
48 * GLcontext but in the drawbuffer, the array object, current texture
49 * unit, or maybe it's a computed value. So we need to also track
50 * where or how to find the value. Finally, we sometimes need to
51 * check that one of a number of extensions are enabled, the GL
52 * version or flush or call _mesa_update_state(). This is done by
53 * attaching optional extra information to the value description
54 * struct, it's sort of like an array of opcodes that describe extra
55 * checks or actions.
56 *
57 * Putting all this together we end up with struct value_desc below,
58 * and with a couple of macros to help, the table of struct value_desc
59 * is about as concise as the specification in the old python script.
60 */
61
62 #undef CONST
63
64 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
65 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
66 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
67 (GLint) ((F) * 65536.0f) )
68
69 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
70 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
71 ((I) < SHRT_MIN) ? INT_MIN : \
72 (GLint) ((I) * 65536) )
73
74 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
75 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
76
77 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
78 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
79 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
80 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
81
82 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
83 #define ENUM_TO_FIXED(E) (E)
84
85 enum value_type {
86 TYPE_INVALID,
87 TYPE_API_MASK,
88 TYPE_INT,
89 TYPE_INT_2,
90 TYPE_INT_3,
91 TYPE_INT_4,
92 TYPE_INT_N,
93 TYPE_INT64,
94 TYPE_ENUM,
95 TYPE_ENUM_2,
96 TYPE_BOOLEAN,
97 TYPE_BIT_0,
98 TYPE_BIT_1,
99 TYPE_BIT_2,
100 TYPE_BIT_3,
101 TYPE_BIT_4,
102 TYPE_BIT_5,
103 TYPE_FLOAT,
104 TYPE_FLOAT_2,
105 TYPE_FLOAT_3,
106 TYPE_FLOAT_4,
107 TYPE_FLOATN,
108 TYPE_FLOATN_2,
109 TYPE_FLOATN_3,
110 TYPE_FLOATN_4,
111 TYPE_DOUBLEN,
112 TYPE_MATRIX,
113 TYPE_MATRIX_T,
114 TYPE_CONST
115 };
116
117 enum value_location {
118 LOC_BUFFER,
119 LOC_CONTEXT,
120 LOC_ARRAY,
121 LOC_TEXUNIT,
122 LOC_CUSTOM
123 };
124
125 enum value_extra {
126 EXTRA_END = 0x8000,
127 EXTRA_VERSION_30,
128 EXTRA_VERSION_31,
129 EXTRA_VERSION_32,
130 EXTRA_NEW_BUFFERS,
131 EXTRA_VALID_DRAW_BUFFER,
132 EXTRA_VALID_TEXTURE_UNIT,
133 EXTRA_FLUSH_CURRENT,
134 };
135
136 struct value_desc {
137 GLenum pname;
138 enum value_location location : 8;
139 enum value_type type : 8;
140 int offset;
141 const int *extra;
142 };
143
144 union value {
145 GLfloat value_float;
146 GLfloat value_float_4[4];
147 GLmatrix *value_matrix;
148 GLint value_int;
149 GLint value_int_4[4];
150 GLint64 value_int64;
151 GLenum value_enum;
152
153 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
154 struct {
155 GLint n, ints[100];
156 } value_int_n;
157 GLboolean value_bool;
158 };
159
160 #define BUFFER_FIELD(field, type) \
161 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
162 #define CONTEXT_FIELD(field, type) \
163 LOC_CONTEXT, type, offsetof(GLcontext, field)
164 #define ARRAY_FIELD(field, type) \
165 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
166 #define CONST(value) \
167 LOC_CONTEXT, TYPE_CONST, value
168
169 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
170 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
171
172 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
173 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
174 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
175 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
176 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
177 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
178 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
179 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
180 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
181 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
182 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
183 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
184 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
185 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
186 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
187 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
188 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
189 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
190
191 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
192 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
193 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
194
195 #define EXT(f) \
196 offsetof(struct gl_extensions, f)
197
198 #define EXTRA_EXT(e) \
199 static const int extra_##e[] = { \
200 EXT(e), EXTRA_END \
201 }
202
203 #define EXTRA_EXT2(e1, e2) \
204 static const int extra_##e1##_##e2[] = { \
205 EXT(e1), EXT(e2), EXTRA_END \
206 }
207
208 /* The 'extra' mechanism is a way to specify extra checks (such as
209 * extensions or specific gl versions) or actions (flush current, new
210 * buffers) that we need to do before looking up an enum. We need to
211 * declare them all up front so we can refer to them in the value_desc
212 * structs below. */
213
214 static const int extra_new_buffers[] = {
215 EXTRA_NEW_BUFFERS,
216 EXTRA_END
217 };
218
219 static const int extra_valid_draw_buffer[] = {
220 EXTRA_VALID_DRAW_BUFFER,
221 EXTRA_END
222 };
223
224 static const int extra_valid_texture_unit[] = {
225 EXTRA_VALID_TEXTURE_UNIT,
226 EXTRA_END
227 };
228
229 static const int extra_flush_current_valid_texture_unit[] = {
230 EXTRA_FLUSH_CURRENT,
231 EXTRA_VALID_TEXTURE_UNIT,
232 EXTRA_END
233 };
234
235 static const int extra_flush_current[] = {
236 EXTRA_FLUSH_CURRENT,
237 EXTRA_END
238 };
239
240 static const int extra_new_buffers_OES_read_format[] = {
241 EXTRA_NEW_BUFFERS,
242 EXT(OES_read_format),
243 EXTRA_END
244 };
245
246 static const int extra_EXT_secondary_color_flush_current[] = {
247 EXT(EXT_secondary_color),
248 EXTRA_FLUSH_CURRENT,
249 EXTRA_END
250 };
251
252 static const int extra_EXT_fog_coord_flush_current[] = {
253 EXT(EXT_fog_coord),
254 EXTRA_FLUSH_CURRENT,
255 EXTRA_END
256 };
257
258 EXTRA_EXT(ARB_multitexture);
259 EXTRA_EXT(ARB_texture_cube_map);
260 EXTRA_EXT(MESA_texture_array);
261 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
262 EXTRA_EXT(EXT_secondary_color);
263 EXTRA_EXT(EXT_fog_coord);
264 EXTRA_EXT(EXT_texture_lod_bias);
265 EXTRA_EXT(EXT_texture_filter_anisotropic);
266 EXTRA_EXT(IBM_rasterpos_clip);
267 EXTRA_EXT(NV_point_sprite);
268 EXTRA_EXT(SGIS_generate_mipmap);
269 EXTRA_EXT(NV_vertex_program);
270 EXTRA_EXT(NV_fragment_program);
271 EXTRA_EXT(NV_texture_rectangle);
272 EXTRA_EXT(EXT_stencil_two_side);
273 EXTRA_EXT(NV_light_max_exponent);
274 EXTRA_EXT(EXT_convolution);
275 EXTRA_EXT(EXT_histogram);
276 EXTRA_EXT(SGI_color_table);
277 EXTRA_EXT(SGI_texture_color_table);
278 EXTRA_EXT(EXT_depth_bounds_test);
279 EXTRA_EXT(ARB_depth_clamp);
280 EXTRA_EXT(ATI_fragment_shader);
281 EXTRA_EXT(EXT_framebuffer_blit);
282 EXTRA_EXT(ARB_shader_objects);
283 EXTRA_EXT(EXT_provoking_vertex);
284 EXTRA_EXT(ARB_fragment_shader);
285 EXTRA_EXT(ARB_fragment_program);
286 EXTRA_EXT(ARB_framebuffer_object);
287 EXTRA_EXT(EXT_framebuffer_object);
288 EXTRA_EXT(APPLE_vertex_array_object);
289 EXTRA_EXT(ARB_seamless_cube_map);
290 EXTRA_EXT(EXT_compiled_vertex_array);
291 EXTRA_EXT(ARB_sync);
292 EXTRA_EXT(ARB_vertex_shader);
293 EXTRA_EXT(EXT_transform_feedback);
294 EXTRA_EXT(EXT_pixel_buffer_object);
295 EXTRA_EXT(ARB_vertex_program);
296 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
297 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
298 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
299 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
300 EXTRA_EXT(ARB_vertex_buffer_object);
301
302 static const int
303 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
304 EXT(ARB_vertex_program),
305 EXT(ARB_fragment_program),
306 EXT(NV_vertex_program),
307 EXTRA_END
308 };
309
310 static const int
311 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
312 EXT(NV_vertex_program),
313 EXT(ARB_vertex_program),
314 EXT(ARB_fragment_program),
315 EXT(NV_vertex_program),
316 EXTRA_END
317 };
318
319 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
320 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
321 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
322
323 #define API_OPENGL_BIT (1 << API_OPENGL)
324 #define API_OPENGLES_BIT (1 << API_OPENGLES)
325 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
326
327 /* This is the big table describing all the enums we accept in
328 * glGet*v(). The table is partitioned into six parts: enums
329 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
330 * between OpenGL and GLES, enums exclusive to GLES, etc for the
331 * remaining combinations. When we add the enums to the hash table in
332 * _mesa_init_get_hash(), we only add the enums for the API we're
333 * instantiating and the different sections are guarded by #if
334 * FEATURE_GL etc to make sure we only compile in the enums we may
335 * need. */
336
337 static const struct value_desc values[] = {
338 /* Enums shared between OpenGL, GLES1 and GLES2 */
339 { 0, 0, TYPE_API_MASK,
340 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT},
341 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
342 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled) },
343 { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB) },
344 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
345 { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4) },
346 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, },
347 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag) },
348 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode) },
349 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits) },
350 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN) },
351 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func) },
352 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2) },
353 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test) },
354 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask) },
355 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag) },
356 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace) },
357 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
358 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width) },
359 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth) },
360 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize) },
361 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize) },
362 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
363 offsetof(GLcontext, Const.MaxTextureLevels) },
364 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth) },
365 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment) },
366 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize) },
367 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ) },
368 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ) },
369 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill) },
370 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
371 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0 },
372 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled) },
373 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits) },
374 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear) },
375 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM },
376 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM },
377 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM },
378 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM },
379 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT },
380 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled) },
381 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT },
382 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT },
383 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits) },
384 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX },
385 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment) },
386 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0 },
387
388 /* GL_ARB_multitexture */
389 { GL_ACTIVE_TEXTURE_ARB,
390 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
391
392 /* Note that all the OES_* extensions require that the Mesa "struct
393 * gl_extensions" include a member with the name of the extension.
394 * That structure does not yet include OES extensions (and we're
395 * not sure whether it will). If it does, all the OES_*
396 * extensions below should mark the dependency. */
397
398 /* GL_ARB_texture_cube_map */
399 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
400 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
401 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
402 offsetof(GLcontext, Const.MaxCubeTextureLevels),
403 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
404
405 /* XXX: OES_blend_subtract */
406 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB) },
407 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB) },
408 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA) },
409 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA) },
410
411 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
412 * defined identically to GL_BLEND_EQUATION. */
413 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB) },
414 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA) },
415
416 /* GL_ARB_texture_compression */
417 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0 },
418 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0 },
419
420 /* GL_ARB_multisample */
421 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
422 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage) },
423 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage) },
424 { GL_SAMPLE_COVERAGE_VALUE_ARB,
425 CONTEXT_FLOAT(Multisample.SampleCoverageValue) },
426 { GL_SAMPLE_COVERAGE_INVERT_ARB,
427 CONTEXT_BOOL(Multisample.SampleCoverageInvert) },
428 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers) },
429 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples) },
430
431 /* GL_SGIS_generate_mipmap */
432 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
433 extra_SGIS_generate_mipmap },
434
435 /* GL_ARB_vertex_buffer_object */
436 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
437
438 /* GL_ARB_vertex_buffer_object */
439 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
440 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
441 extra_ARB_vertex_buffer_object },
442
443 /* GL_OES_read_format */
444 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
445 extra_new_buffers_OES_read_format },
446 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
447 extra_new_buffers_OES_read_format },
448
449 /* GL_EXT_framebuffer_object */
450 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
451 extra_EXT_framebuffer_object },
452 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
453 extra_EXT_framebuffer_object },
454 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
455 extra_EXT_framebuffer_object },
456
457 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
458 * GLSL: */
459 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes) },
460
461 #if FEATURE_GL || FEATURE_ES1
462 /* Enums in OpenGL and GLES1 */
463 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT },
464 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled) },
465 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled) },
466 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled) },
467 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled) },
468 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled) },
469 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled) },
470 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled) },
471 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled) },
472 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled) },
473 { GL_LIGHT_MODEL_AMBIENT,
474 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4) },
475 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide) },
476 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled) },
477 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc) },
478 { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN) },
479 { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB) },
480 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled) },
481 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled) },
482 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled) },
483 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled) },
484 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled) },
485 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled) },
486 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled) },
487 { GL_CURRENT_COLOR,
488 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
489 extra_flush_current },
490 { GL_CURRENT_NORMAL,
491 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
492 extra_flush_current },
493 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
494 extra_flush_current_valid_texture_unit },
495 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]) },
496 { GL_FOG, CONTEXT_BOOL(Fog.Enabled) },
497 { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4) },
498 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density) },
499 { GL_FOG_END, CONTEXT_FLOAT(Fog.End) },
500 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog) },
501 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode) },
502 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start) },
503 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag) },
504 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth) },
505 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA) },
506 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled) },
507 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp) },
508 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode) },
509 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH) },
510 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH) },
511 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), },
512 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top) },
513 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
514 offsetof(GLcontext, ModelviewMatrixStack.Depth) },
515 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize) },
516 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages) },
517 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection) },
518 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size) },
519 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA) },
520 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag) },
521 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth) },
522 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize) },
523 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize) },
524 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold) },
525 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top) },
526 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
527 offsetof(GLcontext, ProjectionMatrixStack.Depth) },
528 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals) },
529 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel) },
530 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
531 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
532 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
533 extra_valid_texture_unit },
534
535 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled) },
536 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size) },
537 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type) },
538 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride) },
539 { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled) },
540 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type) },
541 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride) },
542 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled) },
543 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size) },
544 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type) },
545 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride) },
546 { GL_TEXTURE_COORD_ARRAY,
547 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled) },
548 { GL_TEXTURE_COORD_ARRAY_SIZE,
549 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size) },
550 { GL_TEXTURE_COORD_ARRAY_TYPE,
551 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type) },
552 { GL_TEXTURE_COORD_ARRAY_STRIDE,
553 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride) },
554
555 /* GL_ARB_multitexture */
556 { GL_MAX_TEXTURE_UNITS_ARB,
557 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
558 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
559 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
560
561 /* GL_ARB_texture_cube_map */
562 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
563 /* S, T, and R are always set at the same time */
564 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
565 offsetof(struct gl_texture_unit, TexGenEnabled) },
566
567 /* GL_ARB_multisample */
568 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled) },
569 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne) },
570
571 /* GL_ARB_vertex_buffer_object */
572 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
573 offsetof(struct gl_array_object, Vertex.BufferObj) },
574 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
575 offsetof(struct gl_array_object, Normal.BufferObj) },
576 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
577 offsetof(struct gl_array_object, Color.BufferObj) },
578 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
579
580 /* GL_OES_point_sprite */
581 { GL_POINT_SPRITE_NV,
582 CONTEXT_BOOL(Point.PointSprite),
583 extra_NV_point_sprite_ARB_point_sprite },
584
585 /* GL_ARB_fragment_shader */
586 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
587 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
588 extra_ARB_fragment_shader },
589
590 /* GL_ARB_vertex_shader */
591 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
592 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
593 extra_ARB_vertex_shader },
594 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
595 extra_ARB_vertex_shader },
596
597 /* GL_EXT_texture_lod_bias */
598 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
599 extra_EXT_texture_lod_bias },
600
601 /* GL_EXT_texture_filter_anisotropic */
602 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
603 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
604 extra_EXT_texture_filter_anisotropic },
605 #endif /* FEATURE_GL || FEATURE_ES1 */
606
607 #if FEATURE_ES1
608 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
609 /* XXX: OES_matrix_get */
610 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
611 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
612 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
613
614 /* OES_point_size_array */
615 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
616 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
617 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
618 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
619 #endif /* FEATURE_ES1 */
620
621 #if FEATURE_GL || FEATURE_ES2
622 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT },
623 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
624 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights) },
625 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
626 CONTEXT_INT(Const.MaxTextureCoordUnits),
627 extra_ARB_fragment_program_NV_fragment_program },
628
629 /* GL_ARB_draw_buffers */
630 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers) },
631
632 { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4) },
633 /* GL_ARB_fragment_program */
634 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
635 CONTEXT_INT(Const.MaxTextureImageUnits),
636 extra_ARB_fragment_program_NV_fragment_program },
637 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
638 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
639 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
640 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
641 extra_ARB_vertex_shader },
642
643 /* GL_ARB_shader_objects
644 * Actually, this token isn't part of GL_ARB_shader_objects, but is
645 * close enough for now. */
646 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
647
648 /* OpenGL 2.0 */
649 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]) },
650 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]) },
651 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]) },
652 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]) },
653 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]) },
654 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]) },
655 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]) },
656
657 { GL_MAX_VERTEX_ATTRIBS_ARB,
658 CONTEXT_INT(Const.VertexProgram.MaxAttribs), extra_ARB_vertex_program },
659
660 /* OES_texture_3D */
661 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX },
662 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
663 offsetof(GLcontext, Const.Max3DTextureLevels) },
664
665 /* GL_ARB_fragment_shader/OES_standard_derivatives */
666 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
667 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
668 #endif /* FEATURE_GL || FEATURE_ES2 */
669
670 #if FEATURE_ES2
671 /* Enums unique to OpenGL ES 2.0 */
672 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT },
673 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
674 offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents) },
675 { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
676 offsetof(GLcontext, Const.MaxVarying) },
677 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
678 offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents) },
679 { GL_SHADER_COMPILER, CONST(1) },
680 /* OES_get_program_binary */
681 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0) },
682 { GL_SHADER_BINARY_FORMATS, CONST(0) },
683 #endif /* FEATURE_ES2 */
684
685 #if FEATURE_GL
686 /* Remaining enums are only in OpenGL */
687 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT },
688 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits) },
689 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits) },
690 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits) },
691 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits) },
692 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4) },
693 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias) },
694 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale) },
695 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth) },
696 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal) },
697 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers) },
698 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias) },
699 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale) },
700 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth) },
701 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace) },
702 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode) },
703 { GL_CURRENT_INDEX,
704 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
705 extra_flush_current },
706 { GL_CURRENT_RASTER_COLOR,
707 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4) },
708 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance) },
709 { GL_CURRENT_RASTER_INDEX, CONST(1) },
710 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]) },
711 { GL_CURRENT_RASTER_SECONDARY_COLOR,
712 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4) },
713 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
714 extra_valid_texture_unit },
715 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid) },
716 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias) },
717 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale) },
718 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode) },
719 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]) },
720 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
721 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize) },
722 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type) },
723 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index) },
724 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias) },
725 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale) },
726 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
727 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex) },
728 { GL_INDEX_MODE, CONST(0) },
729 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset) },
730 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift) },
731 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask) },
732 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl) },
733 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer) },
734 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag) },
735 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0 },
736 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor) },
737 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity) },
738 { GL_LIST_BASE, CONTEXT_INT(List.ListBase) },
739 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0 },
740 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0 },
741 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled) },
742 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4) },
743 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1) },
744 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un) },
745 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index) },
746 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal) },
747 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1) },
748 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2) },
749 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3) },
750 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4) },
751 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3) },
752 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4) },
753 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4) },
754 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0 },
755 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un) },
756 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index) },
757 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal) },
758 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1) },
759 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2) },
760 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3) },
761 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4) },
762 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3) },
763 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4) },
764 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag) },
765 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag) },
766 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH) },
767 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH) },
768
769 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER) },
770 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING) },
771 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH) },
772 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE) },
773 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth) },
774 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst) },
775 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength) },
776 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels) },
777 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows) },
778 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes) },
779 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight) },
780 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert) },
781 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size) },
782 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size) },
783 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size) },
784 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size) },
785 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size) },
786 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size) },
787 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size) },
788 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size) },
789 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size) },
790 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size) },
791 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity) },
792 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode) },
793 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits) },
794 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint) },
795 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine) },
796 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag) },
797 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth) },
798 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag) },
799 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM },
800 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias) },
801 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale) },
802 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode) },
803 { GL_RGBA_MODE, CONST(1) },
804 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize) },
805 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette) },
806
807 { GL_STEREO, BUFFER_INT(Visual.stereoMode) },
808
809 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
810 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
811 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
812 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
813
814 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX },
815 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
816 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
817 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
818 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
819 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
820 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
821
822 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
823 offsetof(struct gl_texture_unit, TexGenEnabled) },
824 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
825 offsetof(struct gl_texture_unit, TexGenEnabled) },
826 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
827 offsetof(struct gl_texture_unit, TexGenEnabled) },
828 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
829 offsetof(struct gl_texture_unit, TexGenEnabled) },
830 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst) },
831 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength) },
832 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels) },
833 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows) },
834 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes) },
835 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages) },
836 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight) },
837 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage) },
838 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX) },
839 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY) },
840
841 /* Vertex arrays */
842 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0) },
843 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0) },
844 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0) },
845 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled) },
846 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type) },
847 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride) },
848 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0) },
849 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0) },
850 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled) },
851 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride) },
852 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0) },
853
854 /* GL_ARB_texture_compression */
855 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression) },
856
857 /* GL_EXT_compiled_vertex_array */
858 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
859 extra_EXT_compiled_vertex_array },
860 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
861 extra_EXT_compiled_vertex_array },
862
863 /* GL_ARB_transpose_matrix */
864 { GL_TRANSPOSE_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top) },
865 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
866 CONTEXT_MATRIX_T(ModelviewMatrixStack) },
867 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
868 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top) },
869 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack) },
870
871 /* GL_SGI_color_matrix (also in 1.2 imaging) */
872 { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top) },
873 { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT,
874 offsetof(GLcontext, ColorMatrixStack.Depth) },
875 { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI,
876 CONST(MAX_COLOR_STACK_DEPTH) },
877 { GL_POST_COLOR_MATRIX_RED_SCALE_SGI,
878 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]) },
879 { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI,
880 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]) },
881 { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI,
882 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]) },
883 { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI,
884 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]) },
885 { GL_POST_COLOR_MATRIX_RED_BIAS_SGI,
886 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]) },
887 { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI,
888 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]) },
889 { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI,
890 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]) },
891 { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI,
892 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]) },
893
894 /* GL_EXT_convolution (also in 1.2 imaging) */
895 { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled),
896 extra_EXT_convolution },
897 { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled),
898 extra_EXT_convolution },
899 { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled),
900 extra_EXT_convolution },
901 { GL_POST_CONVOLUTION_RED_SCALE_EXT,
902 CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]),
903 extra_EXT_convolution },
904 { GL_POST_CONVOLUTION_GREEN_SCALE_EXT,
905 CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]),
906 extra_EXT_convolution },
907 { GL_POST_CONVOLUTION_BLUE_SCALE_EXT,
908 CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]),
909 extra_EXT_convolution },
910 { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT,
911 CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]),
912 extra_EXT_convolution },
913 { GL_POST_CONVOLUTION_RED_BIAS_EXT,
914 CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]),
915 extra_EXT_convolution },
916 { GL_POST_CONVOLUTION_GREEN_BIAS_EXT,
917 CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]),
918 extra_EXT_convolution },
919 { GL_POST_CONVOLUTION_BLUE_BIAS_EXT,
920 CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]),
921 extra_EXT_convolution },
922 { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT,
923 CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]),
924 extra_EXT_convolution },
925
926 /* GL_EXT_histogram / GL_ARB_imaging */
927 { GL_HISTOGRAM, CONTEXT_BOOL(Pixel.HistogramEnabled),
928 extra_EXT_histogram },
929 { GL_MINMAX, CONTEXT_BOOL(Pixel.MinMaxEnabled), extra_EXT_histogram },
930
931 /* GL_SGI_color_table / GL_ARB_imaging */
932 { GL_COLOR_TABLE_SGI,
933 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]),
934 extra_SGI_color_table },
935 { GL_POST_CONVOLUTION_COLOR_TABLE_SGI,
936 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]),
937 extra_SGI_color_table },
938 { GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI,
939 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]),
940 extra_SGI_color_table },
941
942 /* GL_SGI_texture_color_table */
943 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
944 offsetof(struct gl_texture_unit, ColorTableEnabled),
945 extra_SGI_texture_color_table },
946
947 /* GL_EXT_secondary_color */
948 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
949 extra_EXT_secondary_color_ARB_vertex_program },
950 { GL_CURRENT_SECONDARY_COLOR_EXT,
951 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
952 extra_EXT_secondary_color_flush_current },
953 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
954 extra_EXT_secondary_color },
955 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
956 extra_EXT_secondary_color },
957 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
958 extra_EXT_secondary_color },
959 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
960 extra_EXT_secondary_color },
961
962 /* GL_EXT_fog_coord */
963 { GL_CURRENT_FOG_COORDINATE_EXT,
964 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
965 extra_EXT_fog_coord_flush_current },
966 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
967 extra_EXT_fog_coord },
968 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
969 extra_EXT_fog_coord },
970 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
971 extra_EXT_fog_coord },
972 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
973 extra_EXT_fog_coord },
974
975 /* GL_IBM_rasterpos_clip */
976 { GL_RASTER_POSITION_UNCLIPPED_IBM,
977 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
978 extra_IBM_rasterpos_clip },
979
980 /* GL_NV_point_sprite */
981 { GL_POINT_SPRITE_R_MODE_NV,
982 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
983 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
984 extra_NV_point_sprite_ARB_point_sprite },
985
986 /* GL_NV_vertex_program */
987 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
988 extra_NV_vertex_program },
989 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
990 extra_NV_vertex_program },
991 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
992 extra_NV_vertex_program },
993 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
994 extra_NV_vertex_program },
995 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
996 extra_NV_vertex_program },
997 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
998 extra_NV_vertex_program },
999 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
1000 extra_NV_vertex_program },
1001 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
1002 extra_NV_vertex_program },
1003 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
1004 extra_NV_vertex_program },
1005 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
1006 extra_NV_vertex_program },
1007 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
1008 extra_NV_vertex_program },
1009 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
1010 extra_NV_vertex_program },
1011 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
1012 extra_NV_vertex_program },
1013 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
1014 extra_NV_vertex_program },
1015 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
1016 extra_NV_vertex_program },
1017 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
1018 extra_NV_vertex_program },
1019 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
1020 extra_NV_vertex_program },
1021 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1022 extra_NV_vertex_program },
1023 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1024 extra_NV_vertex_program },
1025 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1026 extra_NV_vertex_program },
1027 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1028 extra_NV_vertex_program },
1029 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1030 extra_NV_vertex_program },
1031 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1032 extra_NV_vertex_program },
1033 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1034 extra_NV_vertex_program },
1035 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1036 extra_NV_vertex_program },
1037 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1038 extra_NV_vertex_program },
1039 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1040 extra_NV_vertex_program },
1041 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1042 extra_NV_vertex_program },
1043 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1044 extra_NV_vertex_program },
1045 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1046 extra_NV_vertex_program },
1047 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1048 extra_NV_vertex_program },
1049 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1050 extra_NV_vertex_program },
1051 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1052 extra_NV_vertex_program },
1053
1054 /* GL_NV_fragment_program */
1055 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1056 extra_NV_fragment_program },
1057 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1058 extra_NV_fragment_program },
1059 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1060 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1061 extra_NV_fragment_program },
1062
1063 /* GL_NV_texture_rectangle */
1064 { GL_TEXTURE_RECTANGLE_NV,
1065 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1066 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1067 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1068 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1069 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1070
1071 /* GL_EXT_stencil_two_side */
1072 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1073 extra_EXT_stencil_two_side },
1074 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, 0 },
1075
1076 /* GL_NV_light_max_exponent */
1077 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1078 extra_NV_light_max_exponent },
1079 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1080 extra_NV_light_max_exponent },
1081
1082 /* GL_ARB_vertex_buffer_object */
1083 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1084 offsetof(struct gl_array_object, Index.BufferObj) },
1085 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1086 offsetof(struct gl_array_object, EdgeFlag.BufferObj) },
1087 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1088 offsetof(struct gl_array_object, SecondaryColor.BufferObj) },
1089 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1090 offsetof(struct gl_array_object, FogCoord.BufferObj) },
1091
1092 /* GL_EXT_pixel_buffer_object */
1093 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1094 extra_EXT_pixel_buffer_object },
1095 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1096 extra_EXT_pixel_buffer_object },
1097
1098 /* GL_ARB_vertex_program */
1099 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1100 CONTEXT_BOOL(VertexProgram.Enabled),
1101 extra_ARB_vertex_program_NV_vertex_program },
1102 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1103 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1104 extra_ARB_vertex_program_NV_vertex_program },
1105 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1106 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1107 extra_ARB_vertex_program_NV_vertex_program },
1108 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1109 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1110 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1111 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1112 CONTEXT_INT(Const.MaxProgramMatrices),
1113 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1114 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1115 LOC_CUSTOM, TYPE_INT, 0,
1116 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1117
1118 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1119 LOC_CUSTOM, TYPE_MATRIX, 0,
1120 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1121 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1122 LOC_CUSTOM, TYPE_MATRIX, 0,
1123 extra_ARB_vertex_program_ARB_fragment_program },
1124
1125 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1126 CONTEXT_INT(Program.ErrorPos),
1127 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1128
1129 /* GL_ARB_fragment_program */
1130 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1131 extra_ARB_fragment_program },
1132
1133 /* GL_EXT_depth_bounds_test */
1134 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1135 extra_EXT_depth_bounds_test },
1136 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1137 extra_EXT_depth_bounds_test },
1138
1139 /* GL_ARB_depth_clamp*/
1140 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1141 extra_ARB_depth_clamp },
1142
1143 /* GL_ARB_draw_buffers */
1144 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]) },
1145 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1146 extra_valid_draw_buffer },
1147 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1148 extra_valid_draw_buffer },
1149 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1150 extra_valid_draw_buffer },
1151
1152 /* GL_ATI_fragment_shader */
1153 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1154 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1155 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1156 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1157 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1158 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1159 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1160 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1161 CONST(3), extra_ATI_fragment_shader },
1162
1163 /* GL_EXT_framebuffer_object */
1164 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1165 extra_EXT_framebuffer_object },
1166
1167 /* GL_EXT_framebuffer_blit
1168 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1169 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1170 extra_EXT_framebuffer_blit },
1171
1172 /* GL_EXT_provoking_vertex */
1173 { GL_PROVOKING_VERTEX_EXT,
1174 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1175 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1176 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1177 extra_EXT_provoking_vertex },
1178
1179 /* GL_ARB_framebuffer_object */
1180 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1181 extra_ARB_framebuffer_object },
1182
1183 /* GL_APPLE_vertex_array_object */
1184 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1185 extra_APPLE_vertex_array_object },
1186
1187 /* GL_ARB_seamless_cube_map */
1188 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1189 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1190
1191 /* GL_ARB_sync */
1192 { GL_MAX_SERVER_WAIT_TIMEOUT,
1193 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1194
1195 /* GL_EXT_transform_feedback */
1196 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1197 extra_EXT_transform_feedback },
1198 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1199 extra_EXT_transform_feedback },
1200 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1201 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1202 extra_EXT_transform_feedback },
1203 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1204 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1205 extra_EXT_transform_feedback },
1206 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1207 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1208 extra_EXT_transform_feedback },
1209
1210 /* GL 3.0 */
1211 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1212 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1213 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1214 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1215
1216 /* GL 3.1 */
1217 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1218 extra_version_31 },
1219 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1220 extra_version_31 },
1221
1222 /* GL 3.2 */
1223 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1224 extra_version_32 },
1225 #endif /* FEATURE_GL */
1226 };
1227
1228 /* All we need now is a way to look up the value struct from the enum.
1229 * The code generated by gcc for the old generated big switch
1230 * statement is a big, balanced, open coded if/else tree, essentially
1231 * an unrolled binary search. It would be natural to sort the new
1232 * enum table and use bsearch(), but we will use a read-only hash
1233 * table instead. bsearch() has a nice guaranteed worst case
1234 * performance, but we're also guaranteed to hit that worst case
1235 * (log2(n) iterations) for about half the enums. Instead, using an
1236 * open addressing hash table, we can find the enum on the first try
1237 * for 80% of the enums, 1 collision for 10% and never more than 5
1238 * collisions for any enum (typical numbers). And the code is very
1239 * simple, even though it feels a little magic. */
1240
1241 static unsigned short table[1024];
1242 static const int prime_factor = 89, prime_step = 281;
1243
1244 #ifdef GET_DEBUG
1245 static void
1246 print_table_stats(void)
1247 {
1248 int i, j, collisions[11], count, hash, mask;
1249 const struct value_desc *d;
1250
1251 count = 0;
1252 mask = Elements(table) - 1;
1253 memset(collisions, 0, sizeof collisions);
1254
1255 for (i = 0; i < Elements(table); i++) {
1256 if (!table[i])
1257 continue;
1258 count++;
1259 d = &values[table[i]];
1260 hash = (d->pname * prime_factor);
1261 j = 0;
1262 while (1) {
1263 if (values[table[hash & mask]].pname == d->pname)
1264 break;
1265 hash += prime_step;
1266 j++;
1267 }
1268
1269 if (j < 10)
1270 collisions[j]++;
1271 else
1272 collisions[10]++;
1273 }
1274
1275 printf("number of enums: %d (total %d)\n", count, Elements(values));
1276 for (i = 0; i < Elements(collisions) - 1; i++)
1277 if (collisions[i] > 0)
1278 printf(" %d enums with %d %scollisions\n",
1279 collisions[i], i, i == 10 ? "or more " : "");
1280 }
1281 #endif
1282
1283 /**
1284 * Initialize the enum hash for a given API
1285 *
1286 * This is called from one_time_init() to insert the enum values that
1287 * are valid for the API in question into the enum hash table.
1288 *
1289 * \param the current context, for determining the API in question
1290 */
1291 void _mesa_init_get_hash(GLcontext *ctx)
1292 {
1293 int i, hash, index, mask;
1294 int api_mask = 0, api_bit;
1295
1296 mask = Elements(table) - 1;
1297 api_bit = 1 << ctx->API;
1298
1299 for (i = 0; i < Elements(values); i++) {
1300 if (values[i].type == TYPE_API_MASK) {
1301 api_mask = values[i].offset;
1302 continue;
1303 }
1304 if (!(api_mask & api_bit))
1305 continue;
1306
1307 hash = (values[i].pname * prime_factor) & mask;
1308 while (1) {
1309 index = hash & mask;
1310 if (!table[index]) {
1311 table[index] = i;
1312 break;
1313 }
1314 hash += prime_step;
1315 }
1316 }
1317
1318 #ifdef GET_DEBUG
1319 print_table_stats();
1320 #endif
1321 }
1322
1323 /**
1324 * Handle irregular enums
1325 *
1326 * Some values don't conform to the "well-known type at context
1327 * pointer + offset" pattern, so we have this function to catch all
1328 * the corner cases. Typically, it's a computed value or a one-off
1329 * pointer to a custom struct or something.
1330 *
1331 * In this case we can't return a pointer to the value, so we'll have
1332 * to use the temporary variable 'v' declared back in the calling
1333 * glGet*v() function to store the result.
1334 *
1335 * \param ctx the current context
1336 * \param d the struct value_desc that describes the enum
1337 * \param v pointer to the tmp declared in the calling glGet*v() function
1338 */
1339 static void
1340 find_custom_value(GLcontext *ctx, const struct value_desc *d, union value *v)
1341 {
1342 struct gl_buffer_object *buffer_obj;
1343 struct gl_client_array *array;
1344 GLuint unit, *p;
1345
1346 switch (d->pname) {
1347 case GL_TEXTURE_1D:
1348 case GL_TEXTURE_2D:
1349 case GL_TEXTURE_3D:
1350 case GL_TEXTURE_1D_ARRAY_EXT:
1351 case GL_TEXTURE_2D_ARRAY_EXT:
1352 case GL_TEXTURE_CUBE_MAP_ARB:
1353 case GL_TEXTURE_RECTANGLE_NV:
1354 v->value_bool = _mesa_IsEnabled(d->pname);
1355 break;
1356
1357 case GL_LINE_STIPPLE_PATTERN:
1358 /* This is the only GLushort, special case it here by promoting
1359 * to an int rather than introducing a new type. */
1360 v->value_int = ctx->Line.StipplePattern;
1361 break;
1362
1363 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1364 unit = ctx->Texture.CurrentUnit;
1365 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1366 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1367 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1368 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1369 break;
1370
1371 case GL_CURRENT_TEXTURE_COORDS:
1372 unit = ctx->Texture.CurrentUnit;
1373 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1374 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1375 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1376 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1377 break;
1378
1379 case GL_COLOR_WRITEMASK:
1380 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1381 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1382 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1383 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1384 break;
1385
1386 case GL_EDGE_FLAG:
1387 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1388 break;
1389
1390 case GL_READ_BUFFER:
1391 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1392 break;
1393
1394 case GL_MAP2_GRID_DOMAIN:
1395 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1396 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1397 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1398 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1399 break;
1400
1401 case GL_TEXTURE_STACK_DEPTH:
1402 unit = ctx->Texture.CurrentUnit;
1403 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1404 break;
1405 case GL_TEXTURE_MATRIX:
1406 unit = ctx->Texture.CurrentUnit;
1407 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1408 break;
1409
1410 case GL_TEXTURE_COORD_ARRAY:
1411 case GL_TEXTURE_COORD_ARRAY_SIZE:
1412 case GL_TEXTURE_COORD_ARRAY_TYPE:
1413 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1414 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1415 v->value_int = *(GLuint *) ((char *) array + d->offset);
1416 break;
1417
1418 case GL_ACTIVE_TEXTURE_ARB:
1419 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1420 break;
1421 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1422 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1423 break;
1424
1425 case GL_MODELVIEW_STACK_DEPTH:
1426 case GL_PROJECTION_STACK_DEPTH:
1427 case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
1428 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1429 break;
1430
1431 case GL_MAX_TEXTURE_SIZE:
1432 case GL_MAX_3D_TEXTURE_SIZE:
1433 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1434 p = (GLuint *) ((char *) ctx + d->offset);
1435 v->value_int = 1 << (*p - 1);
1436 break;
1437
1438 case GL_SCISSOR_BOX:
1439 v->value_int_4[0] = ctx->Scissor.X;
1440 v->value_int_4[1] = ctx->Scissor.Y;
1441 v->value_int_4[2] = ctx->Scissor.Width;
1442 v->value_int_4[3] = ctx->Scissor.Height;
1443 break;
1444
1445 case GL_LIST_INDEX:
1446 v->value_int =
1447 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1448 break;
1449 case GL_LIST_MODE:
1450 if (!ctx->CompileFlag)
1451 v->value_enum = 0;
1452 else if (ctx->ExecuteFlag)
1453 v->value_enum = GL_COMPILE_AND_EXECUTE;
1454 else
1455 v->value_enum = GL_COMPILE;
1456 break;
1457
1458 case GL_VIEWPORT:
1459 v->value_int_4[0] = ctx->Viewport.X;
1460 v->value_int_4[1] = ctx->Viewport.Y;
1461 v->value_int_4[2] = ctx->Viewport.Width;
1462 v->value_int_4[3] = ctx->Viewport.Height;
1463 break;
1464
1465 case GL_ACTIVE_STENCIL_FACE_EXT:
1466 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1467 break;
1468
1469 case GL_STENCIL_FAIL:
1470 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1471 break;
1472 case GL_STENCIL_FUNC:
1473 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1474 break;
1475 case GL_STENCIL_PASS_DEPTH_FAIL:
1476 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1477 break;
1478 case GL_STENCIL_PASS_DEPTH_PASS:
1479 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1480 break;
1481 case GL_STENCIL_REF:
1482 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1483 break;
1484 case GL_STENCIL_VALUE_MASK:
1485 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1486 break;
1487 case GL_STENCIL_WRITEMASK:
1488 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1489 break;
1490
1491 case GL_NUM_EXTENSIONS:
1492 v->value_int = _mesa_get_extension_count(ctx);
1493 break;
1494
1495 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1496 v->value_int = _mesa_get_color_read_type(ctx);
1497 break;
1498 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1499 v->value_int = _mesa_get_color_read_format(ctx);
1500 break;
1501
1502 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1503 v->value_int = ctx->CurrentStack->Depth + 1;
1504 break;
1505 case GL_CURRENT_MATRIX_ARB:
1506 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1507 v->value_matrix = ctx->CurrentStack->Top;
1508 break;
1509
1510 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1511 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1512 break;
1513 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1514 v->value_int_n.n =
1515 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1516 ASSERT(v->value_int_n.n <= 100);
1517 break;
1518
1519 case GL_MAX_VARYING_FLOATS_ARB:
1520 v->value_int = ctx->Const.MaxVarying * 4;
1521 break;
1522
1523 /* Various object names */
1524
1525 case GL_TEXTURE_BINDING_1D:
1526 case GL_TEXTURE_BINDING_2D:
1527 case GL_TEXTURE_BINDING_3D:
1528 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1529 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1530 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1531 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1532 unit = ctx->Texture.CurrentUnit;
1533 v->value_int =
1534 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1535 break;
1536
1537 /* GL_ARB_vertex_buffer_object */
1538 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1539 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1540 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1541 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1542 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1543 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1544 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1545 buffer_obj = (struct gl_buffer_object *)
1546 ((char *) ctx->Array.ArrayObj + d->offset);
1547 v->value_int = buffer_obj->Name;
1548 break;
1549 case GL_ARRAY_BUFFER_BINDING_ARB:
1550 v->value_int = ctx->Array.ArrayBufferObj->Name;
1551 break;
1552 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1553 v->value_int =
1554 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1555 break;
1556 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1557 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1558 break;
1559
1560 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1561 v->value_int =
1562 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1563 break;
1564 case GL_VERTEX_PROGRAM_BINDING_NV:
1565 v->value_int =
1566 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1567 break;
1568 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1569 v->value_int = ctx->Pack.BufferObj->Name;
1570 break;
1571 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1572 v->value_int = ctx->Unpack.BufferObj->Name;
1573 break;
1574 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1575 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1576 break;
1577 case GL_CURRENT_PROGRAM:
1578 v->value_int =
1579 ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
1580 break;
1581 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1582 v->value_int = ctx->ReadBuffer->Name;
1583 break;
1584 case GL_RENDERBUFFER_BINDING_EXT:
1585 v->value_int =
1586 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1587 break;
1588 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1589 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1590 break;
1591 }
1592 }
1593
1594 /**
1595 * Check extra constraints on a struct value_desc descriptor
1596 *
1597 * If a struct value_desc has a non-NULL extra pointer, it means that
1598 * there are a number of extra constraints to check or actions to
1599 * perform. The extras is just an integer array where each integer
1600 * encode different constraints or actions.
1601 *
1602 * \param ctx current context
1603 * \param func name of calling glGet*v() function for error reporting
1604 * \param d the struct value_desc that has the extra constraints
1605 *
1606 * \return GL_FALSE if one of the constraints was not satisfied,
1607 * otherwise GL_TRUE.
1608 */
1609 static GLboolean
1610 check_extra(GLcontext *ctx, const char *func, const struct value_desc *d)
1611 {
1612 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1613 int total, enabled;
1614 const int *e;
1615
1616 total = 0;
1617 enabled = 0;
1618 for (e = d->extra; *e != EXTRA_END; e++)
1619 switch (*e) {
1620 case EXTRA_VERSION_30:
1621 if (version < 30)
1622 return GL_FALSE;
1623 break;
1624 case EXTRA_VERSION_31:
1625 if (version < 31)
1626 return GL_FALSE;
1627 break;
1628 case EXTRA_VERSION_32:
1629 if (version < 32)
1630 return GL_FALSE;
1631 break;
1632 case EXTRA_NEW_BUFFERS:
1633 if (ctx->NewState & _NEW_BUFFERS)
1634 _mesa_update_state(ctx);
1635 break;
1636 case EXTRA_FLUSH_CURRENT:
1637 FLUSH_CURRENT(ctx, 0);
1638 break;
1639 case EXTRA_VALID_DRAW_BUFFER:
1640 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1641 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1642 func, d->pname - GL_DRAW_BUFFER0_ARB);
1643 return GL_FALSE;
1644 }
1645 break;
1646 case EXTRA_VALID_TEXTURE_UNIT:
1647 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1648 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1649 func, ctx->Texture.CurrentUnit);
1650 return GL_FALSE;
1651 }
1652 break;
1653 case EXTRA_END:
1654 break;
1655 default: /* *e is a offset into the extension struct */
1656 total++;
1657 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1658 enabled++;
1659 break;
1660 }
1661
1662 if (total > 0 && enabled == 0) {
1663 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, d->pname);
1664 return GL_FALSE;
1665 }
1666
1667 return GL_TRUE;
1668 }
1669
1670 static const struct value_desc error_value = { 0, 0, TYPE_INVALID };
1671
1672 /**
1673 * Find the struct value_desc corresponding to the enum 'pname'.
1674 *
1675 * We hash the enum value to get an index into the 'table' array,
1676 * which holds the index in the 'values' array of struct value_desc.
1677 * Once we've found the entry, we do the extra checks, if any, then
1678 * look up the value and return a pointer to it.
1679 *
1680 * If the value has to be computed (for example, it's the result of a
1681 * function call or we need to add 1 to it), we use the tmp 'v' to
1682 * store the result.
1683 *
1684 * \param func name of glGet*v() func for error reporting
1685 * \param pname the enum value we're looking up
1686 * \param p is were we return the pointer to the value
1687 * \param v a tmp union value variable in the calling glGet*v() function
1688 *
1689 * \return the struct value_desc corresponding to the enum or a struct
1690 * value_desc of TYPE_INVALID if not found. This lets the calling
1691 * glGet*v() function jump right into a switch statement and
1692 * handle errors there instead of having to check for NULL.
1693 */
1694 static const struct value_desc *
1695 find_value(const char *func, GLenum pname, void **p, union value *v)
1696 {
1697 GET_CURRENT_CONTEXT(ctx);
1698 struct gl_texture_unit *unit;
1699 int mask, hash;
1700 const struct value_desc *d;
1701
1702 mask = Elements(table) - 1;
1703 hash = (pname * prime_factor);
1704 while (1) {
1705 d = &values[table[hash & mask]];
1706 if (likely(d->pname == pname))
1707 break;
1708
1709 /* If the enum isn't valid, the hash walk ends with index 0,
1710 * which is the API mask entry at the beginning of values[]. */
1711 if (d->type == TYPE_API_MASK) {
1712 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
1713 return &error_value;
1714 }
1715 hash += prime_step;
1716 }
1717
1718 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1719 return &error_value;
1720
1721 switch (d->location) {
1722 case LOC_BUFFER:
1723 *p = ((char *) ctx->DrawBuffer + d->offset);
1724 return d;
1725 case LOC_CONTEXT:
1726 *p = ((char *) ctx + d->offset);
1727 return d;
1728 case LOC_ARRAY:
1729 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1730 return d;
1731 case LOC_TEXUNIT:
1732 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1733 *p = ((char *) unit + d->offset);
1734 return d;
1735 case LOC_CUSTOM:
1736 find_custom_value(ctx, d, v);
1737 *p = v;
1738 return d;
1739 default:
1740 assert(0);
1741 break;
1742
1743 }
1744 }
1745
1746 static const int transpose[] = {
1747 0, 4, 8, 12,
1748 1, 5, 9, 13,
1749 2, 6, 10, 14,
1750 3, 7, 11, 15
1751 };
1752
1753 void GLAPIENTRY
1754 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1755 {
1756 const struct value_desc *d;
1757 union value v;
1758 GLmatrix *m;
1759 int shift, i;
1760 void *p;
1761
1762 d = find_value("glGetBooleanv", pname, &p, &v);
1763 switch (d->type) {
1764 case TYPE_INVALID:
1765 break;
1766 case TYPE_CONST:
1767 params[0] = INT_TO_BOOLEAN(d->offset);
1768 break;
1769
1770 case TYPE_FLOAT_4:
1771 case TYPE_FLOATN_4:
1772 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1773 case TYPE_FLOAT_3:
1774 case TYPE_FLOATN_3:
1775 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1776 case TYPE_FLOAT_2:
1777 case TYPE_FLOATN_2:
1778 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1779 case TYPE_FLOAT:
1780 case TYPE_FLOATN:
1781 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1782 break;
1783
1784 case TYPE_DOUBLEN:
1785 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1786 break;
1787
1788 case TYPE_INT_4:
1789 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1790 case TYPE_INT_3:
1791 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1792 case TYPE_INT_2:
1793 case TYPE_ENUM_2:
1794 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1795 case TYPE_INT:
1796 case TYPE_ENUM:
1797 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1798 break;
1799
1800 case TYPE_INT_N:
1801 for (i = 0; i < v.value_int_n.n; i++)
1802 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1803 break;
1804
1805 case TYPE_INT64:
1806 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1807 break;
1808
1809 case TYPE_BOOLEAN:
1810 params[0] = ((GLboolean*) p)[0];
1811 break;
1812
1813 case TYPE_MATRIX:
1814 m = *(GLmatrix **) p;
1815 for (i = 0; i < 16; i++)
1816 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1817 break;
1818
1819 case TYPE_MATRIX_T:
1820 m = *(GLmatrix **) p;
1821 for (i = 0; i < 16; i++)
1822 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1823 break;
1824
1825 case TYPE_BIT_0:
1826 case TYPE_BIT_1:
1827 case TYPE_BIT_2:
1828 case TYPE_BIT_3:
1829 case TYPE_BIT_4:
1830 case TYPE_BIT_5:
1831 shift = d->type - TYPE_BIT_0;
1832 params[0] = (*(GLbitfield *) p >> shift) & 1;
1833 break;
1834 }
1835 }
1836
1837 void GLAPIENTRY
1838 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1839 {
1840 const struct value_desc *d;
1841 union value v;
1842 GLmatrix *m;
1843 int shift, i;
1844 void *p;
1845
1846 d = find_value("glGetFloatv", pname, &p, &v);
1847 switch (d->type) {
1848 case TYPE_INVALID:
1849 break;
1850 case TYPE_CONST:
1851 params[0] = (GLfloat) d->offset;
1852 break;
1853
1854 case TYPE_FLOAT_4:
1855 case TYPE_FLOATN_4:
1856 params[3] = ((GLfloat *) p)[3];
1857 case TYPE_FLOAT_3:
1858 case TYPE_FLOATN_3:
1859 params[2] = ((GLfloat *) p)[2];
1860 case TYPE_FLOAT_2:
1861 case TYPE_FLOATN_2:
1862 params[1] = ((GLfloat *) p)[1];
1863 case TYPE_FLOAT:
1864 case TYPE_FLOATN:
1865 params[0] = ((GLfloat *) p)[0];
1866 break;
1867
1868 case TYPE_DOUBLEN:
1869 params[0] = ((GLdouble *) p)[0];
1870 break;
1871
1872 case TYPE_INT_4:
1873 params[3] = (GLfloat) (((GLint *) p)[3]);
1874 case TYPE_INT_3:
1875 params[2] = (GLfloat) (((GLint *) p)[2]);
1876 case TYPE_INT_2:
1877 case TYPE_ENUM_2:
1878 params[1] = (GLfloat) (((GLint *) p)[1]);
1879 case TYPE_INT:
1880 case TYPE_ENUM:
1881 params[0] = (GLfloat) (((GLint *) p)[0]);
1882 break;
1883
1884 case TYPE_INT_N:
1885 for (i = 0; i < v.value_int_n.n; i++)
1886 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1887 break;
1888
1889 case TYPE_INT64:
1890 params[0] = ((GLint64 *) p)[0];
1891 break;
1892
1893 case TYPE_BOOLEAN:
1894 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1895 break;
1896
1897 case TYPE_MATRIX:
1898 m = *(GLmatrix **) p;
1899 for (i = 0; i < 16; i++)
1900 params[i] = m->m[i];
1901 break;
1902
1903 case TYPE_MATRIX_T:
1904 m = *(GLmatrix **) p;
1905 for (i = 0; i < 16; i++)
1906 params[i] = m->m[transpose[i]];
1907 break;
1908
1909 case TYPE_BIT_0:
1910 case TYPE_BIT_1:
1911 case TYPE_BIT_2:
1912 case TYPE_BIT_3:
1913 case TYPE_BIT_4:
1914 case TYPE_BIT_5:
1915 shift = d->type - TYPE_BIT_0;
1916 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1917 break;
1918 }
1919 }
1920
1921 void GLAPIENTRY
1922 _mesa_GetIntegerv(GLenum pname, GLint *params)
1923 {
1924 const struct value_desc *d;
1925 union value v;
1926 GLmatrix *m;
1927 int shift, i;
1928 void *p;
1929
1930 d = find_value("glGetIntegerv", pname, &p, &v);
1931 switch (d->type) {
1932 case TYPE_INVALID:
1933 break;
1934 case TYPE_CONST:
1935 params[0] = d->offset;
1936 break;
1937
1938 case TYPE_FLOAT_4:
1939 params[3] = IROUND(((GLfloat *) p)[3]);
1940 case TYPE_FLOAT_3:
1941 params[2] = IROUND(((GLfloat *) p)[2]);
1942 case TYPE_FLOAT_2:
1943 params[1] = IROUND(((GLfloat *) p)[1]);
1944 case TYPE_FLOAT:
1945 params[0] = IROUND(((GLfloat *) p)[0]);
1946 break;
1947
1948 case TYPE_FLOATN_4:
1949 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1950 case TYPE_FLOATN_3:
1951 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1952 case TYPE_FLOATN_2:
1953 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1954 case TYPE_FLOATN:
1955 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1956 break;
1957
1958 case TYPE_DOUBLEN:
1959 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1960 break;
1961
1962 case TYPE_INT_4:
1963 params[3] = ((GLint *) p)[3];
1964 case TYPE_INT_3:
1965 params[2] = ((GLint *) p)[2];
1966 case TYPE_INT_2:
1967 case TYPE_ENUM_2:
1968 params[1] = ((GLint *) p)[1];
1969 case TYPE_INT:
1970 case TYPE_ENUM:
1971 params[0] = ((GLint *) p)[0];
1972 break;
1973
1974 case TYPE_INT_N:
1975 for (i = 0; i < v.value_int_n.n; i++)
1976 params[i] = v.value_int_n.ints[i];
1977 break;
1978
1979 case TYPE_INT64:
1980 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
1981 break;
1982
1983 case TYPE_BOOLEAN:
1984 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
1985 break;
1986
1987 case TYPE_MATRIX:
1988 m = *(GLmatrix **) p;
1989 for (i = 0; i < 16; i++)
1990 params[i] = FLOAT_TO_INT(m->m[i]);
1991 break;
1992
1993 case TYPE_MATRIX_T:
1994 m = *(GLmatrix **) p;
1995 for (i = 0; i < 16; i++)
1996 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
1997 break;
1998
1999 case TYPE_BIT_0:
2000 case TYPE_BIT_1:
2001 case TYPE_BIT_2:
2002 case TYPE_BIT_3:
2003 case TYPE_BIT_4:
2004 case TYPE_BIT_5:
2005 shift = d->type - TYPE_BIT_0;
2006 params[0] = (*(GLbitfield *) p >> shift) & 1;
2007 break;
2008 }
2009 }
2010
2011 #if FEATURE_ARB_sync
2012 void GLAPIENTRY
2013 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2014 {
2015 const struct value_desc *d;
2016 union value v;
2017 GLmatrix *m;
2018 int shift, i;
2019 void *p;
2020
2021 d = find_value("glGetInteger64v", pname, &p, &v);
2022 switch (d->type) {
2023 case TYPE_INVALID:
2024 break;
2025 case TYPE_CONST:
2026 params[0] = d->offset;
2027 break;
2028
2029 case TYPE_FLOAT_4:
2030 params[3] = IROUND64(((GLfloat *) p)[3]);
2031 case TYPE_FLOAT_3:
2032 params[2] = IROUND64(((GLfloat *) p)[2]);
2033 case TYPE_FLOAT_2:
2034 params[1] = IROUND64(((GLfloat *) p)[1]);
2035 case TYPE_FLOAT:
2036 params[0] = IROUND64(((GLfloat *) p)[0]);
2037 break;
2038
2039 case TYPE_FLOATN_4:
2040 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2041 case TYPE_FLOATN_3:
2042 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2043 case TYPE_FLOATN_2:
2044 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2045 case TYPE_FLOATN:
2046 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2047 break;
2048
2049 case TYPE_DOUBLEN:
2050 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2051 break;
2052
2053 case TYPE_INT_4:
2054 params[3] = ((GLint *) p)[3];
2055 case TYPE_INT_3:
2056 params[2] = ((GLint *) p)[2];
2057 case TYPE_INT_2:
2058 case TYPE_ENUM_2:
2059 params[1] = ((GLint *) p)[1];
2060 case TYPE_INT:
2061 case TYPE_ENUM:
2062 params[0] = ((GLint *) p)[0];
2063 break;
2064
2065 case TYPE_INT_N:
2066 for (i = 0; i < v.value_int_n.n; i++)
2067 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2068 break;
2069
2070 case TYPE_INT64:
2071 params[0] = ((GLint64 *) p)[0];
2072 break;
2073
2074 case TYPE_BOOLEAN:
2075 params[0] = ((GLboolean*) p)[0];
2076 break;
2077
2078 case TYPE_MATRIX:
2079 m = *(GLmatrix **) p;
2080 for (i = 0; i < 16; i++)
2081 params[i] = FLOAT_TO_INT64(m->m[i]);
2082 break;
2083
2084 case TYPE_MATRIX_T:
2085 m = *(GLmatrix **) p;
2086 for (i = 0; i < 16; i++)
2087 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2088 break;
2089
2090 case TYPE_BIT_0:
2091 case TYPE_BIT_1:
2092 case TYPE_BIT_2:
2093 case TYPE_BIT_3:
2094 case TYPE_BIT_4:
2095 case TYPE_BIT_5:
2096 shift = d->type - TYPE_BIT_0;
2097 params[0] = (*(GLbitfield *) p >> shift) & 1;
2098 break;
2099 }
2100 }
2101 #endif /* FEATURE_ARB_sync */
2102
2103 void GLAPIENTRY
2104 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2105 {
2106 const struct value_desc *d;
2107 union value v;
2108 GLmatrix *m;
2109 int shift, i;
2110 void *p;
2111
2112 d = find_value("glGetDoublev", pname, &p, &v);
2113 switch (d->type) {
2114 case TYPE_INVALID:
2115 break;
2116 case TYPE_CONST:
2117 params[0] = d->offset;
2118 break;
2119
2120 case TYPE_FLOAT_4:
2121 case TYPE_FLOATN_4:
2122 params[3] = ((GLfloat *) p)[3];
2123 case TYPE_FLOAT_3:
2124 case TYPE_FLOATN_3:
2125 params[2] = ((GLfloat *) p)[2];
2126 case TYPE_FLOAT_2:
2127 case TYPE_FLOATN_2:
2128 params[1] = ((GLfloat *) p)[1];
2129 case TYPE_FLOAT:
2130 case TYPE_FLOATN:
2131 params[0] = ((GLfloat *) p)[0];
2132 break;
2133
2134 case TYPE_DOUBLEN:
2135 params[0] = ((GLdouble *) p)[0];
2136 break;
2137
2138 case TYPE_INT_4:
2139 params[3] = ((GLint *) p)[3];
2140 case TYPE_INT_3:
2141 params[2] = ((GLint *) p)[2];
2142 case TYPE_INT_2:
2143 case TYPE_ENUM_2:
2144 params[1] = ((GLint *) p)[1];
2145 case TYPE_INT:
2146 case TYPE_ENUM:
2147 params[0] = ((GLint *) p)[0];
2148 break;
2149
2150 case TYPE_INT_N:
2151 for (i = 0; i < v.value_int_n.n; i++)
2152 params[i] = v.value_int_n.ints[i];
2153 break;
2154
2155 case TYPE_INT64:
2156 params[0] = ((GLint64 *) p)[0];
2157 break;
2158
2159 case TYPE_BOOLEAN:
2160 params[0] = *(GLboolean*) p;
2161 break;
2162
2163 case TYPE_MATRIX:
2164 m = *(GLmatrix **) p;
2165 for (i = 0; i < 16; i++)
2166 params[i] = m->m[i];
2167 break;
2168
2169 case TYPE_MATRIX_T:
2170 m = *(GLmatrix **) p;
2171 for (i = 0; i < 16; i++)
2172 params[i] = m->m[transpose[i]];
2173 break;
2174
2175 case TYPE_BIT_0:
2176 case TYPE_BIT_1:
2177 case TYPE_BIT_2:
2178 case TYPE_BIT_3:
2179 case TYPE_BIT_4:
2180 case TYPE_BIT_5:
2181 shift = d->type - TYPE_BIT_0;
2182 params[0] = (*(GLbitfield *) p >> shift) & 1;
2183 break;
2184 }
2185 }
2186
2187 static enum value_type
2188 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2189 {
2190 GET_CURRENT_CONTEXT(ctx);
2191
2192 switch (pname) {
2193
2194 case GL_BLEND:
2195 if (index >= ctx->Const.MaxDrawBuffers)
2196 goto invalid_value;
2197 if (!ctx->Extensions.EXT_draw_buffers2)
2198 goto invalid_enum;
2199 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2200 return TYPE_INT;
2201
2202 case GL_COLOR_WRITEMASK:
2203 if (index >= ctx->Const.MaxDrawBuffers)
2204 goto invalid_value;
2205 if (!ctx->Extensions.EXT_draw_buffers2)
2206 goto invalid_enum;
2207 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2208 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2209 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2210 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2211 return TYPE_INT_4;
2212
2213 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2214 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2215 goto invalid_value;
2216 if (!ctx->Extensions.EXT_transform_feedback)
2217 goto invalid_enum;
2218 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2219 return TYPE_INT64;
2220
2221 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2222 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2223 goto invalid_value;
2224 if (!ctx->Extensions.EXT_transform_feedback)
2225 goto invalid_enum;
2226 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2227 return TYPE_INT64;
2228
2229 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2230 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2231 goto invalid_value;
2232 if (!ctx->Extensions.EXT_transform_feedback)
2233 goto invalid_enum;
2234 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2235 return TYPE_INT;
2236 }
2237
2238 invalid_enum:
2239 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
2240 return TYPE_INVALID;
2241 invalid_value:
2242 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=0x%x)", func, pname);
2243 return TYPE_INVALID;
2244 }
2245
2246 void GLAPIENTRY
2247 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2248 {
2249 union value v;
2250
2251 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2252 case TYPE_INT:
2253 params[0] = INT_TO_BOOLEAN(v.value_int);
2254 break;
2255 case TYPE_INT_4:
2256 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2257 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2258 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2259 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2260 break;
2261 case TYPE_INT64:
2262 params[0] = INT64_TO_BOOLEAN(v.value_int);
2263 break;
2264 default:
2265 assert(0);
2266 }
2267 }
2268
2269 void GLAPIENTRY
2270 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2271 {
2272 union value v;
2273
2274 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2275 case TYPE_INT:
2276 params[0] = v.value_int;
2277 break;
2278 case TYPE_INT_4:
2279 params[0] = v.value_int_4[0];
2280 params[1] = v.value_int_4[1];
2281 params[2] = v.value_int_4[2];
2282 params[3] = v.value_int_4[3];
2283 break;
2284 case TYPE_INT64:
2285 params[0] = INT64_TO_INT(v.value_int);
2286 break;
2287 default:
2288 assert(0);
2289 }
2290 }
2291
2292 #if FEATURE_ARB_sync
2293 void GLAPIENTRY
2294 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2295 {
2296 union value v;
2297
2298 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2299 case TYPE_INT:
2300 params[0] = v.value_int;
2301 break;
2302 case TYPE_INT_4:
2303 params[0] = v.value_int_4[0];
2304 params[1] = v.value_int_4[1];
2305 params[2] = v.value_int_4[2];
2306 params[3] = v.value_int_4[3];
2307 break;
2308 case TYPE_INT64:
2309 params[0] = v.value_int;
2310 break;
2311 default:
2312 assert(0);
2313 }
2314 }
2315 #endif /* FEATURE_ARB_sync */
2316
2317 #if FEATURE_ES1
2318 void GLAPIENTRY
2319 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2320 {
2321 const struct value_desc *d;
2322 union value v;
2323 GLmatrix *m;
2324 int shift, i;
2325 void *p;
2326
2327 d = find_value("glGetDoublev", pname, &p, &v);
2328 switch (d->type) {
2329 case TYPE_INVALID:
2330 break;
2331 case TYPE_CONST:
2332 params[0] = INT_TO_FIXED(d->offset);
2333 break;
2334
2335 case TYPE_FLOAT_4:
2336 case TYPE_FLOATN_4:
2337 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2338 case TYPE_FLOAT_3:
2339 case TYPE_FLOATN_3:
2340 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2341 case TYPE_FLOAT_2:
2342 case TYPE_FLOATN_2:
2343 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2344 case TYPE_FLOAT:
2345 case TYPE_FLOATN:
2346 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2347 break;
2348
2349 case TYPE_DOUBLEN:
2350 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2351 break;
2352
2353 case TYPE_INT_4:
2354 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2355 case TYPE_INT_3:
2356 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2357 case TYPE_INT_2:
2358 case TYPE_ENUM_2:
2359 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2360 case TYPE_INT:
2361 case TYPE_ENUM:
2362 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2363 break;
2364
2365 case TYPE_INT_N:
2366 for (i = 0; i < v.value_int_n.n; i++)
2367 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2368 break;
2369
2370 case TYPE_INT64:
2371 params[0] = ((GLint64 *) p)[0];
2372 break;
2373
2374 case TYPE_BOOLEAN:
2375 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2376 break;
2377
2378 case TYPE_MATRIX:
2379 m = *(GLmatrix **) p;
2380 for (i = 0; i < 16; i++)
2381 params[i] = FLOAT_TO_FIXED(m->m[i]);
2382 break;
2383
2384 case TYPE_MATRIX_T:
2385 m = *(GLmatrix **) p;
2386 for (i = 0; i < 16; i++)
2387 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2388 break;
2389
2390 case TYPE_BIT_0:
2391 case TYPE_BIT_1:
2392 case TYPE_BIT_2:
2393 case TYPE_BIT_3:
2394 case TYPE_BIT_4:
2395 case TYPE_BIT_5:
2396 shift = d->type - TYPE_BIT_0;
2397 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2398 break;
2399 }
2400 }
2401 #endif