mesa: print enum name instead of hexadecimal value in glGet errors
[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 GLcontext 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 GLcontext 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 GLcontext. And sometimes the value isn't in
49 * GLcontext 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_NEW_BUFFERS,
132 EXTRA_VALID_DRAW_BUFFER,
133 EXTRA_VALID_TEXTURE_UNIT,
134 EXTRA_FLUSH_CURRENT,
135 };
136
137 struct value_desc {
138 GLenum pname;
139 enum value_location location : 8;
140 enum value_type type : 8;
141 int offset;
142 const int *extra;
143 };
144
145 union value {
146 GLfloat value_float;
147 GLfloat value_float_4[4];
148 GLmatrix *value_matrix;
149 GLint value_int;
150 GLint value_int_4[4];
151 GLint64 value_int64;
152 GLenum value_enum;
153
154 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
155 struct {
156 GLint n, ints[100];
157 } value_int_n;
158 GLboolean value_bool;
159 };
160
161 #define BUFFER_FIELD(field, type) \
162 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
163 #define CONTEXT_FIELD(field, type) \
164 LOC_CONTEXT, type, offsetof(GLcontext, field)
165 #define ARRAY_FIELD(field, type) \
166 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
167 #define CONST(value) \
168 LOC_CONTEXT, TYPE_CONST, value
169
170 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
171 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
172
173 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
174 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
175 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
176 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
177 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
178 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
179 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
180 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
181 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
182 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
183 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
184 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
185 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
186 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
187 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
188 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
189 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
190 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
191
192 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
193 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
194 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
195
196 #define EXT(f) \
197 offsetof(struct gl_extensions, f)
198
199 #define EXTRA_EXT(e) \
200 static const int extra_##e[] = { \
201 EXT(e), EXTRA_END \
202 }
203
204 #define EXTRA_EXT2(e1, e2) \
205 static const int extra_##e1##_##e2[] = { \
206 EXT(e1), EXT(e2), EXTRA_END \
207 }
208
209 /* The 'extra' mechanism is a way to specify extra checks (such as
210 * extensions or specific gl versions) or actions (flush current, new
211 * buffers) that we need to do before looking up an enum. We need to
212 * declare them all up front so we can refer to them in the value_desc
213 * structs below. */
214
215 static const int extra_new_buffers[] = {
216 EXTRA_NEW_BUFFERS,
217 EXTRA_END
218 };
219
220 static const int extra_valid_draw_buffer[] = {
221 EXTRA_VALID_DRAW_BUFFER,
222 EXTRA_END
223 };
224
225 static const int extra_valid_texture_unit[] = {
226 EXTRA_VALID_TEXTURE_UNIT,
227 EXTRA_END
228 };
229
230 static const int extra_flush_current_valid_texture_unit[] = {
231 EXTRA_FLUSH_CURRENT,
232 EXTRA_VALID_TEXTURE_UNIT,
233 EXTRA_END
234 };
235
236 static const int extra_flush_current[] = {
237 EXTRA_FLUSH_CURRENT,
238 EXTRA_END
239 };
240
241 static const int extra_new_buffers_OES_read_format[] = {
242 EXTRA_NEW_BUFFERS,
243 EXT(OES_read_format),
244 EXTRA_END
245 };
246
247 static const int extra_EXT_secondary_color_flush_current[] = {
248 EXT(EXT_secondary_color),
249 EXTRA_FLUSH_CURRENT,
250 EXTRA_END
251 };
252
253 static const int extra_EXT_fog_coord_flush_current[] = {
254 EXT(EXT_fog_coord),
255 EXTRA_FLUSH_CURRENT,
256 EXTRA_END
257 };
258
259 EXTRA_EXT(ARB_multitexture);
260 EXTRA_EXT(ARB_texture_cube_map);
261 EXTRA_EXT(MESA_texture_array);
262 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
263 EXTRA_EXT(EXT_secondary_color);
264 EXTRA_EXT(EXT_fog_coord);
265 EXTRA_EXT(EXT_texture_lod_bias);
266 EXTRA_EXT(EXT_texture_filter_anisotropic);
267 EXTRA_EXT(IBM_rasterpos_clip);
268 EXTRA_EXT(NV_point_sprite);
269 EXTRA_EXT(SGIS_generate_mipmap);
270 EXTRA_EXT(NV_vertex_program);
271 EXTRA_EXT(NV_fragment_program);
272 EXTRA_EXT(NV_texture_rectangle);
273 EXTRA_EXT(EXT_stencil_two_side);
274 EXTRA_EXT(NV_light_max_exponent);
275 EXTRA_EXT(EXT_convolution);
276 EXTRA_EXT(EXT_histogram);
277 EXTRA_EXT(SGI_color_table);
278 EXTRA_EXT(SGI_texture_color_table);
279 EXTRA_EXT(EXT_depth_bounds_test);
280 EXTRA_EXT(ARB_depth_clamp);
281 EXTRA_EXT(ATI_fragment_shader);
282 EXTRA_EXT(EXT_framebuffer_blit);
283 EXTRA_EXT(ARB_shader_objects);
284 EXTRA_EXT(EXT_provoking_vertex);
285 EXTRA_EXT(ARB_fragment_shader);
286 EXTRA_EXT(ARB_fragment_program);
287 EXTRA_EXT(ARB_framebuffer_object);
288 EXTRA_EXT(EXT_framebuffer_object);
289 EXTRA_EXT(APPLE_vertex_array_object);
290 EXTRA_EXT(ARB_seamless_cube_map);
291 EXTRA_EXT(EXT_compiled_vertex_array);
292 EXTRA_EXT(ARB_sync);
293 EXTRA_EXT(ARB_vertex_shader);
294 EXTRA_EXT(EXT_transform_feedback);
295 EXTRA_EXT(ARB_transform_feedback2);
296 EXTRA_EXT(EXT_pixel_buffer_object);
297 EXTRA_EXT(ARB_vertex_program);
298 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
299 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
300 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
301 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
302 EXTRA_EXT(ARB_vertex_buffer_object);
303
304 static const int
305 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
306 EXT(ARB_vertex_program),
307 EXT(ARB_fragment_program),
308 EXT(NV_vertex_program),
309 EXTRA_END
310 };
311
312 static const int
313 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
314 EXT(NV_vertex_program),
315 EXT(ARB_vertex_program),
316 EXT(ARB_fragment_program),
317 EXT(NV_vertex_program),
318 EXTRA_END
319 };
320
321 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
322 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
323 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
324
325 #define API_OPENGL_BIT (1 << API_OPENGL)
326 #define API_OPENGLES_BIT (1 << API_OPENGLES)
327 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
328
329 /* This is the big table describing all the enums we accept in
330 * glGet*v(). The table is partitioned into six parts: enums
331 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
332 * between OpenGL and GLES, enums exclusive to GLES, etc for the
333 * remaining combinations. When we add the enums to the hash table in
334 * _mesa_init_get_hash(), we only add the enums for the API we're
335 * instantiating and the different sections are guarded by #if
336 * FEATURE_GL etc to make sure we only compile in the enums we may
337 * need. */
338
339 static const struct value_desc values[] = {
340 /* Enums shared between OpenGL, GLES1 and GLES2 */
341 { 0, 0, TYPE_API_MASK,
342 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT},
343 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
344 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled) },
345 { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB) },
346 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
347 { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4) },
348 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, },
349 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag) },
350 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode) },
351 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits) },
352 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN) },
353 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func) },
354 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2) },
355 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test) },
356 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask) },
357 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag) },
358 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace) },
359 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
360 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width) },
361 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth) },
362 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize) },
363 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize) },
364 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
365 offsetof(GLcontext, Const.MaxTextureLevels) },
366 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth) },
367 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment) },
368 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize) },
369 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ) },
370 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ) },
371 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill) },
372 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
373 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0 },
374 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled) },
375 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits) },
376 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear) },
377 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM },
378 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM },
379 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM },
380 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM },
381 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT },
382 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled) },
383 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT },
384 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT },
385 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits) },
386 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX },
387 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment) },
388 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0 },
389
390 /* GL_ARB_multitexture */
391 { GL_ACTIVE_TEXTURE_ARB,
392 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
393
394 /* Note that all the OES_* extensions require that the Mesa "struct
395 * gl_extensions" include a member with the name of the extension.
396 * That structure does not yet include OES extensions (and we're
397 * not sure whether it will). If it does, all the OES_*
398 * extensions below should mark the dependency. */
399
400 /* GL_ARB_texture_cube_map */
401 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
402 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
403 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
404 offsetof(GLcontext, Const.MaxCubeTextureLevels),
405 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
406
407 /* XXX: OES_blend_subtract */
408 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB) },
409 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB) },
410 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA) },
411 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA) },
412
413 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
414 * defined identically to GL_BLEND_EQUATION. */
415 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB) },
416 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA) },
417
418 /* GL_ARB_texture_compression */
419 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0 },
420 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0 },
421
422 /* GL_ARB_multisample */
423 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
424 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage) },
425 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage) },
426 { GL_SAMPLE_COVERAGE_VALUE_ARB,
427 CONTEXT_FLOAT(Multisample.SampleCoverageValue) },
428 { GL_SAMPLE_COVERAGE_INVERT_ARB,
429 CONTEXT_BOOL(Multisample.SampleCoverageInvert) },
430 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers) },
431 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples) },
432
433 /* GL_SGIS_generate_mipmap */
434 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
435 extra_SGIS_generate_mipmap },
436
437 /* GL_ARB_vertex_buffer_object */
438 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
439
440 /* GL_ARB_vertex_buffer_object */
441 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
442 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
443 extra_ARB_vertex_buffer_object },
444
445 /* GL_OES_read_format */
446 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
447 extra_new_buffers_OES_read_format },
448 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
449 extra_new_buffers_OES_read_format },
450
451 /* GL_EXT_framebuffer_object */
452 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
453 extra_EXT_framebuffer_object },
454 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
455 extra_EXT_framebuffer_object },
456 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
457 extra_EXT_framebuffer_object },
458
459 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
460 * GLSL: */
461 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes) },
462
463 #if FEATURE_GL || FEATURE_ES1
464 /* Enums in OpenGL and GLES1 */
465 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT },
466 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled) },
467 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled) },
468 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled) },
469 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled) },
470 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled) },
471 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled) },
472 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled) },
473 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled) },
474 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled) },
475 { GL_LIGHT_MODEL_AMBIENT,
476 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4) },
477 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide) },
478 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled) },
479 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc) },
480 { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN) },
481 { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB) },
482 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled) },
483 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled) },
484 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled) },
485 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled) },
486 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled) },
487 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled) },
488 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled) },
489 { GL_CURRENT_COLOR,
490 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
491 extra_flush_current },
492 { GL_CURRENT_NORMAL,
493 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
494 extra_flush_current },
495 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
496 extra_flush_current_valid_texture_unit },
497 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]) },
498 { GL_FOG, CONTEXT_BOOL(Fog.Enabled) },
499 { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4) },
500 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density) },
501 { GL_FOG_END, CONTEXT_FLOAT(Fog.End) },
502 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog) },
503 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode) },
504 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start) },
505 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag) },
506 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth) },
507 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA) },
508 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled) },
509 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp) },
510 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode) },
511 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH) },
512 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH) },
513 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), },
514 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top) },
515 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
516 offsetof(GLcontext, ModelviewMatrixStack.Depth) },
517 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize) },
518 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages) },
519 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection) },
520 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size) },
521 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA) },
522 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag) },
523 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth) },
524 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize) },
525 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize) },
526 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold) },
527 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top) },
528 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
529 offsetof(GLcontext, ProjectionMatrixStack.Depth) },
530 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals) },
531 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel) },
532 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
533 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
534 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
535 extra_valid_texture_unit },
536
537 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled) },
538 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size) },
539 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type) },
540 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride) },
541 { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled) },
542 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type) },
543 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride) },
544 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled) },
545 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size) },
546 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type) },
547 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride) },
548 { GL_TEXTURE_COORD_ARRAY,
549 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled) },
550 { GL_TEXTURE_COORD_ARRAY_SIZE,
551 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size) },
552 { GL_TEXTURE_COORD_ARRAY_TYPE,
553 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type) },
554 { GL_TEXTURE_COORD_ARRAY_STRIDE,
555 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride) },
556
557 /* GL_ARB_multitexture */
558 { GL_MAX_TEXTURE_UNITS_ARB,
559 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
560 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
561 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
562
563 /* GL_ARB_texture_cube_map */
564 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
565 /* S, T, and R are always set at the same time */
566 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
567 offsetof(struct gl_texture_unit, TexGenEnabled) },
568
569 /* GL_ARB_multisample */
570 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled) },
571 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne) },
572
573 /* GL_ARB_vertex_buffer_object */
574 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
575 offsetof(struct gl_array_object, Vertex.BufferObj) },
576 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
577 offsetof(struct gl_array_object, Normal.BufferObj) },
578 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
579 offsetof(struct gl_array_object, Color.BufferObj) },
580 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
581
582 /* GL_OES_point_sprite */
583 { GL_POINT_SPRITE_NV,
584 CONTEXT_BOOL(Point.PointSprite),
585 extra_NV_point_sprite_ARB_point_sprite },
586
587 /* GL_ARB_fragment_shader */
588 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
589 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
590 extra_ARB_fragment_shader },
591
592 /* GL_ARB_vertex_shader */
593 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
594 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
595 extra_ARB_vertex_shader },
596 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
597 extra_ARB_vertex_shader },
598
599 /* GL_EXT_texture_lod_bias */
600 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
601 extra_EXT_texture_lod_bias },
602
603 /* GL_EXT_texture_filter_anisotropic */
604 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
605 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
606 extra_EXT_texture_filter_anisotropic },
607 #endif /* FEATURE_GL || FEATURE_ES1 */
608
609 #if FEATURE_ES1
610 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
611 /* XXX: OES_matrix_get */
612 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
613 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
614 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
615
616 /* OES_point_size_array */
617 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
618 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
619 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
620 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
621 #endif /* FEATURE_ES1 */
622
623 #if FEATURE_GL || FEATURE_ES2
624 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT },
625 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
626 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights) },
627 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
628 CONTEXT_INT(Const.MaxTextureCoordUnits),
629 extra_ARB_fragment_program_NV_fragment_program },
630
631 /* GL_ARB_draw_buffers */
632 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers) },
633
634 { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4) },
635 /* GL_ARB_fragment_program */
636 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
637 CONTEXT_INT(Const.MaxTextureImageUnits),
638 extra_ARB_fragment_program_NV_fragment_program },
639 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
640 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
641 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
642 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
643 extra_ARB_vertex_shader },
644
645 /* GL_ARB_shader_objects
646 * Actually, this token isn't part of GL_ARB_shader_objects, but is
647 * close enough for now. */
648 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
649
650 /* OpenGL 2.0 */
651 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]) },
652 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]) },
653 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]) },
654 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]) },
655 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]) },
656 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]) },
657 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]) },
658
659 { GL_MAX_VERTEX_ATTRIBS_ARB,
660 CONTEXT_INT(Const.VertexProgram.MaxAttribs), extra_ARB_vertex_program },
661
662 /* OES_texture_3D */
663 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX },
664 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
665 offsetof(GLcontext, Const.Max3DTextureLevels) },
666
667 /* GL_ARB_fragment_shader/OES_standard_derivatives */
668 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
669 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
670 #endif /* FEATURE_GL || FEATURE_ES2 */
671
672 #if FEATURE_ES2
673 /* Enums unique to OpenGL ES 2.0 */
674 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT },
675 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
676 offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents) },
677 { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
678 offsetof(GLcontext, Const.MaxVarying) },
679 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
680 offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents) },
681 { GL_SHADER_COMPILER, CONST(1) },
682 /* OES_get_program_binary */
683 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0) },
684 { GL_SHADER_BINARY_FORMATS, CONST(0) },
685 #endif /* FEATURE_ES2 */
686
687 #if FEATURE_GL
688 /* Remaining enums are only in OpenGL */
689 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT },
690 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits) },
691 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits) },
692 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits) },
693 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits) },
694 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4) },
695 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias) },
696 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale) },
697 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth) },
698 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal) },
699 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers) },
700 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias) },
701 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale) },
702 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth) },
703 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace) },
704 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode) },
705 { GL_CURRENT_INDEX,
706 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
707 extra_flush_current },
708 { GL_CURRENT_RASTER_COLOR,
709 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4) },
710 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance) },
711 { GL_CURRENT_RASTER_INDEX, CONST(1) },
712 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]) },
713 { GL_CURRENT_RASTER_SECONDARY_COLOR,
714 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4) },
715 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
716 extra_valid_texture_unit },
717 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid) },
718 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias) },
719 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale) },
720 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode) },
721 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]) },
722 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
723 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize) },
724 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type) },
725 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index) },
726 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias) },
727 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale) },
728 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
729 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex) },
730 { GL_INDEX_MODE, CONST(0) },
731 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset) },
732 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift) },
733 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask) },
734 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl) },
735 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer) },
736 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag) },
737 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0 },
738 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor) },
739 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity) },
740 { GL_LIST_BASE, CONTEXT_INT(List.ListBase) },
741 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0 },
742 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0 },
743 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled) },
744 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4) },
745 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1) },
746 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un) },
747 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index) },
748 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal) },
749 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1) },
750 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2) },
751 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3) },
752 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4) },
753 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3) },
754 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4) },
755 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4) },
756 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0 },
757 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un) },
758 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index) },
759 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal) },
760 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1) },
761 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2) },
762 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3) },
763 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4) },
764 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3) },
765 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4) },
766 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag) },
767 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag) },
768 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH) },
769 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH) },
770
771 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER) },
772 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING) },
773 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH) },
774 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE) },
775 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth) },
776 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst) },
777 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength) },
778 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels) },
779 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows) },
780 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes) },
781 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight) },
782 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert) },
783 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size) },
784 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size) },
785 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size) },
786 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size) },
787 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size) },
788 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size) },
789 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size) },
790 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size) },
791 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size) },
792 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size) },
793 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity) },
794 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode) },
795 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits) },
796 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint) },
797 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine) },
798 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag) },
799 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth) },
800 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag) },
801 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM },
802 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias) },
803 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale) },
804 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode) },
805 { GL_RGBA_MODE, CONST(1) },
806 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize) },
807 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette) },
808
809 { GL_STEREO, BUFFER_INT(Visual.stereoMode) },
810
811 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
812 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
813 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
814 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
815
816 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX },
817 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
818 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
819 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
820 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
821 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
822 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
823
824 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
825 offsetof(struct gl_texture_unit, TexGenEnabled) },
826 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
827 offsetof(struct gl_texture_unit, TexGenEnabled) },
828 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
829 offsetof(struct gl_texture_unit, TexGenEnabled) },
830 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
831 offsetof(struct gl_texture_unit, TexGenEnabled) },
832 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst) },
833 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength) },
834 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels) },
835 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows) },
836 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes) },
837 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages) },
838 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight) },
839 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage) },
840 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX) },
841 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY) },
842
843 /* Vertex arrays */
844 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0) },
845 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0) },
846 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0) },
847 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled) },
848 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type) },
849 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride) },
850 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0) },
851 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0) },
852 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled) },
853 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride) },
854 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0) },
855
856 /* GL_ARB_texture_compression */
857 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression) },
858
859 /* GL_EXT_compiled_vertex_array */
860 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
861 extra_EXT_compiled_vertex_array },
862 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
863 extra_EXT_compiled_vertex_array },
864
865 /* GL_ARB_transpose_matrix */
866 { GL_TRANSPOSE_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top) },
867 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
868 CONTEXT_MATRIX_T(ModelviewMatrixStack) },
869 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
870 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top) },
871 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack) },
872
873 /* GL_SGI_color_matrix (also in 1.2 imaging) */
874 { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top) },
875 { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT,
876 offsetof(GLcontext, ColorMatrixStack.Depth) },
877 { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI,
878 CONST(MAX_COLOR_STACK_DEPTH) },
879 { GL_POST_COLOR_MATRIX_RED_SCALE_SGI,
880 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]) },
881 { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI,
882 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]) },
883 { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI,
884 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]) },
885 { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI,
886 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]) },
887 { GL_POST_COLOR_MATRIX_RED_BIAS_SGI,
888 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]) },
889 { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI,
890 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]) },
891 { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI,
892 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]) },
893 { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI,
894 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]) },
895
896 /* GL_EXT_convolution (also in 1.2 imaging) */
897 { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled),
898 extra_EXT_convolution },
899 { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled),
900 extra_EXT_convolution },
901 { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled),
902 extra_EXT_convolution },
903 { GL_POST_CONVOLUTION_RED_SCALE_EXT,
904 CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]),
905 extra_EXT_convolution },
906 { GL_POST_CONVOLUTION_GREEN_SCALE_EXT,
907 CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]),
908 extra_EXT_convolution },
909 { GL_POST_CONVOLUTION_BLUE_SCALE_EXT,
910 CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]),
911 extra_EXT_convolution },
912 { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT,
913 CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]),
914 extra_EXT_convolution },
915 { GL_POST_CONVOLUTION_RED_BIAS_EXT,
916 CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]),
917 extra_EXT_convolution },
918 { GL_POST_CONVOLUTION_GREEN_BIAS_EXT,
919 CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]),
920 extra_EXT_convolution },
921 { GL_POST_CONVOLUTION_BLUE_BIAS_EXT,
922 CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]),
923 extra_EXT_convolution },
924 { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT,
925 CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]),
926 extra_EXT_convolution },
927
928 /* GL_EXT_histogram / GL_ARB_imaging */
929 { GL_HISTOGRAM, CONTEXT_BOOL(Pixel.HistogramEnabled),
930 extra_EXT_histogram },
931 { GL_MINMAX, CONTEXT_BOOL(Pixel.MinMaxEnabled), extra_EXT_histogram },
932
933 /* GL_SGI_color_table / GL_ARB_imaging */
934 { GL_COLOR_TABLE_SGI,
935 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]),
936 extra_SGI_color_table },
937 { GL_POST_CONVOLUTION_COLOR_TABLE_SGI,
938 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]),
939 extra_SGI_color_table },
940 { GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI,
941 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]),
942 extra_SGI_color_table },
943
944 /* GL_SGI_texture_color_table */
945 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
946 offsetof(struct gl_texture_unit, ColorTableEnabled),
947 extra_SGI_texture_color_table },
948
949 /* GL_EXT_secondary_color */
950 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
951 extra_EXT_secondary_color_ARB_vertex_program },
952 { GL_CURRENT_SECONDARY_COLOR_EXT,
953 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
954 extra_EXT_secondary_color_flush_current },
955 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
956 extra_EXT_secondary_color },
957 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
958 extra_EXT_secondary_color },
959 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
960 extra_EXT_secondary_color },
961 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
962 extra_EXT_secondary_color },
963
964 /* GL_EXT_fog_coord */
965 { GL_CURRENT_FOG_COORDINATE_EXT,
966 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
967 extra_EXT_fog_coord_flush_current },
968 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
969 extra_EXT_fog_coord },
970 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
971 extra_EXT_fog_coord },
972 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
973 extra_EXT_fog_coord },
974 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
975 extra_EXT_fog_coord },
976
977 /* GL_IBM_rasterpos_clip */
978 { GL_RASTER_POSITION_UNCLIPPED_IBM,
979 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
980 extra_IBM_rasterpos_clip },
981
982 /* GL_NV_point_sprite */
983 { GL_POINT_SPRITE_R_MODE_NV,
984 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
985 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
986 extra_NV_point_sprite_ARB_point_sprite },
987
988 /* GL_NV_vertex_program */
989 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
990 extra_NV_vertex_program },
991 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
992 extra_NV_vertex_program },
993 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
994 extra_NV_vertex_program },
995 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
996 extra_NV_vertex_program },
997 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
998 extra_NV_vertex_program },
999 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
1000 extra_NV_vertex_program },
1001 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
1002 extra_NV_vertex_program },
1003 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
1004 extra_NV_vertex_program },
1005 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
1006 extra_NV_vertex_program },
1007 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
1008 extra_NV_vertex_program },
1009 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
1010 extra_NV_vertex_program },
1011 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
1012 extra_NV_vertex_program },
1013 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
1014 extra_NV_vertex_program },
1015 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
1016 extra_NV_vertex_program },
1017 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
1018 extra_NV_vertex_program },
1019 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
1020 extra_NV_vertex_program },
1021 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
1022 extra_NV_vertex_program },
1023 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1024 extra_NV_vertex_program },
1025 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1026 extra_NV_vertex_program },
1027 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1028 extra_NV_vertex_program },
1029 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1030 extra_NV_vertex_program },
1031 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1032 extra_NV_vertex_program },
1033 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1034 extra_NV_vertex_program },
1035 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1036 extra_NV_vertex_program },
1037 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1038 extra_NV_vertex_program },
1039 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1040 extra_NV_vertex_program },
1041 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1042 extra_NV_vertex_program },
1043 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1044 extra_NV_vertex_program },
1045 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1046 extra_NV_vertex_program },
1047 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1048 extra_NV_vertex_program },
1049 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1050 extra_NV_vertex_program },
1051 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1052 extra_NV_vertex_program },
1053 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1054 extra_NV_vertex_program },
1055
1056 /* GL_NV_fragment_program */
1057 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1058 extra_NV_fragment_program },
1059 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1060 extra_NV_fragment_program },
1061 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1062 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1063 extra_NV_fragment_program },
1064
1065 /* GL_NV_texture_rectangle */
1066 { GL_TEXTURE_RECTANGLE_NV,
1067 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1068 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1069 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1070 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1071 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1072
1073 /* GL_EXT_stencil_two_side */
1074 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1075 extra_EXT_stencil_two_side },
1076 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, 0 },
1077
1078 /* GL_NV_light_max_exponent */
1079 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1080 extra_NV_light_max_exponent },
1081 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1082 extra_NV_light_max_exponent },
1083
1084 /* GL_ARB_vertex_buffer_object */
1085 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1086 offsetof(struct gl_array_object, Index.BufferObj) },
1087 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1088 offsetof(struct gl_array_object, EdgeFlag.BufferObj) },
1089 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1090 offsetof(struct gl_array_object, SecondaryColor.BufferObj) },
1091 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1092 offsetof(struct gl_array_object, FogCoord.BufferObj) },
1093
1094 /* GL_EXT_pixel_buffer_object */
1095 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1096 extra_EXT_pixel_buffer_object },
1097 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1098 extra_EXT_pixel_buffer_object },
1099
1100 /* GL_ARB_vertex_program */
1101 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1102 CONTEXT_BOOL(VertexProgram.Enabled),
1103 extra_ARB_vertex_program_NV_vertex_program },
1104 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1105 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1106 extra_ARB_vertex_program_NV_vertex_program },
1107 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1108 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1109 extra_ARB_vertex_program_NV_vertex_program },
1110 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1111 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1112 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1113 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1114 CONTEXT_INT(Const.MaxProgramMatrices),
1115 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1116 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1117 LOC_CUSTOM, TYPE_INT, 0,
1118 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1119
1120 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1121 LOC_CUSTOM, TYPE_MATRIX, 0,
1122 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1123 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1124 LOC_CUSTOM, TYPE_MATRIX, 0,
1125 extra_ARB_vertex_program_ARB_fragment_program },
1126
1127 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1128 CONTEXT_INT(Program.ErrorPos),
1129 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1130
1131 /* GL_ARB_fragment_program */
1132 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1133 extra_ARB_fragment_program },
1134
1135 /* GL_EXT_depth_bounds_test */
1136 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1137 extra_EXT_depth_bounds_test },
1138 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1139 extra_EXT_depth_bounds_test },
1140
1141 /* GL_ARB_depth_clamp*/
1142 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1143 extra_ARB_depth_clamp },
1144
1145 /* GL_ARB_draw_buffers */
1146 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]) },
1147 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1148 extra_valid_draw_buffer },
1149 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1150 extra_valid_draw_buffer },
1151 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1152 extra_valid_draw_buffer },
1153
1154 /* GL_ATI_fragment_shader */
1155 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1156 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1157 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1158 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1159 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1160 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1161 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1162 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1163 CONST(3), extra_ATI_fragment_shader },
1164
1165 /* GL_EXT_framebuffer_object */
1166 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1167 extra_EXT_framebuffer_object },
1168
1169 /* GL_EXT_framebuffer_blit
1170 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1171 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1172 extra_EXT_framebuffer_blit },
1173
1174 /* GL_EXT_provoking_vertex */
1175 { GL_PROVOKING_VERTEX_EXT,
1176 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1177 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1178 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1179 extra_EXT_provoking_vertex },
1180
1181 /* GL_ARB_framebuffer_object */
1182 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1183 extra_ARB_framebuffer_object },
1184
1185 /* GL_APPLE_vertex_array_object */
1186 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1187 extra_APPLE_vertex_array_object },
1188
1189 /* GL_ARB_seamless_cube_map */
1190 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1191 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1192
1193 /* GL_ARB_sync */
1194 { GL_MAX_SERVER_WAIT_TIMEOUT,
1195 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1196
1197 /* GL_EXT_transform_feedback */
1198 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1199 extra_EXT_transform_feedback },
1200 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1201 extra_EXT_transform_feedback },
1202 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1203 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1204 extra_EXT_transform_feedback },
1205 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1206 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1207 extra_EXT_transform_feedback },
1208 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1209 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1210 extra_EXT_transform_feedback },
1211
1212 /* GL_ARB_transform_feedback2 */
1213 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1214 extra_ARB_transform_feedback2 },
1215 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1216 extra_ARB_transform_feedback2 },
1217 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1218 extra_ARB_transform_feedback2 },
1219
1220 /* GL 3.0 */
1221 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1222 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1223 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1224 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1225
1226 /* GL 3.1 */
1227 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1228 extra_version_31 },
1229 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1230 extra_version_31 },
1231
1232 /* GL 3.2 */
1233 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1234 extra_version_32 },
1235 #endif /* FEATURE_GL */
1236 };
1237
1238 /* All we need now is a way to look up the value struct from the enum.
1239 * The code generated by gcc for the old generated big switch
1240 * statement is a big, balanced, open coded if/else tree, essentially
1241 * an unrolled binary search. It would be natural to sort the new
1242 * enum table and use bsearch(), but we will use a read-only hash
1243 * table instead. bsearch() has a nice guaranteed worst case
1244 * performance, but we're also guaranteed to hit that worst case
1245 * (log2(n) iterations) for about half the enums. Instead, using an
1246 * open addressing hash table, we can find the enum on the first try
1247 * for 80% of the enums, 1 collision for 10% and never more than 5
1248 * collisions for any enum (typical numbers). And the code is very
1249 * simple, even though it feels a little magic. */
1250
1251 static unsigned short table[1024];
1252 static const int prime_factor = 89, prime_step = 281;
1253
1254 #ifdef GET_DEBUG
1255 static void
1256 print_table_stats(void)
1257 {
1258 int i, j, collisions[11], count, hash, mask;
1259 const struct value_desc *d;
1260
1261 count = 0;
1262 mask = Elements(table) - 1;
1263 memset(collisions, 0, sizeof collisions);
1264
1265 for (i = 0; i < Elements(table); i++) {
1266 if (!table[i])
1267 continue;
1268 count++;
1269 d = &values[table[i]];
1270 hash = (d->pname * prime_factor);
1271 j = 0;
1272 while (1) {
1273 if (values[table[hash & mask]].pname == d->pname)
1274 break;
1275 hash += prime_step;
1276 j++;
1277 }
1278
1279 if (j < 10)
1280 collisions[j]++;
1281 else
1282 collisions[10]++;
1283 }
1284
1285 printf("number of enums: %d (total %d)\n", count, Elements(values));
1286 for (i = 0; i < Elements(collisions) - 1; i++)
1287 if (collisions[i] > 0)
1288 printf(" %d enums with %d %scollisions\n",
1289 collisions[i], i, i == 10 ? "or more " : "");
1290 }
1291 #endif
1292
1293 /**
1294 * Initialize the enum hash for a given API
1295 *
1296 * This is called from one_time_init() to insert the enum values that
1297 * are valid for the API in question into the enum hash table.
1298 *
1299 * \param the current context, for determining the API in question
1300 */
1301 void _mesa_init_get_hash(GLcontext *ctx)
1302 {
1303 int i, hash, index, mask;
1304 int api_mask = 0, api_bit;
1305
1306 mask = Elements(table) - 1;
1307 api_bit = 1 << ctx->API;
1308
1309 for (i = 0; i < Elements(values); i++) {
1310 if (values[i].type == TYPE_API_MASK) {
1311 api_mask = values[i].offset;
1312 continue;
1313 }
1314 if (!(api_mask & api_bit))
1315 continue;
1316
1317 hash = (values[i].pname * prime_factor) & mask;
1318 while (1) {
1319 index = hash & mask;
1320 if (!table[index]) {
1321 table[index] = i;
1322 break;
1323 }
1324 hash += prime_step;
1325 }
1326 }
1327
1328 #ifdef GET_DEBUG
1329 print_table_stats();
1330 #endif
1331 }
1332
1333 /**
1334 * Handle irregular enums
1335 *
1336 * Some values don't conform to the "well-known type at context
1337 * pointer + offset" pattern, so we have this function to catch all
1338 * the corner cases. Typically, it's a computed value or a one-off
1339 * pointer to a custom struct or something.
1340 *
1341 * In this case we can't return a pointer to the value, so we'll have
1342 * to use the temporary variable 'v' declared back in the calling
1343 * glGet*v() function to store the result.
1344 *
1345 * \param ctx the current context
1346 * \param d the struct value_desc that describes the enum
1347 * \param v pointer to the tmp declared in the calling glGet*v() function
1348 */
1349 static void
1350 find_custom_value(GLcontext *ctx, const struct value_desc *d, union value *v)
1351 {
1352 struct gl_buffer_object *buffer_obj;
1353 struct gl_client_array *array;
1354 GLuint unit, *p;
1355
1356 switch (d->pname) {
1357 case GL_TEXTURE_1D:
1358 case GL_TEXTURE_2D:
1359 case GL_TEXTURE_3D:
1360 case GL_TEXTURE_1D_ARRAY_EXT:
1361 case GL_TEXTURE_2D_ARRAY_EXT:
1362 case GL_TEXTURE_CUBE_MAP_ARB:
1363 case GL_TEXTURE_RECTANGLE_NV:
1364 v->value_bool = _mesa_IsEnabled(d->pname);
1365 break;
1366
1367 case GL_LINE_STIPPLE_PATTERN:
1368 /* This is the only GLushort, special case it here by promoting
1369 * to an int rather than introducing a new type. */
1370 v->value_int = ctx->Line.StipplePattern;
1371 break;
1372
1373 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1374 unit = ctx->Texture.CurrentUnit;
1375 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1376 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1377 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1378 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1379 break;
1380
1381 case GL_CURRENT_TEXTURE_COORDS:
1382 unit = ctx->Texture.CurrentUnit;
1383 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1384 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1385 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1386 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1387 break;
1388
1389 case GL_COLOR_WRITEMASK:
1390 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1391 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1392 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1393 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1394 break;
1395
1396 case GL_EDGE_FLAG:
1397 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1398 break;
1399
1400 case GL_READ_BUFFER:
1401 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1402 break;
1403
1404 case GL_MAP2_GRID_DOMAIN:
1405 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1406 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1407 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1408 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1409 break;
1410
1411 case GL_TEXTURE_STACK_DEPTH:
1412 unit = ctx->Texture.CurrentUnit;
1413 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1414 break;
1415 case GL_TEXTURE_MATRIX:
1416 unit = ctx->Texture.CurrentUnit;
1417 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1418 break;
1419
1420 case GL_TEXTURE_COORD_ARRAY:
1421 case GL_TEXTURE_COORD_ARRAY_SIZE:
1422 case GL_TEXTURE_COORD_ARRAY_TYPE:
1423 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1424 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1425 v->value_int = *(GLuint *) ((char *) array + d->offset);
1426 break;
1427
1428 case GL_ACTIVE_TEXTURE_ARB:
1429 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1430 break;
1431 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1432 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1433 break;
1434
1435 case GL_MODELVIEW_STACK_DEPTH:
1436 case GL_PROJECTION_STACK_DEPTH:
1437 case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
1438 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1439 break;
1440
1441 case GL_MAX_TEXTURE_SIZE:
1442 case GL_MAX_3D_TEXTURE_SIZE:
1443 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1444 p = (GLuint *) ((char *) ctx + d->offset);
1445 v->value_int = 1 << (*p - 1);
1446 break;
1447
1448 case GL_SCISSOR_BOX:
1449 v->value_int_4[0] = ctx->Scissor.X;
1450 v->value_int_4[1] = ctx->Scissor.Y;
1451 v->value_int_4[2] = ctx->Scissor.Width;
1452 v->value_int_4[3] = ctx->Scissor.Height;
1453 break;
1454
1455 case GL_LIST_INDEX:
1456 v->value_int =
1457 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1458 break;
1459 case GL_LIST_MODE:
1460 if (!ctx->CompileFlag)
1461 v->value_enum = 0;
1462 else if (ctx->ExecuteFlag)
1463 v->value_enum = GL_COMPILE_AND_EXECUTE;
1464 else
1465 v->value_enum = GL_COMPILE;
1466 break;
1467
1468 case GL_VIEWPORT:
1469 v->value_int_4[0] = ctx->Viewport.X;
1470 v->value_int_4[1] = ctx->Viewport.Y;
1471 v->value_int_4[2] = ctx->Viewport.Width;
1472 v->value_int_4[3] = ctx->Viewport.Height;
1473 break;
1474
1475 case GL_ACTIVE_STENCIL_FACE_EXT:
1476 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1477 break;
1478
1479 case GL_STENCIL_FAIL:
1480 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1481 break;
1482 case GL_STENCIL_FUNC:
1483 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1484 break;
1485 case GL_STENCIL_PASS_DEPTH_FAIL:
1486 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1487 break;
1488 case GL_STENCIL_PASS_DEPTH_PASS:
1489 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1490 break;
1491 case GL_STENCIL_REF:
1492 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1493 break;
1494 case GL_STENCIL_VALUE_MASK:
1495 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1496 break;
1497 case GL_STENCIL_WRITEMASK:
1498 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1499 break;
1500
1501 case GL_NUM_EXTENSIONS:
1502 v->value_int = _mesa_get_extension_count(ctx);
1503 break;
1504
1505 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1506 v->value_int = _mesa_get_color_read_type(ctx);
1507 break;
1508 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1509 v->value_int = _mesa_get_color_read_format(ctx);
1510 break;
1511
1512 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1513 v->value_int = ctx->CurrentStack->Depth + 1;
1514 break;
1515 case GL_CURRENT_MATRIX_ARB:
1516 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1517 v->value_matrix = ctx->CurrentStack->Top;
1518 break;
1519
1520 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1521 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1522 break;
1523 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1524 v->value_int_n.n =
1525 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1526 ASSERT(v->value_int_n.n <= 100);
1527 break;
1528
1529 case GL_MAX_VARYING_FLOATS_ARB:
1530 v->value_int = ctx->Const.MaxVarying * 4;
1531 break;
1532
1533 /* Various object names */
1534
1535 case GL_TEXTURE_BINDING_1D:
1536 case GL_TEXTURE_BINDING_2D:
1537 case GL_TEXTURE_BINDING_3D:
1538 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1539 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1540 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1541 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1542 unit = ctx->Texture.CurrentUnit;
1543 v->value_int =
1544 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1545 break;
1546
1547 /* GL_ARB_vertex_buffer_object */
1548 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1549 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1550 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1551 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1552 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1553 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1554 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1555 buffer_obj = (struct gl_buffer_object *)
1556 ((char *) ctx->Array.ArrayObj + d->offset);
1557 v->value_int = buffer_obj->Name;
1558 break;
1559 case GL_ARRAY_BUFFER_BINDING_ARB:
1560 v->value_int = ctx->Array.ArrayBufferObj->Name;
1561 break;
1562 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1563 v->value_int =
1564 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1565 break;
1566 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1567 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1568 break;
1569
1570 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1571 v->value_int =
1572 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1573 break;
1574 case GL_VERTEX_PROGRAM_BINDING_NV:
1575 v->value_int =
1576 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1577 break;
1578 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1579 v->value_int = ctx->Pack.BufferObj->Name;
1580 break;
1581 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1582 v->value_int = ctx->Unpack.BufferObj->Name;
1583 break;
1584 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1585 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1586 break;
1587 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1588 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1589 break;
1590 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1591 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1592 break;
1593 case GL_TRANSFORM_FEEDBACK_BINDING:
1594 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1595 break;
1596 case GL_CURRENT_PROGRAM:
1597 v->value_int =
1598 ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
1599 break;
1600 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1601 v->value_int = ctx->ReadBuffer->Name;
1602 break;
1603 case GL_RENDERBUFFER_BINDING_EXT:
1604 v->value_int =
1605 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1606 break;
1607 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1608 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1609 break;
1610 }
1611 }
1612
1613 /**
1614 * Check extra constraints on a struct value_desc descriptor
1615 *
1616 * If a struct value_desc has a non-NULL extra pointer, it means that
1617 * there are a number of extra constraints to check or actions to
1618 * perform. The extras is just an integer array where each integer
1619 * encode different constraints or actions.
1620 *
1621 * \param ctx current context
1622 * \param func name of calling glGet*v() function for error reporting
1623 * \param d the struct value_desc that has the extra constraints
1624 *
1625 * \return GL_FALSE if one of the constraints was not satisfied,
1626 * otherwise GL_TRUE.
1627 */
1628 static GLboolean
1629 check_extra(GLcontext *ctx, const char *func, const struct value_desc *d)
1630 {
1631 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1632 int total, enabled;
1633 const int *e;
1634
1635 total = 0;
1636 enabled = 0;
1637 for (e = d->extra; *e != EXTRA_END; e++)
1638 switch (*e) {
1639 case EXTRA_VERSION_30:
1640 if (version < 30)
1641 return GL_FALSE;
1642 break;
1643 case EXTRA_VERSION_31:
1644 if (version < 31)
1645 return GL_FALSE;
1646 break;
1647 case EXTRA_VERSION_32:
1648 if (version < 32)
1649 return GL_FALSE;
1650 break;
1651 case EXTRA_NEW_BUFFERS:
1652 if (ctx->NewState & _NEW_BUFFERS)
1653 _mesa_update_state(ctx);
1654 break;
1655 case EXTRA_FLUSH_CURRENT:
1656 FLUSH_CURRENT(ctx, 0);
1657 break;
1658 case EXTRA_VALID_DRAW_BUFFER:
1659 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1660 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1661 func, d->pname - GL_DRAW_BUFFER0_ARB);
1662 return GL_FALSE;
1663 }
1664 break;
1665 case EXTRA_VALID_TEXTURE_UNIT:
1666 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1667 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1668 func, ctx->Texture.CurrentUnit);
1669 return GL_FALSE;
1670 }
1671 break;
1672 case EXTRA_END:
1673 break;
1674 default: /* *e is a offset into the extension struct */
1675 total++;
1676 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1677 enabled++;
1678 break;
1679 }
1680
1681 if (total > 0 && enabled == 0) {
1682 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1683 _mesa_lookup_enum_by_nr(d->pname));
1684 return GL_FALSE;
1685 }
1686
1687 return GL_TRUE;
1688 }
1689
1690 static const struct value_desc error_value = { 0, 0, TYPE_INVALID };
1691
1692 /**
1693 * Find the struct value_desc corresponding to the enum 'pname'.
1694 *
1695 * We hash the enum value to get an index into the 'table' array,
1696 * which holds the index in the 'values' array of struct value_desc.
1697 * Once we've found the entry, we do the extra checks, if any, then
1698 * look up the value and return a pointer to it.
1699 *
1700 * If the value has to be computed (for example, it's the result of a
1701 * function call or we need to add 1 to it), we use the tmp 'v' to
1702 * store the result.
1703 *
1704 * \param func name of glGet*v() func for error reporting
1705 * \param pname the enum value we're looking up
1706 * \param p is were we return the pointer to the value
1707 * \param v a tmp union value variable in the calling glGet*v() function
1708 *
1709 * \return the struct value_desc corresponding to the enum or a struct
1710 * value_desc of TYPE_INVALID if not found. This lets the calling
1711 * glGet*v() function jump right into a switch statement and
1712 * handle errors there instead of having to check for NULL.
1713 */
1714 static const struct value_desc *
1715 find_value(const char *func, GLenum pname, void **p, union value *v)
1716 {
1717 GET_CURRENT_CONTEXT(ctx);
1718 struct gl_texture_unit *unit;
1719 int mask, hash;
1720 const struct value_desc *d;
1721
1722 mask = Elements(table) - 1;
1723 hash = (pname * prime_factor);
1724 while (1) {
1725 d = &values[table[hash & mask]];
1726 if (likely(d->pname == pname))
1727 break;
1728
1729 /* If the enum isn't valid, the hash walk ends with index 0,
1730 * which is the API mask entry at the beginning of values[]. */
1731 if (d->type == TYPE_API_MASK) {
1732 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1733 _mesa_lookup_enum_by_nr(pname));
1734 return &error_value;
1735 }
1736 hash += prime_step;
1737 }
1738
1739 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1740 return &error_value;
1741
1742 switch (d->location) {
1743 case LOC_BUFFER:
1744 *p = ((char *) ctx->DrawBuffer + d->offset);
1745 return d;
1746 case LOC_CONTEXT:
1747 *p = ((char *) ctx + d->offset);
1748 return d;
1749 case LOC_ARRAY:
1750 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1751 return d;
1752 case LOC_TEXUNIT:
1753 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1754 *p = ((char *) unit + d->offset);
1755 return d;
1756 case LOC_CUSTOM:
1757 find_custom_value(ctx, d, v);
1758 *p = v;
1759 return d;
1760 default:
1761 assert(0);
1762 break;
1763 }
1764
1765 /* silence warning */
1766 return &error_value;
1767 }
1768
1769 static const int transpose[] = {
1770 0, 4, 8, 12,
1771 1, 5, 9, 13,
1772 2, 6, 10, 14,
1773 3, 7, 11, 15
1774 };
1775
1776 void GLAPIENTRY
1777 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1778 {
1779 const struct value_desc *d;
1780 union value v;
1781 GLmatrix *m;
1782 int shift, i;
1783 void *p;
1784
1785 d = find_value("glGetBooleanv", pname, &p, &v);
1786 switch (d->type) {
1787 case TYPE_INVALID:
1788 break;
1789 case TYPE_CONST:
1790 params[0] = INT_TO_BOOLEAN(d->offset);
1791 break;
1792
1793 case TYPE_FLOAT_4:
1794 case TYPE_FLOATN_4:
1795 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1796 case TYPE_FLOAT_3:
1797 case TYPE_FLOATN_3:
1798 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1799 case TYPE_FLOAT_2:
1800 case TYPE_FLOATN_2:
1801 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1802 case TYPE_FLOAT:
1803 case TYPE_FLOATN:
1804 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1805 break;
1806
1807 case TYPE_DOUBLEN:
1808 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1809 break;
1810
1811 case TYPE_INT_4:
1812 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1813 case TYPE_INT_3:
1814 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1815 case TYPE_INT_2:
1816 case TYPE_ENUM_2:
1817 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1818 case TYPE_INT:
1819 case TYPE_ENUM:
1820 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1821 break;
1822
1823 case TYPE_INT_N:
1824 for (i = 0; i < v.value_int_n.n; i++)
1825 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1826 break;
1827
1828 case TYPE_INT64:
1829 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1830 break;
1831
1832 case TYPE_BOOLEAN:
1833 params[0] = ((GLboolean*) p)[0];
1834 break;
1835
1836 case TYPE_MATRIX:
1837 m = *(GLmatrix **) p;
1838 for (i = 0; i < 16; i++)
1839 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1840 break;
1841
1842 case TYPE_MATRIX_T:
1843 m = *(GLmatrix **) p;
1844 for (i = 0; i < 16; i++)
1845 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1846 break;
1847
1848 case TYPE_BIT_0:
1849 case TYPE_BIT_1:
1850 case TYPE_BIT_2:
1851 case TYPE_BIT_3:
1852 case TYPE_BIT_4:
1853 case TYPE_BIT_5:
1854 shift = d->type - TYPE_BIT_0;
1855 params[0] = (*(GLbitfield *) p >> shift) & 1;
1856 break;
1857 }
1858 }
1859
1860 void GLAPIENTRY
1861 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1862 {
1863 const struct value_desc *d;
1864 union value v;
1865 GLmatrix *m;
1866 int shift, i;
1867 void *p;
1868
1869 d = find_value("glGetFloatv", pname, &p, &v);
1870 switch (d->type) {
1871 case TYPE_INVALID:
1872 break;
1873 case TYPE_CONST:
1874 params[0] = (GLfloat) d->offset;
1875 break;
1876
1877 case TYPE_FLOAT_4:
1878 case TYPE_FLOATN_4:
1879 params[3] = ((GLfloat *) p)[3];
1880 case TYPE_FLOAT_3:
1881 case TYPE_FLOATN_3:
1882 params[2] = ((GLfloat *) p)[2];
1883 case TYPE_FLOAT_2:
1884 case TYPE_FLOATN_2:
1885 params[1] = ((GLfloat *) p)[1];
1886 case TYPE_FLOAT:
1887 case TYPE_FLOATN:
1888 params[0] = ((GLfloat *) p)[0];
1889 break;
1890
1891 case TYPE_DOUBLEN:
1892 params[0] = ((GLdouble *) p)[0];
1893 break;
1894
1895 case TYPE_INT_4:
1896 params[3] = (GLfloat) (((GLint *) p)[3]);
1897 case TYPE_INT_3:
1898 params[2] = (GLfloat) (((GLint *) p)[2]);
1899 case TYPE_INT_2:
1900 case TYPE_ENUM_2:
1901 params[1] = (GLfloat) (((GLint *) p)[1]);
1902 case TYPE_INT:
1903 case TYPE_ENUM:
1904 params[0] = (GLfloat) (((GLint *) p)[0]);
1905 break;
1906
1907 case TYPE_INT_N:
1908 for (i = 0; i < v.value_int_n.n; i++)
1909 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1910 break;
1911
1912 case TYPE_INT64:
1913 params[0] = ((GLint64 *) p)[0];
1914 break;
1915
1916 case TYPE_BOOLEAN:
1917 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1918 break;
1919
1920 case TYPE_MATRIX:
1921 m = *(GLmatrix **) p;
1922 for (i = 0; i < 16; i++)
1923 params[i] = m->m[i];
1924 break;
1925
1926 case TYPE_MATRIX_T:
1927 m = *(GLmatrix **) p;
1928 for (i = 0; i < 16; i++)
1929 params[i] = m->m[transpose[i]];
1930 break;
1931
1932 case TYPE_BIT_0:
1933 case TYPE_BIT_1:
1934 case TYPE_BIT_2:
1935 case TYPE_BIT_3:
1936 case TYPE_BIT_4:
1937 case TYPE_BIT_5:
1938 shift = d->type - TYPE_BIT_0;
1939 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1940 break;
1941 }
1942 }
1943
1944 void GLAPIENTRY
1945 _mesa_GetIntegerv(GLenum pname, GLint *params)
1946 {
1947 const struct value_desc *d;
1948 union value v;
1949 GLmatrix *m;
1950 int shift, i;
1951 void *p;
1952
1953 d = find_value("glGetIntegerv", pname, &p, &v);
1954 switch (d->type) {
1955 case TYPE_INVALID:
1956 break;
1957 case TYPE_CONST:
1958 params[0] = d->offset;
1959 break;
1960
1961 case TYPE_FLOAT_4:
1962 params[3] = IROUND(((GLfloat *) p)[3]);
1963 case TYPE_FLOAT_3:
1964 params[2] = IROUND(((GLfloat *) p)[2]);
1965 case TYPE_FLOAT_2:
1966 params[1] = IROUND(((GLfloat *) p)[1]);
1967 case TYPE_FLOAT:
1968 params[0] = IROUND(((GLfloat *) p)[0]);
1969 break;
1970
1971 case TYPE_FLOATN_4:
1972 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1973 case TYPE_FLOATN_3:
1974 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1975 case TYPE_FLOATN_2:
1976 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1977 case TYPE_FLOATN:
1978 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1979 break;
1980
1981 case TYPE_DOUBLEN:
1982 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1983 break;
1984
1985 case TYPE_INT_4:
1986 params[3] = ((GLint *) p)[3];
1987 case TYPE_INT_3:
1988 params[2] = ((GLint *) p)[2];
1989 case TYPE_INT_2:
1990 case TYPE_ENUM_2:
1991 params[1] = ((GLint *) p)[1];
1992 case TYPE_INT:
1993 case TYPE_ENUM:
1994 params[0] = ((GLint *) p)[0];
1995 break;
1996
1997 case TYPE_INT_N:
1998 for (i = 0; i < v.value_int_n.n; i++)
1999 params[i] = v.value_int_n.ints[i];
2000 break;
2001
2002 case TYPE_INT64:
2003 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2004 break;
2005
2006 case TYPE_BOOLEAN:
2007 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2008 break;
2009
2010 case TYPE_MATRIX:
2011 m = *(GLmatrix **) p;
2012 for (i = 0; i < 16; i++)
2013 params[i] = FLOAT_TO_INT(m->m[i]);
2014 break;
2015
2016 case TYPE_MATRIX_T:
2017 m = *(GLmatrix **) p;
2018 for (i = 0; i < 16; i++)
2019 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2020 break;
2021
2022 case TYPE_BIT_0:
2023 case TYPE_BIT_1:
2024 case TYPE_BIT_2:
2025 case TYPE_BIT_3:
2026 case TYPE_BIT_4:
2027 case TYPE_BIT_5:
2028 shift = d->type - TYPE_BIT_0;
2029 params[0] = (*(GLbitfield *) p >> shift) & 1;
2030 break;
2031 }
2032 }
2033
2034 #if FEATURE_ARB_sync
2035 void GLAPIENTRY
2036 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2037 {
2038 const struct value_desc *d;
2039 union value v;
2040 GLmatrix *m;
2041 int shift, i;
2042 void *p;
2043
2044 d = find_value("glGetInteger64v", pname, &p, &v);
2045 switch (d->type) {
2046 case TYPE_INVALID:
2047 break;
2048 case TYPE_CONST:
2049 params[0] = d->offset;
2050 break;
2051
2052 case TYPE_FLOAT_4:
2053 params[3] = IROUND64(((GLfloat *) p)[3]);
2054 case TYPE_FLOAT_3:
2055 params[2] = IROUND64(((GLfloat *) p)[2]);
2056 case TYPE_FLOAT_2:
2057 params[1] = IROUND64(((GLfloat *) p)[1]);
2058 case TYPE_FLOAT:
2059 params[0] = IROUND64(((GLfloat *) p)[0]);
2060 break;
2061
2062 case TYPE_FLOATN_4:
2063 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2064 case TYPE_FLOATN_3:
2065 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2066 case TYPE_FLOATN_2:
2067 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2068 case TYPE_FLOATN:
2069 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2070 break;
2071
2072 case TYPE_DOUBLEN:
2073 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2074 break;
2075
2076 case TYPE_INT_4:
2077 params[3] = ((GLint *) p)[3];
2078 case TYPE_INT_3:
2079 params[2] = ((GLint *) p)[2];
2080 case TYPE_INT_2:
2081 case TYPE_ENUM_2:
2082 params[1] = ((GLint *) p)[1];
2083 case TYPE_INT:
2084 case TYPE_ENUM:
2085 params[0] = ((GLint *) p)[0];
2086 break;
2087
2088 case TYPE_INT_N:
2089 for (i = 0; i < v.value_int_n.n; i++)
2090 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2091 break;
2092
2093 case TYPE_INT64:
2094 params[0] = ((GLint64 *) p)[0];
2095 break;
2096
2097 case TYPE_BOOLEAN:
2098 params[0] = ((GLboolean*) p)[0];
2099 break;
2100
2101 case TYPE_MATRIX:
2102 m = *(GLmatrix **) p;
2103 for (i = 0; i < 16; i++)
2104 params[i] = FLOAT_TO_INT64(m->m[i]);
2105 break;
2106
2107 case TYPE_MATRIX_T:
2108 m = *(GLmatrix **) p;
2109 for (i = 0; i < 16; i++)
2110 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2111 break;
2112
2113 case TYPE_BIT_0:
2114 case TYPE_BIT_1:
2115 case TYPE_BIT_2:
2116 case TYPE_BIT_3:
2117 case TYPE_BIT_4:
2118 case TYPE_BIT_5:
2119 shift = d->type - TYPE_BIT_0;
2120 params[0] = (*(GLbitfield *) p >> shift) & 1;
2121 break;
2122 }
2123 }
2124 #endif /* FEATURE_ARB_sync */
2125
2126 void GLAPIENTRY
2127 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2128 {
2129 const struct value_desc *d;
2130 union value v;
2131 GLmatrix *m;
2132 int shift, i;
2133 void *p;
2134
2135 d = find_value("glGetDoublev", pname, &p, &v);
2136 switch (d->type) {
2137 case TYPE_INVALID:
2138 break;
2139 case TYPE_CONST:
2140 params[0] = d->offset;
2141 break;
2142
2143 case TYPE_FLOAT_4:
2144 case TYPE_FLOATN_4:
2145 params[3] = ((GLfloat *) p)[3];
2146 case TYPE_FLOAT_3:
2147 case TYPE_FLOATN_3:
2148 params[2] = ((GLfloat *) p)[2];
2149 case TYPE_FLOAT_2:
2150 case TYPE_FLOATN_2:
2151 params[1] = ((GLfloat *) p)[1];
2152 case TYPE_FLOAT:
2153 case TYPE_FLOATN:
2154 params[0] = ((GLfloat *) p)[0];
2155 break;
2156
2157 case TYPE_DOUBLEN:
2158 params[0] = ((GLdouble *) p)[0];
2159 break;
2160
2161 case TYPE_INT_4:
2162 params[3] = ((GLint *) p)[3];
2163 case TYPE_INT_3:
2164 params[2] = ((GLint *) p)[2];
2165 case TYPE_INT_2:
2166 case TYPE_ENUM_2:
2167 params[1] = ((GLint *) p)[1];
2168 case TYPE_INT:
2169 case TYPE_ENUM:
2170 params[0] = ((GLint *) p)[0];
2171 break;
2172
2173 case TYPE_INT_N:
2174 for (i = 0; i < v.value_int_n.n; i++)
2175 params[i] = v.value_int_n.ints[i];
2176 break;
2177
2178 case TYPE_INT64:
2179 params[0] = ((GLint64 *) p)[0];
2180 break;
2181
2182 case TYPE_BOOLEAN:
2183 params[0] = *(GLboolean*) p;
2184 break;
2185
2186 case TYPE_MATRIX:
2187 m = *(GLmatrix **) p;
2188 for (i = 0; i < 16; i++)
2189 params[i] = m->m[i];
2190 break;
2191
2192 case TYPE_MATRIX_T:
2193 m = *(GLmatrix **) p;
2194 for (i = 0; i < 16; i++)
2195 params[i] = m->m[transpose[i]];
2196 break;
2197
2198 case TYPE_BIT_0:
2199 case TYPE_BIT_1:
2200 case TYPE_BIT_2:
2201 case TYPE_BIT_3:
2202 case TYPE_BIT_4:
2203 case TYPE_BIT_5:
2204 shift = d->type - TYPE_BIT_0;
2205 params[0] = (*(GLbitfield *) p >> shift) & 1;
2206 break;
2207 }
2208 }
2209
2210 static enum value_type
2211 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2212 {
2213 GET_CURRENT_CONTEXT(ctx);
2214
2215 switch (pname) {
2216
2217 case GL_BLEND:
2218 if (index >= ctx->Const.MaxDrawBuffers)
2219 goto invalid_value;
2220 if (!ctx->Extensions.EXT_draw_buffers2)
2221 goto invalid_enum;
2222 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2223 return TYPE_INT;
2224
2225 case GL_COLOR_WRITEMASK:
2226 if (index >= ctx->Const.MaxDrawBuffers)
2227 goto invalid_value;
2228 if (!ctx->Extensions.EXT_draw_buffers2)
2229 goto invalid_enum;
2230 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2231 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2232 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2233 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2234 return TYPE_INT_4;
2235
2236 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2237 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2238 goto invalid_value;
2239 if (!ctx->Extensions.EXT_transform_feedback)
2240 goto invalid_enum;
2241 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2242 return TYPE_INT64;
2243
2244 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2245 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2246 goto invalid_value;
2247 if (!ctx->Extensions.EXT_transform_feedback)
2248 goto invalid_enum;
2249 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2250 return TYPE_INT64;
2251
2252 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2253 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2254 goto invalid_value;
2255 if (!ctx->Extensions.EXT_transform_feedback)
2256 goto invalid_enum;
2257 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2258 return TYPE_INT;
2259 }
2260
2261 invalid_enum:
2262 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2263 _mesa_lookup_enum_by_nr(pname));
2264 return TYPE_INVALID;
2265 invalid_value:
2266 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2267 _mesa_lookup_enum_by_nr(pname));
2268 return TYPE_INVALID;
2269 }
2270
2271 void GLAPIENTRY
2272 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2273 {
2274 union value v;
2275
2276 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2277 case TYPE_INT:
2278 params[0] = INT_TO_BOOLEAN(v.value_int);
2279 break;
2280 case TYPE_INT_4:
2281 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2282 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2283 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2284 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2285 break;
2286 case TYPE_INT64:
2287 params[0] = INT64_TO_BOOLEAN(v.value_int);
2288 break;
2289 default:
2290 assert(0);
2291 }
2292 }
2293
2294 void GLAPIENTRY
2295 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2296 {
2297 union value v;
2298
2299 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2300 case TYPE_INT:
2301 params[0] = v.value_int;
2302 break;
2303 case TYPE_INT_4:
2304 params[0] = v.value_int_4[0];
2305 params[1] = v.value_int_4[1];
2306 params[2] = v.value_int_4[2];
2307 params[3] = v.value_int_4[3];
2308 break;
2309 case TYPE_INT64:
2310 params[0] = INT64_TO_INT(v.value_int);
2311 break;
2312 default:
2313 assert(0);
2314 }
2315 }
2316
2317 #if FEATURE_ARB_sync
2318 void GLAPIENTRY
2319 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2320 {
2321 union value v;
2322
2323 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2324 case TYPE_INT:
2325 params[0] = v.value_int;
2326 break;
2327 case TYPE_INT_4:
2328 params[0] = v.value_int_4[0];
2329 params[1] = v.value_int_4[1];
2330 params[2] = v.value_int_4[2];
2331 params[3] = v.value_int_4[3];
2332 break;
2333 case TYPE_INT64:
2334 params[0] = v.value_int;
2335 break;
2336 default:
2337 assert(0);
2338 }
2339 }
2340 #endif /* FEATURE_ARB_sync */
2341
2342 #if FEATURE_ES1
2343 void GLAPIENTRY
2344 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2345 {
2346 const struct value_desc *d;
2347 union value v;
2348 GLmatrix *m;
2349 int shift, i;
2350 void *p;
2351
2352 d = find_value("glGetDoublev", pname, &p, &v);
2353 switch (d->type) {
2354 case TYPE_INVALID:
2355 break;
2356 case TYPE_CONST:
2357 params[0] = INT_TO_FIXED(d->offset);
2358 break;
2359
2360 case TYPE_FLOAT_4:
2361 case TYPE_FLOATN_4:
2362 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2363 case TYPE_FLOAT_3:
2364 case TYPE_FLOATN_3:
2365 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2366 case TYPE_FLOAT_2:
2367 case TYPE_FLOATN_2:
2368 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2369 case TYPE_FLOAT:
2370 case TYPE_FLOATN:
2371 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2372 break;
2373
2374 case TYPE_DOUBLEN:
2375 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2376 break;
2377
2378 case TYPE_INT_4:
2379 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2380 case TYPE_INT_3:
2381 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2382 case TYPE_INT_2:
2383 case TYPE_ENUM_2:
2384 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2385 case TYPE_INT:
2386 case TYPE_ENUM:
2387 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2388 break;
2389
2390 case TYPE_INT_N:
2391 for (i = 0; i < v.value_int_n.n; i++)
2392 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2393 break;
2394
2395 case TYPE_INT64:
2396 params[0] = ((GLint64 *) p)[0];
2397 break;
2398
2399 case TYPE_BOOLEAN:
2400 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2401 break;
2402
2403 case TYPE_MATRIX:
2404 m = *(GLmatrix **) p;
2405 for (i = 0; i < 16; i++)
2406 params[i] = FLOAT_TO_FIXED(m->m[i]);
2407 break;
2408
2409 case TYPE_MATRIX_T:
2410 m = *(GLmatrix **) p;
2411 for (i = 0; i < 16; i++)
2412 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2413 break;
2414
2415 case TYPE_BIT_0:
2416 case TYPE_BIT_1:
2417 case TYPE_BIT_2:
2418 case TYPE_BIT_3:
2419 case TYPE_BIT_4:
2420 case TYPE_BIT_5:
2421 shift = d->type - TYPE_BIT_0;
2422 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2423 break;
2424 }
2425 }
2426 #endif