mesa: Remove SGI_color_table.
[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_VERSION_ES2,
132 EXTRA_NEW_BUFFERS,
133 EXTRA_VALID_DRAW_BUFFER,
134 EXTRA_VALID_TEXTURE_UNIT,
135 EXTRA_FLUSH_CURRENT,
136 };
137
138 #define NO_EXTRA NULL
139 #define NO_OFFSET 0
140
141 struct value_desc {
142 GLenum pname;
143 GLubyte location; /**< enum value_location */
144 GLubyte type; /**< enum value_type */
145 int offset;
146 const int *extra;
147 };
148
149 union value {
150 GLfloat value_float;
151 GLfloat value_float_4[4];
152 GLmatrix *value_matrix;
153 GLint value_int;
154 GLint value_int_4[4];
155 GLint64 value_int64;
156 GLenum value_enum;
157
158 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
159 struct {
160 GLint n, ints[100];
161 } value_int_n;
162 GLboolean value_bool;
163 };
164
165 #define BUFFER_FIELD(field, type) \
166 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
167 #define CONTEXT_FIELD(field, type) \
168 LOC_CONTEXT, type, offsetof(GLcontext, field)
169 #define ARRAY_FIELD(field, type) \
170 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
171 #define CONST(value) \
172 LOC_CONTEXT, TYPE_CONST, value
173
174 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
175 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
176
177 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
178 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
179 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
180 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
181 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
182 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
183 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
184 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
185 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
186 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
187 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
188 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
189 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
190 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
191 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
192 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
193 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
194 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
195
196 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
197 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
198 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
199
200 #define EXT(f) \
201 offsetof(struct gl_extensions, f)
202
203 #define EXTRA_EXT(e) \
204 static const int extra_##e[] = { \
205 EXT(e), EXTRA_END \
206 }
207
208 #define EXTRA_EXT2(e1, e2) \
209 static const int extra_##e1##_##e2[] = { \
210 EXT(e1), EXT(e2), EXTRA_END \
211 }
212
213 /* The 'extra' mechanism is a way to specify extra checks (such as
214 * extensions or specific gl versions) or actions (flush current, new
215 * buffers) that we need to do before looking up an enum. We need to
216 * declare them all up front so we can refer to them in the value_desc
217 * structs below. */
218
219 static const int extra_new_buffers[] = {
220 EXTRA_NEW_BUFFERS,
221 EXTRA_END
222 };
223
224 static const int extra_valid_draw_buffer[] = {
225 EXTRA_VALID_DRAW_BUFFER,
226 EXTRA_END
227 };
228
229 static const int extra_valid_texture_unit[] = {
230 EXTRA_VALID_TEXTURE_UNIT,
231 EXTRA_END
232 };
233
234 static const int extra_flush_current_valid_texture_unit[] = {
235 EXTRA_FLUSH_CURRENT,
236 EXTRA_VALID_TEXTURE_UNIT,
237 EXTRA_END
238 };
239
240 static const int extra_flush_current[] = {
241 EXTRA_FLUSH_CURRENT,
242 EXTRA_END
243 };
244
245 static const int extra_new_buffers_OES_read_format[] = {
246 EXTRA_NEW_BUFFERS,
247 EXT(OES_read_format),
248 EXTRA_END
249 };
250
251 static const int extra_EXT_secondary_color_flush_current[] = {
252 EXT(EXT_secondary_color),
253 EXTRA_FLUSH_CURRENT,
254 EXTRA_END
255 };
256
257 static const int extra_EXT_fog_coord_flush_current[] = {
258 EXT(EXT_fog_coord),
259 EXTRA_FLUSH_CURRENT,
260 EXTRA_END
261 };
262
263 EXTRA_EXT(ARB_multitexture);
264 EXTRA_EXT(ARB_texture_cube_map);
265 EXTRA_EXT(MESA_texture_array);
266 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
267 EXTRA_EXT(EXT_secondary_color);
268 EXTRA_EXT(EXT_fog_coord);
269 EXTRA_EXT(EXT_texture_lod_bias);
270 EXTRA_EXT(EXT_texture_filter_anisotropic);
271 EXTRA_EXT(IBM_rasterpos_clip);
272 EXTRA_EXT(NV_point_sprite);
273 EXTRA_EXT(SGIS_generate_mipmap);
274 EXTRA_EXT(NV_vertex_program);
275 EXTRA_EXT(NV_fragment_program);
276 EXTRA_EXT(NV_texture_rectangle);
277 EXTRA_EXT(EXT_stencil_two_side);
278 EXTRA_EXT(NV_light_max_exponent);
279 EXTRA_EXT(EXT_convolution);
280 EXTRA_EXT(SGI_texture_color_table);
281 EXTRA_EXT(EXT_depth_bounds_test);
282 EXTRA_EXT(ARB_depth_clamp);
283 EXTRA_EXT(ATI_fragment_shader);
284 EXTRA_EXT(EXT_framebuffer_blit);
285 EXTRA_EXT(ARB_shader_objects);
286 EXTRA_EXT(EXT_provoking_vertex);
287 EXTRA_EXT(ARB_fragment_shader);
288 EXTRA_EXT(ARB_fragment_program);
289 EXTRA_EXT(ARB_framebuffer_object);
290 EXTRA_EXT(EXT_framebuffer_object);
291 EXTRA_EXT(APPLE_vertex_array_object);
292 EXTRA_EXT(ARB_seamless_cube_map);
293 EXTRA_EXT(EXT_compiled_vertex_array);
294 EXTRA_EXT(ARB_sync);
295 EXTRA_EXT(ARB_vertex_shader);
296 EXTRA_EXT(EXT_transform_feedback);
297 EXTRA_EXT(ARB_transform_feedback2);
298 EXTRA_EXT(EXT_pixel_buffer_object);
299 EXTRA_EXT(ARB_vertex_program);
300 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
301 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
302 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
303 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
304 EXTRA_EXT(ARB_vertex_buffer_object);
305 EXTRA_EXT(ARB_geometry_shader4);
306
307 static const int
308 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
309 EXT(ARB_vertex_program),
310 EXT(ARB_fragment_program),
311 EXT(NV_vertex_program),
312 EXTRA_END
313 };
314
315 static const int
316 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
317 EXT(NV_vertex_program),
318 EXT(ARB_vertex_program),
319 EXT(ARB_fragment_program),
320 EXT(NV_vertex_program),
321 EXTRA_END
322 };
323
324 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
325 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
326 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
327
328 static const int
329 extra_ARB_vertex_program_version_es2[] = {
330 EXT(ARB_vertex_program),
331 EXTRA_VERSION_ES2,
332 EXTRA_END
333 };
334
335 #define API_OPENGL_BIT (1 << API_OPENGL)
336 #define API_OPENGLES_BIT (1 << API_OPENGLES)
337 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
338
339 /* This is the big table describing all the enums we accept in
340 * glGet*v(). The table is partitioned into six parts: enums
341 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
342 * between OpenGL and GLES, enums exclusive to GLES, etc for the
343 * remaining combinations. When we add the enums to the hash table in
344 * _mesa_init_get_hash(), we only add the enums for the API we're
345 * instantiating and the different sections are guarded by #if
346 * FEATURE_GL etc to make sure we only compile in the enums we may
347 * need. */
348
349 static const struct value_desc values[] = {
350 /* Enums shared between OpenGL, GLES1 and GLES2 */
351 { 0, 0, TYPE_API_MASK,
352 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
353 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
354 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
355 { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
356 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
357 { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
358 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
359 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
360 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
361 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
362 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
363 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
364 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
365 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
366 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
367 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
368 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
369 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
370 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
371 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
372 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
373 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
374 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
375 offsetof(GLcontext, Const.MaxTextureLevels), NO_EXTRA },
376 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
377 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
378 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
379 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
380 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
381 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
382 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
383 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
384 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
385 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
386 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
387 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
388 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
389 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
390 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
391 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
392 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
393 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
394 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
395 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
396 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
397 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
398 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
399
400 /* GL_ARB_multitexture */
401 { GL_ACTIVE_TEXTURE_ARB,
402 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
403
404 /* Note that all the OES_* extensions require that the Mesa "struct
405 * gl_extensions" include a member with the name of the extension.
406 * That structure does not yet include OES extensions (and we're
407 * not sure whether it will). If it does, all the OES_*
408 * extensions below should mark the dependency. */
409
410 /* GL_ARB_texture_cube_map */
411 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
412 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
413 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
414 offsetof(GLcontext, Const.MaxCubeTextureLevels),
415 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
416
417 /* XXX: OES_blend_subtract */
418 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
419 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
420 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA), NO_EXTRA },
421 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA), NO_EXTRA },
422
423 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
424 * defined identically to GL_BLEND_EQUATION. */
425 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB), NO_EXTRA },
426 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA), NO_EXTRA },
427
428 /* GL_ARB_texture_compression */
429 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
430 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
431
432 /* GL_ARB_multisample */
433 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
434 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
435 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
436 { GL_SAMPLE_COVERAGE_VALUE_ARB,
437 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
438 { GL_SAMPLE_COVERAGE_INVERT_ARB,
439 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
440 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
441 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
442
443 /* GL_SGIS_generate_mipmap */
444 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
445 extra_SGIS_generate_mipmap },
446
447 /* GL_ARB_vertex_buffer_object */
448 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
449
450 /* GL_ARB_vertex_buffer_object */
451 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
452 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
453 extra_ARB_vertex_buffer_object },
454
455 /* GL_OES_read_format */
456 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
457 extra_new_buffers_OES_read_format },
458 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
459 extra_new_buffers_OES_read_format },
460
461 /* GL_EXT_framebuffer_object */
462 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
463 extra_EXT_framebuffer_object },
464 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
465 extra_EXT_framebuffer_object },
466 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
467 extra_EXT_framebuffer_object },
468
469 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
470 * GLSL: */
471 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
472
473 #if FEATURE_GL || FEATURE_ES1
474 /* Enums in OpenGL and GLES1 */
475 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
476 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
477 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
478 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
479 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
480 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
481 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
482 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
483 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
484 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
485 { GL_LIGHT_MODEL_AMBIENT,
486 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
487 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
488 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
489 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
490 { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA },
491 { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
492 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
493 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
494 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
495 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
496 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
497 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
498 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
499 { GL_CURRENT_COLOR,
500 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
501 extra_flush_current },
502 { GL_CURRENT_NORMAL,
503 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
504 extra_flush_current },
505 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
506 extra_flush_current_valid_texture_unit },
507 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
508 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
509 { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA },
510 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
511 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
512 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
513 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
514 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
515 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
516 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
517 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
518 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
519 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
520 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
521 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
522 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
523 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
524 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
525 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
526 offsetof(GLcontext, ModelviewMatrixStack.Depth), NO_EXTRA },
527 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
528 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
529 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
530 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
531 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
532 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
533 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
534 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
535 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
536 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
537 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
538 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
539 offsetof(GLcontext, ProjectionMatrixStack.Depth), NO_EXTRA },
540 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
541 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
542 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
543 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
544 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
545 extra_valid_texture_unit },
546
547 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
548 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
549 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
550 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
551 { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled), NO_EXTRA },
552 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
553 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
554 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
555 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
556 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
557 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
558 { GL_TEXTURE_COORD_ARRAY,
559 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
560 { GL_TEXTURE_COORD_ARRAY_SIZE,
561 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size), NO_EXTRA },
562 { GL_TEXTURE_COORD_ARRAY_TYPE,
563 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type), NO_EXTRA },
564 { GL_TEXTURE_COORD_ARRAY_STRIDE,
565 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride), NO_EXTRA },
566
567 /* GL_ARB_multitexture */
568 { GL_MAX_TEXTURE_UNITS_ARB,
569 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
570 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
571 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
572
573 /* GL_ARB_texture_cube_map */
574 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
575 /* S, T, and R are always set at the same time */
576 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
577 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
578
579 /* GL_ARB_multisample */
580 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
581 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
582
583 /* GL_ARB_vertex_buffer_object */
584 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
585 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
586 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
587 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
588 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
589 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
590 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
591
592 /* GL_OES_point_sprite */
593 { GL_POINT_SPRITE_NV,
594 CONTEXT_BOOL(Point.PointSprite),
595 extra_NV_point_sprite_ARB_point_sprite },
596
597 /* GL_ARB_fragment_shader */
598 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
599 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
600 extra_ARB_fragment_shader },
601
602 /* GL_ARB_vertex_shader */
603 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
604 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
605 extra_ARB_vertex_shader },
606 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
607 extra_ARB_vertex_shader },
608
609 /* GL_EXT_texture_lod_bias */
610 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
611 extra_EXT_texture_lod_bias },
612
613 /* GL_EXT_texture_filter_anisotropic */
614 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
615 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
616 extra_EXT_texture_filter_anisotropic },
617 #endif /* FEATURE_GL || FEATURE_ES1 */
618
619 #if FEATURE_ES1
620 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
621 /* XXX: OES_matrix_get */
622 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
623 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
624 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
625
626 /* OES_point_size_array */
627 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
628 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
629 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
630 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
631 #endif /* FEATURE_ES1 */
632
633 #if FEATURE_GL || FEATURE_ES2
634 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
635 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
636 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
637 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
638 CONTEXT_INT(Const.MaxTextureCoordUnits),
639 extra_ARB_fragment_program_NV_fragment_program },
640
641 /* GL_ARB_draw_buffers */
642 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
643
644 { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
645 /* GL_ARB_fragment_program */
646 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
647 CONTEXT_INT(Const.MaxTextureImageUnits),
648 extra_ARB_fragment_program_NV_fragment_program },
649 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
650 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
651 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
652 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
653 extra_ARB_vertex_shader },
654
655 /* GL_ARB_shader_objects
656 * Actually, this token isn't part of GL_ARB_shader_objects, but is
657 * close enough for now. */
658 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
659
660 /* OpenGL 2.0 */
661 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
662 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
663 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
664 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
665 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
666 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
667 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
668
669 { GL_MAX_VERTEX_ATTRIBS_ARB,
670 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
671 extra_ARB_vertex_program_version_es2 },
672
673 /* OES_texture_3D */
674 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
675 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
676 offsetof(GLcontext, Const.Max3DTextureLevels), NO_EXTRA },
677
678 /* GL_ARB_fragment_program/OES_standard_derivatives */
679 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
680 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
681 #endif /* FEATURE_GL || FEATURE_ES2 */
682
683 #if FEATURE_ES2
684 /* Enums unique to OpenGL ES 2.0 */
685 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
686 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
687 offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents), NO_EXTRA },
688 { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
689 offsetof(GLcontext, Const.MaxVarying), NO_EXTRA },
690 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
691 offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents), NO_EXTRA },
692 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
693 /* OES_get_program_binary */
694 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
695 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
696 #endif /* FEATURE_ES2 */
697
698 #if FEATURE_GL
699 /* Remaining enums are only in OpenGL */
700 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
701 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
702 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
703 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
704 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
705 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
706 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
707 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
708 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
709 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
710 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
711 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
712 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
713 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
714 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
715 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
716 { GL_CURRENT_INDEX,
717 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
718 extra_flush_current },
719 { GL_CURRENT_RASTER_COLOR,
720 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
721 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
722 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
723 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
724 { GL_CURRENT_RASTER_SECONDARY_COLOR,
725 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
726 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
727 extra_valid_texture_unit },
728 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
729 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
730 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
731 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
732 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
733 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
734 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
735 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
736 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
737 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
738 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
739 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
740 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
741 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
742 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
743 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
744 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
745 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
746 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
747 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
748 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
749 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
750 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
751 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
752 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
753 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
754 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
755 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
756 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
757 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
758 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
759 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
760 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
761 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
762 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
763 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
764 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
765 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
766 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
767 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
768 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
769 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
770 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
771 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
772 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
773 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
774 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
775 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
776 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
777 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
778 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
779 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
780 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
781
782 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
783 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
784 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
785 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
786 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
787 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
788 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
789 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
790 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
791 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
792 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
793 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
794 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
795 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
796 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
797 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
798 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
799 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
800 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
801 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
802 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
803 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
804 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
805 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
806 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
807 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
808 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
809 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
810 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
811 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
812 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
813 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
814 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
815 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
816 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
817 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
818 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
819
820 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
821
822 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
823 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
824 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
825 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
826
827 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
828 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
829 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
830 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
831 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
832 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
833 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
834
835 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
836 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
837 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
838 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
839 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
840 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
841 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
842 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
843 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
844 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
845 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
846 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
847 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
848 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
849 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
850 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
851 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
852 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
853
854 /* Vertex arrays */
855 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
856 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
857 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
858 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
859 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
860 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
861 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
862 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
863 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
864 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
865 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
866
867 /* GL_ARB_texture_compression */
868 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
869
870 /* GL_EXT_compiled_vertex_array */
871 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
872 extra_EXT_compiled_vertex_array },
873 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
874 extra_EXT_compiled_vertex_array },
875
876 /* GL_ARB_transpose_matrix */
877 { GL_TRANSPOSE_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top), NO_EXTRA },
878 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
879 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
880 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
881 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
882 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
883
884 /* GL_SGI_color_matrix (also in 1.2 imaging) */
885 { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top), NO_EXTRA },
886 { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT,
887 offsetof(GLcontext, ColorMatrixStack.Depth), NO_EXTRA },
888 { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI,
889 CONST(MAX_COLOR_STACK_DEPTH), NO_EXTRA },
890 { GL_POST_COLOR_MATRIX_RED_SCALE_SGI,
891 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]), NO_EXTRA },
892 { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI,
893 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]), NO_EXTRA },
894 { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI,
895 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]), NO_EXTRA },
896 { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI,
897 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]), NO_EXTRA },
898 { GL_POST_COLOR_MATRIX_RED_BIAS_SGI,
899 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]), NO_EXTRA },
900 { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI,
901 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]), NO_EXTRA },
902 { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI,
903 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]), NO_EXTRA },
904 { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI,
905 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]), NO_EXTRA },
906
907 /* GL_EXT_convolution (also in 1.2 imaging) */
908 { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled),
909 extra_EXT_convolution },
910 { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled),
911 extra_EXT_convolution },
912 { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled),
913 extra_EXT_convolution },
914 { GL_POST_CONVOLUTION_RED_SCALE_EXT,
915 CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]),
916 extra_EXT_convolution },
917 { GL_POST_CONVOLUTION_GREEN_SCALE_EXT,
918 CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]),
919 extra_EXT_convolution },
920 { GL_POST_CONVOLUTION_BLUE_SCALE_EXT,
921 CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]),
922 extra_EXT_convolution },
923 { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT,
924 CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]),
925 extra_EXT_convolution },
926 { GL_POST_CONVOLUTION_RED_BIAS_EXT,
927 CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]),
928 extra_EXT_convolution },
929 { GL_POST_CONVOLUTION_GREEN_BIAS_EXT,
930 CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]),
931 extra_EXT_convolution },
932 { GL_POST_CONVOLUTION_BLUE_BIAS_EXT,
933 CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]),
934 extra_EXT_convolution },
935 { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT,
936 CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]),
937 extra_EXT_convolution },
938
939 /* GL_SGI_texture_color_table */
940 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
941 offsetof(struct gl_texture_unit, ColorTableEnabled),
942 extra_SGI_texture_color_table },
943
944 /* GL_EXT_secondary_color */
945 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
946 extra_EXT_secondary_color_ARB_vertex_program },
947 { GL_CURRENT_SECONDARY_COLOR_EXT,
948 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
949 extra_EXT_secondary_color_flush_current },
950 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
951 extra_EXT_secondary_color },
952 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
953 extra_EXT_secondary_color },
954 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
955 extra_EXT_secondary_color },
956 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
957 extra_EXT_secondary_color },
958
959 /* GL_EXT_fog_coord */
960 { GL_CURRENT_FOG_COORDINATE_EXT,
961 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
962 extra_EXT_fog_coord_flush_current },
963 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
964 extra_EXT_fog_coord },
965 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
966 extra_EXT_fog_coord },
967 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
968 extra_EXT_fog_coord },
969 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
970 extra_EXT_fog_coord },
971
972 /* GL_IBM_rasterpos_clip */
973 { GL_RASTER_POSITION_UNCLIPPED_IBM,
974 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
975 extra_IBM_rasterpos_clip },
976
977 /* GL_NV_point_sprite */
978 { GL_POINT_SPRITE_R_MODE_NV,
979 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
980 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
981 extra_NV_point_sprite_ARB_point_sprite },
982
983 /* GL_NV_vertex_program */
984 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
985 extra_NV_vertex_program },
986 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
987 extra_NV_vertex_program },
988 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
989 extra_NV_vertex_program },
990 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
991 extra_NV_vertex_program },
992 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
993 extra_NV_vertex_program },
994 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
995 extra_NV_vertex_program },
996 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
997 extra_NV_vertex_program },
998 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
999 extra_NV_vertex_program },
1000 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
1001 extra_NV_vertex_program },
1002 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
1003 extra_NV_vertex_program },
1004 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
1005 extra_NV_vertex_program },
1006 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
1007 extra_NV_vertex_program },
1008 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
1009 extra_NV_vertex_program },
1010 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
1011 extra_NV_vertex_program },
1012 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
1013 extra_NV_vertex_program },
1014 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
1015 extra_NV_vertex_program },
1016 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
1017 extra_NV_vertex_program },
1018 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1019 extra_NV_vertex_program },
1020 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1021 extra_NV_vertex_program },
1022 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1023 extra_NV_vertex_program },
1024 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1025 extra_NV_vertex_program },
1026 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1027 extra_NV_vertex_program },
1028 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1029 extra_NV_vertex_program },
1030 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1031 extra_NV_vertex_program },
1032 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1033 extra_NV_vertex_program },
1034 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1035 extra_NV_vertex_program },
1036 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1037 extra_NV_vertex_program },
1038 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1039 extra_NV_vertex_program },
1040 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1041 extra_NV_vertex_program },
1042 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1043 extra_NV_vertex_program },
1044 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1045 extra_NV_vertex_program },
1046 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1047 extra_NV_vertex_program },
1048 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1049 extra_NV_vertex_program },
1050
1051 /* GL_NV_fragment_program */
1052 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1053 extra_NV_fragment_program },
1054 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1055 extra_NV_fragment_program },
1056 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1057 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1058 extra_NV_fragment_program },
1059
1060 /* GL_NV_texture_rectangle */
1061 { GL_TEXTURE_RECTANGLE_NV,
1062 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1063 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1064 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1065 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1066 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1067
1068 /* GL_EXT_stencil_two_side */
1069 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1070 extra_EXT_stencil_two_side },
1071 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1072
1073 /* GL_NV_light_max_exponent */
1074 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1075 extra_NV_light_max_exponent },
1076 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1077 extra_NV_light_max_exponent },
1078
1079 /* GL_ARB_vertex_buffer_object */
1080 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1081 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1082 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1083 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1084 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1085 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1086 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1087 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1088
1089 /* GL_EXT_pixel_buffer_object */
1090 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1091 extra_EXT_pixel_buffer_object },
1092 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1093 extra_EXT_pixel_buffer_object },
1094
1095 /* GL_ARB_vertex_program */
1096 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1097 CONTEXT_BOOL(VertexProgram.Enabled),
1098 extra_ARB_vertex_program_NV_vertex_program },
1099 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1100 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1101 extra_ARB_vertex_program_NV_vertex_program },
1102 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1103 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1104 extra_ARB_vertex_program_NV_vertex_program },
1105 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1106 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1107 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1108 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1109 CONTEXT_INT(Const.MaxProgramMatrices),
1110 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1111 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1112 LOC_CUSTOM, TYPE_INT, 0,
1113 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1114
1115 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1116 LOC_CUSTOM, TYPE_MATRIX, 0,
1117 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1118 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1119 LOC_CUSTOM, TYPE_MATRIX, 0,
1120 extra_ARB_vertex_program_ARB_fragment_program },
1121
1122 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1123 CONTEXT_INT(Program.ErrorPos),
1124 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1125
1126 /* GL_ARB_fragment_program */
1127 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1128 extra_ARB_fragment_program },
1129
1130 /* GL_EXT_depth_bounds_test */
1131 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1132 extra_EXT_depth_bounds_test },
1133 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1134 extra_EXT_depth_bounds_test },
1135
1136 /* GL_ARB_depth_clamp*/
1137 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1138 extra_ARB_depth_clamp },
1139
1140 /* GL_ARB_draw_buffers */
1141 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1142 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1143 extra_valid_draw_buffer },
1144 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1145 extra_valid_draw_buffer },
1146 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1147 extra_valid_draw_buffer },
1148
1149 /* GL_ATI_fragment_shader */
1150 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1151 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1152 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1153 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1154 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1155 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1156 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1157 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1158 CONST(3), extra_ATI_fragment_shader },
1159
1160 /* GL_EXT_framebuffer_object */
1161 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1162 extra_EXT_framebuffer_object },
1163
1164 /* GL_EXT_framebuffer_blit
1165 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1166 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1167 extra_EXT_framebuffer_blit },
1168
1169 /* GL_EXT_provoking_vertex */
1170 { GL_PROVOKING_VERTEX_EXT,
1171 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1172 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1173 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1174 extra_EXT_provoking_vertex },
1175
1176 /* GL_ARB_framebuffer_object */
1177 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1178 extra_ARB_framebuffer_object },
1179
1180 /* GL_APPLE_vertex_array_object */
1181 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1182 extra_APPLE_vertex_array_object },
1183
1184 /* GL_ARB_seamless_cube_map */
1185 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1186 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1187
1188 /* GL_ARB_sync */
1189 { GL_MAX_SERVER_WAIT_TIMEOUT,
1190 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1191
1192 /* GL_EXT_transform_feedback */
1193 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1194 extra_EXT_transform_feedback },
1195 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1196 extra_EXT_transform_feedback },
1197 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1198 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1199 extra_EXT_transform_feedback },
1200 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1201 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1202 extra_EXT_transform_feedback },
1203 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1204 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1205 extra_EXT_transform_feedback },
1206
1207 /* GL_ARB_transform_feedback2 */
1208 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1209 extra_ARB_transform_feedback2 },
1210 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1211 extra_ARB_transform_feedback2 },
1212 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1213 extra_ARB_transform_feedback2 },
1214
1215 /* GL_ARB_geometry_shader4 */
1216 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1217 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
1218 extra_ARB_geometry_shader4 },
1219 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1220 CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
1221 extra_ARB_geometry_shader4 },
1222 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1223 CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
1224 extra_ARB_geometry_shader4 },
1225 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1226 CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
1227 extra_ARB_geometry_shader4 },
1228 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1229 CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
1230 extra_ARB_geometry_shader4 },
1231 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1232 CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
1233 extra_ARB_geometry_shader4 },
1234
1235 /* GL 3.0 */
1236 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1237 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1238 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1239 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1240
1241 /* GL 3.1 */
1242 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1243 extra_version_31 },
1244 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1245 extra_version_31 },
1246
1247 /* GL 3.2 */
1248 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1249 extra_version_32 },
1250 #endif /* FEATURE_GL */
1251 };
1252
1253 /* All we need now is a way to look up the value struct from the enum.
1254 * The code generated by gcc for the old generated big switch
1255 * statement is a big, balanced, open coded if/else tree, essentially
1256 * an unrolled binary search. It would be natural to sort the new
1257 * enum table and use bsearch(), but we will use a read-only hash
1258 * table instead. bsearch() has a nice guaranteed worst case
1259 * performance, but we're also guaranteed to hit that worst case
1260 * (log2(n) iterations) for about half the enums. Instead, using an
1261 * open addressing hash table, we can find the enum on the first try
1262 * for 80% of the enums, 1 collision for 10% and never more than 5
1263 * collisions for any enum (typical numbers). And the code is very
1264 * simple, even though it feels a little magic. */
1265
1266 static unsigned short table[1024];
1267 static const int prime_factor = 89, prime_step = 281;
1268
1269 #ifdef GET_DEBUG
1270 static void
1271 print_table_stats(void)
1272 {
1273 int i, j, collisions[11], count, hash, mask;
1274 const struct value_desc *d;
1275
1276 count = 0;
1277 mask = Elements(table) - 1;
1278 memset(collisions, 0, sizeof collisions);
1279
1280 for (i = 0; i < Elements(table); i++) {
1281 if (!table[i])
1282 continue;
1283 count++;
1284 d = &values[table[i]];
1285 hash = (d->pname * prime_factor);
1286 j = 0;
1287 while (1) {
1288 if (values[table[hash & mask]].pname == d->pname)
1289 break;
1290 hash += prime_step;
1291 j++;
1292 }
1293
1294 if (j < 10)
1295 collisions[j]++;
1296 else
1297 collisions[10]++;
1298 }
1299
1300 printf("number of enums: %d (total %d)\n", count, Elements(values));
1301 for (i = 0; i < Elements(collisions) - 1; i++)
1302 if (collisions[i] > 0)
1303 printf(" %d enums with %d %scollisions\n",
1304 collisions[i], i, i == 10 ? "or more " : "");
1305 }
1306 #endif
1307
1308 /**
1309 * Initialize the enum hash for a given API
1310 *
1311 * This is called from one_time_init() to insert the enum values that
1312 * are valid for the API in question into the enum hash table.
1313 *
1314 * \param the current context, for determining the API in question
1315 */
1316 void _mesa_init_get_hash(GLcontext *ctx)
1317 {
1318 int i, hash, index, mask;
1319 int api_mask = 0, api_bit;
1320
1321 mask = Elements(table) - 1;
1322 api_bit = 1 << ctx->API;
1323
1324 for (i = 0; i < Elements(values); i++) {
1325 if (values[i].type == TYPE_API_MASK) {
1326 api_mask = values[i].offset;
1327 continue;
1328 }
1329 if (!(api_mask & api_bit))
1330 continue;
1331
1332 hash = (values[i].pname * prime_factor) & mask;
1333 while (1) {
1334 index = hash & mask;
1335 if (!table[index]) {
1336 table[index] = i;
1337 break;
1338 }
1339 hash += prime_step;
1340 }
1341 }
1342
1343 #ifdef GET_DEBUG
1344 print_table_stats();
1345 #endif
1346 }
1347
1348 /**
1349 * Handle irregular enums
1350 *
1351 * Some values don't conform to the "well-known type at context
1352 * pointer + offset" pattern, so we have this function to catch all
1353 * the corner cases. Typically, it's a computed value or a one-off
1354 * pointer to a custom struct or something.
1355 *
1356 * In this case we can't return a pointer to the value, so we'll have
1357 * to use the temporary variable 'v' declared back in the calling
1358 * glGet*v() function to store the result.
1359 *
1360 * \param ctx the current context
1361 * \param d the struct value_desc that describes the enum
1362 * \param v pointer to the tmp declared in the calling glGet*v() function
1363 */
1364 static void
1365 find_custom_value(GLcontext *ctx, const struct value_desc *d, union value *v)
1366 {
1367 struct gl_buffer_object *buffer_obj;
1368 struct gl_client_array *array;
1369 GLuint unit, *p;
1370
1371 switch (d->pname) {
1372 case GL_TEXTURE_1D:
1373 case GL_TEXTURE_2D:
1374 case GL_TEXTURE_3D:
1375 case GL_TEXTURE_1D_ARRAY_EXT:
1376 case GL_TEXTURE_2D_ARRAY_EXT:
1377 case GL_TEXTURE_CUBE_MAP_ARB:
1378 case GL_TEXTURE_RECTANGLE_NV:
1379 v->value_bool = _mesa_IsEnabled(d->pname);
1380 break;
1381
1382 case GL_LINE_STIPPLE_PATTERN:
1383 /* This is the only GLushort, special case it here by promoting
1384 * to an int rather than introducing a new type. */
1385 v->value_int = ctx->Line.StipplePattern;
1386 break;
1387
1388 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1389 unit = ctx->Texture.CurrentUnit;
1390 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1391 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1392 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1393 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1394 break;
1395
1396 case GL_CURRENT_TEXTURE_COORDS:
1397 unit = ctx->Texture.CurrentUnit;
1398 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1399 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1400 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1401 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1402 break;
1403
1404 case GL_COLOR_WRITEMASK:
1405 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1406 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1407 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1408 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1409 break;
1410
1411 case GL_EDGE_FLAG:
1412 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1413 break;
1414
1415 case GL_READ_BUFFER:
1416 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1417 break;
1418
1419 case GL_MAP2_GRID_DOMAIN:
1420 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1421 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1422 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1423 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1424 break;
1425
1426 case GL_TEXTURE_STACK_DEPTH:
1427 unit = ctx->Texture.CurrentUnit;
1428 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1429 break;
1430 case GL_TEXTURE_MATRIX:
1431 unit = ctx->Texture.CurrentUnit;
1432 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1433 break;
1434
1435 case GL_TEXTURE_COORD_ARRAY:
1436 case GL_TEXTURE_COORD_ARRAY_SIZE:
1437 case GL_TEXTURE_COORD_ARRAY_TYPE:
1438 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1439 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1440 v->value_int = *(GLuint *) ((char *) array + d->offset);
1441 break;
1442
1443 case GL_ACTIVE_TEXTURE_ARB:
1444 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1445 break;
1446 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1447 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1448 break;
1449
1450 case GL_MODELVIEW_STACK_DEPTH:
1451 case GL_PROJECTION_STACK_DEPTH:
1452 case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
1453 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1454 break;
1455
1456 case GL_MAX_TEXTURE_SIZE:
1457 case GL_MAX_3D_TEXTURE_SIZE:
1458 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1459 p = (GLuint *) ((char *) ctx + d->offset);
1460 v->value_int = 1 << (*p - 1);
1461 break;
1462
1463 case GL_SCISSOR_BOX:
1464 v->value_int_4[0] = ctx->Scissor.X;
1465 v->value_int_4[1] = ctx->Scissor.Y;
1466 v->value_int_4[2] = ctx->Scissor.Width;
1467 v->value_int_4[3] = ctx->Scissor.Height;
1468 break;
1469
1470 case GL_LIST_INDEX:
1471 v->value_int =
1472 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1473 break;
1474 case GL_LIST_MODE:
1475 if (!ctx->CompileFlag)
1476 v->value_enum = 0;
1477 else if (ctx->ExecuteFlag)
1478 v->value_enum = GL_COMPILE_AND_EXECUTE;
1479 else
1480 v->value_enum = GL_COMPILE;
1481 break;
1482
1483 case GL_VIEWPORT:
1484 v->value_int_4[0] = ctx->Viewport.X;
1485 v->value_int_4[1] = ctx->Viewport.Y;
1486 v->value_int_4[2] = ctx->Viewport.Width;
1487 v->value_int_4[3] = ctx->Viewport.Height;
1488 break;
1489
1490 case GL_ACTIVE_STENCIL_FACE_EXT:
1491 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1492 break;
1493
1494 case GL_STENCIL_FAIL:
1495 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1496 break;
1497 case GL_STENCIL_FUNC:
1498 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1499 break;
1500 case GL_STENCIL_PASS_DEPTH_FAIL:
1501 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1502 break;
1503 case GL_STENCIL_PASS_DEPTH_PASS:
1504 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1505 break;
1506 case GL_STENCIL_REF:
1507 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1508 break;
1509 case GL_STENCIL_VALUE_MASK:
1510 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1511 break;
1512 case GL_STENCIL_WRITEMASK:
1513 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1514 break;
1515
1516 case GL_NUM_EXTENSIONS:
1517 v->value_int = _mesa_get_extension_count(ctx);
1518 break;
1519
1520 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1521 v->value_int = _mesa_get_color_read_type(ctx);
1522 break;
1523 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1524 v->value_int = _mesa_get_color_read_format(ctx);
1525 break;
1526
1527 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1528 v->value_int = ctx->CurrentStack->Depth + 1;
1529 break;
1530 case GL_CURRENT_MATRIX_ARB:
1531 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1532 v->value_matrix = ctx->CurrentStack->Top;
1533 break;
1534
1535 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1536 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1537 break;
1538 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1539 v->value_int_n.n =
1540 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1541 ASSERT(v->value_int_n.n <= 100);
1542 break;
1543
1544 case GL_MAX_VARYING_FLOATS_ARB:
1545 v->value_int = ctx->Const.MaxVarying * 4;
1546 break;
1547
1548 /* Various object names */
1549
1550 case GL_TEXTURE_BINDING_1D:
1551 case GL_TEXTURE_BINDING_2D:
1552 case GL_TEXTURE_BINDING_3D:
1553 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1554 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1555 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1556 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1557 unit = ctx->Texture.CurrentUnit;
1558 v->value_int =
1559 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1560 break;
1561
1562 /* GL_ARB_vertex_buffer_object */
1563 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1564 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1565 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1566 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1567 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1568 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1569 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1570 buffer_obj = (struct gl_buffer_object *)
1571 ((char *) ctx->Array.ArrayObj + d->offset);
1572 v->value_int = buffer_obj->Name;
1573 break;
1574 case GL_ARRAY_BUFFER_BINDING_ARB:
1575 v->value_int = ctx->Array.ArrayBufferObj->Name;
1576 break;
1577 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1578 v->value_int =
1579 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1580 break;
1581 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1582 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1583 break;
1584
1585 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1586 v->value_int =
1587 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1588 break;
1589 case GL_VERTEX_PROGRAM_BINDING_NV:
1590 v->value_int =
1591 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1592 break;
1593 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1594 v->value_int = ctx->Pack.BufferObj->Name;
1595 break;
1596 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1597 v->value_int = ctx->Unpack.BufferObj->Name;
1598 break;
1599 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1600 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1601 break;
1602 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1603 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1604 break;
1605 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1606 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1607 break;
1608 case GL_TRANSFORM_FEEDBACK_BINDING:
1609 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1610 break;
1611 case GL_CURRENT_PROGRAM:
1612 v->value_int =
1613 ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
1614 break;
1615 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1616 v->value_int = ctx->ReadBuffer->Name;
1617 break;
1618 case GL_RENDERBUFFER_BINDING_EXT:
1619 v->value_int =
1620 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1621 break;
1622 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1623 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1624 break;
1625 }
1626 }
1627
1628 /**
1629 * Check extra constraints on a struct value_desc descriptor
1630 *
1631 * If a struct value_desc has a non-NULL extra pointer, it means that
1632 * there are a number of extra constraints to check or actions to
1633 * perform. The extras is just an integer array where each integer
1634 * encode different constraints or actions.
1635 *
1636 * \param ctx current context
1637 * \param func name of calling glGet*v() function for error reporting
1638 * \param d the struct value_desc that has the extra constraints
1639 *
1640 * \return GL_FALSE if one of the constraints was not satisfied,
1641 * otherwise GL_TRUE.
1642 */
1643 static GLboolean
1644 check_extra(GLcontext *ctx, const char *func, const struct value_desc *d)
1645 {
1646 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1647 int total, enabled;
1648 const int *e;
1649
1650 total = 0;
1651 enabled = 0;
1652 for (e = d->extra; *e != EXTRA_END; e++)
1653 switch (*e) {
1654 case EXTRA_VERSION_30:
1655 if (version >= 30) {
1656 total++;
1657 enabled++;
1658 }
1659 break;
1660 case EXTRA_VERSION_31:
1661 if (version >= 31) {
1662 total++;
1663 enabled++;
1664 }
1665 break;
1666 case EXTRA_VERSION_32:
1667 if (version >= 32) {
1668 total++;
1669 enabled++;
1670 }
1671 break;
1672 case EXTRA_VERSION_ES2:
1673 if (ctx->API == API_OPENGLES2) {
1674 total++;
1675 enabled++;
1676 }
1677 break;
1678 case EXTRA_NEW_BUFFERS:
1679 if (ctx->NewState & _NEW_BUFFERS)
1680 _mesa_update_state(ctx);
1681 break;
1682 case EXTRA_FLUSH_CURRENT:
1683 FLUSH_CURRENT(ctx, 0);
1684 break;
1685 case EXTRA_VALID_DRAW_BUFFER:
1686 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1687 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1688 func, d->pname - GL_DRAW_BUFFER0_ARB);
1689 return GL_FALSE;
1690 }
1691 break;
1692 case EXTRA_VALID_TEXTURE_UNIT:
1693 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1694 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1695 func, ctx->Texture.CurrentUnit);
1696 return GL_FALSE;
1697 }
1698 break;
1699 case EXTRA_END:
1700 break;
1701 default: /* *e is a offset into the extension struct */
1702 total++;
1703 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1704 enabled++;
1705 break;
1706 }
1707
1708 if (total > 0 && enabled == 0) {
1709 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1710 _mesa_lookup_enum_by_nr(d->pname));
1711 return GL_FALSE;
1712 }
1713
1714 return GL_TRUE;
1715 }
1716
1717 static const struct value_desc error_value =
1718 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1719
1720 /**
1721 * Find the struct value_desc corresponding to the enum 'pname'.
1722 *
1723 * We hash the enum value to get an index into the 'table' array,
1724 * which holds the index in the 'values' array of struct value_desc.
1725 * Once we've found the entry, we do the extra checks, if any, then
1726 * look up the value and return a pointer to it.
1727 *
1728 * If the value has to be computed (for example, it's the result of a
1729 * function call or we need to add 1 to it), we use the tmp 'v' to
1730 * store the result.
1731 *
1732 * \param func name of glGet*v() func for error reporting
1733 * \param pname the enum value we're looking up
1734 * \param p is were we return the pointer to the value
1735 * \param v a tmp union value variable in the calling glGet*v() function
1736 *
1737 * \return the struct value_desc corresponding to the enum or a struct
1738 * value_desc of TYPE_INVALID if not found. This lets the calling
1739 * glGet*v() function jump right into a switch statement and
1740 * handle errors there instead of having to check for NULL.
1741 */
1742 static const struct value_desc *
1743 find_value(const char *func, GLenum pname, void **p, union value *v)
1744 {
1745 GET_CURRENT_CONTEXT(ctx);
1746 struct gl_texture_unit *unit;
1747 int mask, hash;
1748 const struct value_desc *d;
1749
1750 mask = Elements(table) - 1;
1751 hash = (pname * prime_factor);
1752 while (1) {
1753 d = &values[table[hash & mask]];
1754 if (likely(d->pname == pname))
1755 break;
1756
1757 /* If the enum isn't valid, the hash walk ends with index 0,
1758 * which is the API mask entry at the beginning of values[]. */
1759 if (d->type == TYPE_API_MASK) {
1760 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1761 _mesa_lookup_enum_by_nr(pname));
1762 return &error_value;
1763 }
1764 hash += prime_step;
1765 }
1766
1767 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1768 return &error_value;
1769
1770 switch (d->location) {
1771 case LOC_BUFFER:
1772 *p = ((char *) ctx->DrawBuffer + d->offset);
1773 return d;
1774 case LOC_CONTEXT:
1775 *p = ((char *) ctx + d->offset);
1776 return d;
1777 case LOC_ARRAY:
1778 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1779 return d;
1780 case LOC_TEXUNIT:
1781 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1782 *p = ((char *) unit + d->offset);
1783 return d;
1784 case LOC_CUSTOM:
1785 find_custom_value(ctx, d, v);
1786 *p = v;
1787 return d;
1788 default:
1789 assert(0);
1790 break;
1791 }
1792
1793 /* silence warning */
1794 return &error_value;
1795 }
1796
1797 static const int transpose[] = {
1798 0, 4, 8, 12,
1799 1, 5, 9, 13,
1800 2, 6, 10, 14,
1801 3, 7, 11, 15
1802 };
1803
1804 void GLAPIENTRY
1805 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1806 {
1807 const struct value_desc *d;
1808 union value v;
1809 GLmatrix *m;
1810 int shift, i;
1811 void *p;
1812
1813 d = find_value("glGetBooleanv", pname, &p, &v);
1814 switch (d->type) {
1815 case TYPE_INVALID:
1816 break;
1817 case TYPE_CONST:
1818 params[0] = INT_TO_BOOLEAN(d->offset);
1819 break;
1820
1821 case TYPE_FLOAT_4:
1822 case TYPE_FLOATN_4:
1823 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1824 case TYPE_FLOAT_3:
1825 case TYPE_FLOATN_3:
1826 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1827 case TYPE_FLOAT_2:
1828 case TYPE_FLOATN_2:
1829 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1830 case TYPE_FLOAT:
1831 case TYPE_FLOATN:
1832 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1833 break;
1834
1835 case TYPE_DOUBLEN:
1836 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1837 break;
1838
1839 case TYPE_INT_4:
1840 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1841 case TYPE_INT_3:
1842 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1843 case TYPE_INT_2:
1844 case TYPE_ENUM_2:
1845 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1846 case TYPE_INT:
1847 case TYPE_ENUM:
1848 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1849 break;
1850
1851 case TYPE_INT_N:
1852 for (i = 0; i < v.value_int_n.n; i++)
1853 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1854 break;
1855
1856 case TYPE_INT64:
1857 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1858 break;
1859
1860 case TYPE_BOOLEAN:
1861 params[0] = ((GLboolean*) p)[0];
1862 break;
1863
1864 case TYPE_MATRIX:
1865 m = *(GLmatrix **) p;
1866 for (i = 0; i < 16; i++)
1867 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1868 break;
1869
1870 case TYPE_MATRIX_T:
1871 m = *(GLmatrix **) p;
1872 for (i = 0; i < 16; i++)
1873 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1874 break;
1875
1876 case TYPE_BIT_0:
1877 case TYPE_BIT_1:
1878 case TYPE_BIT_2:
1879 case TYPE_BIT_3:
1880 case TYPE_BIT_4:
1881 case TYPE_BIT_5:
1882 shift = d->type - TYPE_BIT_0;
1883 params[0] = (*(GLbitfield *) p >> shift) & 1;
1884 break;
1885 }
1886 }
1887
1888 void GLAPIENTRY
1889 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1890 {
1891 const struct value_desc *d;
1892 union value v;
1893 GLmatrix *m;
1894 int shift, i;
1895 void *p;
1896
1897 d = find_value("glGetFloatv", pname, &p, &v);
1898 switch (d->type) {
1899 case TYPE_INVALID:
1900 break;
1901 case TYPE_CONST:
1902 params[0] = (GLfloat) d->offset;
1903 break;
1904
1905 case TYPE_FLOAT_4:
1906 case TYPE_FLOATN_4:
1907 params[3] = ((GLfloat *) p)[3];
1908 case TYPE_FLOAT_3:
1909 case TYPE_FLOATN_3:
1910 params[2] = ((GLfloat *) p)[2];
1911 case TYPE_FLOAT_2:
1912 case TYPE_FLOATN_2:
1913 params[1] = ((GLfloat *) p)[1];
1914 case TYPE_FLOAT:
1915 case TYPE_FLOATN:
1916 params[0] = ((GLfloat *) p)[0];
1917 break;
1918
1919 case TYPE_DOUBLEN:
1920 params[0] = ((GLdouble *) p)[0];
1921 break;
1922
1923 case TYPE_INT_4:
1924 params[3] = (GLfloat) (((GLint *) p)[3]);
1925 case TYPE_INT_3:
1926 params[2] = (GLfloat) (((GLint *) p)[2]);
1927 case TYPE_INT_2:
1928 case TYPE_ENUM_2:
1929 params[1] = (GLfloat) (((GLint *) p)[1]);
1930 case TYPE_INT:
1931 case TYPE_ENUM:
1932 params[0] = (GLfloat) (((GLint *) p)[0]);
1933 break;
1934
1935 case TYPE_INT_N:
1936 for (i = 0; i < v.value_int_n.n; i++)
1937 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1938 break;
1939
1940 case TYPE_INT64:
1941 params[0] = ((GLint64 *) p)[0];
1942 break;
1943
1944 case TYPE_BOOLEAN:
1945 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1946 break;
1947
1948 case TYPE_MATRIX:
1949 m = *(GLmatrix **) p;
1950 for (i = 0; i < 16; i++)
1951 params[i] = m->m[i];
1952 break;
1953
1954 case TYPE_MATRIX_T:
1955 m = *(GLmatrix **) p;
1956 for (i = 0; i < 16; i++)
1957 params[i] = m->m[transpose[i]];
1958 break;
1959
1960 case TYPE_BIT_0:
1961 case TYPE_BIT_1:
1962 case TYPE_BIT_2:
1963 case TYPE_BIT_3:
1964 case TYPE_BIT_4:
1965 case TYPE_BIT_5:
1966 shift = d->type - TYPE_BIT_0;
1967 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1968 break;
1969 }
1970 }
1971
1972 void GLAPIENTRY
1973 _mesa_GetIntegerv(GLenum pname, GLint *params)
1974 {
1975 const struct value_desc *d;
1976 union value v;
1977 GLmatrix *m;
1978 int shift, i;
1979 void *p;
1980
1981 d = find_value("glGetIntegerv", pname, &p, &v);
1982 switch (d->type) {
1983 case TYPE_INVALID:
1984 break;
1985 case TYPE_CONST:
1986 params[0] = d->offset;
1987 break;
1988
1989 case TYPE_FLOAT_4:
1990 params[3] = IROUND(((GLfloat *) p)[3]);
1991 case TYPE_FLOAT_3:
1992 params[2] = IROUND(((GLfloat *) p)[2]);
1993 case TYPE_FLOAT_2:
1994 params[1] = IROUND(((GLfloat *) p)[1]);
1995 case TYPE_FLOAT:
1996 params[0] = IROUND(((GLfloat *) p)[0]);
1997 break;
1998
1999 case TYPE_FLOATN_4:
2000 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2001 case TYPE_FLOATN_3:
2002 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2003 case TYPE_FLOATN_2:
2004 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2005 case TYPE_FLOATN:
2006 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2007 break;
2008
2009 case TYPE_DOUBLEN:
2010 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2011 break;
2012
2013 case TYPE_INT_4:
2014 params[3] = ((GLint *) p)[3];
2015 case TYPE_INT_3:
2016 params[2] = ((GLint *) p)[2];
2017 case TYPE_INT_2:
2018 case TYPE_ENUM_2:
2019 params[1] = ((GLint *) p)[1];
2020 case TYPE_INT:
2021 case TYPE_ENUM:
2022 params[0] = ((GLint *) p)[0];
2023 break;
2024
2025 case TYPE_INT_N:
2026 for (i = 0; i < v.value_int_n.n; i++)
2027 params[i] = v.value_int_n.ints[i];
2028 break;
2029
2030 case TYPE_INT64:
2031 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2032 break;
2033
2034 case TYPE_BOOLEAN:
2035 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2036 break;
2037
2038 case TYPE_MATRIX:
2039 m = *(GLmatrix **) p;
2040 for (i = 0; i < 16; i++)
2041 params[i] = FLOAT_TO_INT(m->m[i]);
2042 break;
2043
2044 case TYPE_MATRIX_T:
2045 m = *(GLmatrix **) p;
2046 for (i = 0; i < 16; i++)
2047 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2048 break;
2049
2050 case TYPE_BIT_0:
2051 case TYPE_BIT_1:
2052 case TYPE_BIT_2:
2053 case TYPE_BIT_3:
2054 case TYPE_BIT_4:
2055 case TYPE_BIT_5:
2056 shift = d->type - TYPE_BIT_0;
2057 params[0] = (*(GLbitfield *) p >> shift) & 1;
2058 break;
2059 }
2060 }
2061
2062 #if FEATURE_ARB_sync
2063 void GLAPIENTRY
2064 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2065 {
2066 const struct value_desc *d;
2067 union value v;
2068 GLmatrix *m;
2069 int shift, i;
2070 void *p;
2071
2072 d = find_value("glGetInteger64v", pname, &p, &v);
2073 switch (d->type) {
2074 case TYPE_INVALID:
2075 break;
2076 case TYPE_CONST:
2077 params[0] = d->offset;
2078 break;
2079
2080 case TYPE_FLOAT_4:
2081 params[3] = IROUND64(((GLfloat *) p)[3]);
2082 case TYPE_FLOAT_3:
2083 params[2] = IROUND64(((GLfloat *) p)[2]);
2084 case TYPE_FLOAT_2:
2085 params[1] = IROUND64(((GLfloat *) p)[1]);
2086 case TYPE_FLOAT:
2087 params[0] = IROUND64(((GLfloat *) p)[0]);
2088 break;
2089
2090 case TYPE_FLOATN_4:
2091 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2092 case TYPE_FLOATN_3:
2093 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2094 case TYPE_FLOATN_2:
2095 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2096 case TYPE_FLOATN:
2097 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2098 break;
2099
2100 case TYPE_DOUBLEN:
2101 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2102 break;
2103
2104 case TYPE_INT_4:
2105 params[3] = ((GLint *) p)[3];
2106 case TYPE_INT_3:
2107 params[2] = ((GLint *) p)[2];
2108 case TYPE_INT_2:
2109 case TYPE_ENUM_2:
2110 params[1] = ((GLint *) p)[1];
2111 case TYPE_INT:
2112 case TYPE_ENUM:
2113 params[0] = ((GLint *) p)[0];
2114 break;
2115
2116 case TYPE_INT_N:
2117 for (i = 0; i < v.value_int_n.n; i++)
2118 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2119 break;
2120
2121 case TYPE_INT64:
2122 params[0] = ((GLint64 *) p)[0];
2123 break;
2124
2125 case TYPE_BOOLEAN:
2126 params[0] = ((GLboolean*) p)[0];
2127 break;
2128
2129 case TYPE_MATRIX:
2130 m = *(GLmatrix **) p;
2131 for (i = 0; i < 16; i++)
2132 params[i] = FLOAT_TO_INT64(m->m[i]);
2133 break;
2134
2135 case TYPE_MATRIX_T:
2136 m = *(GLmatrix **) p;
2137 for (i = 0; i < 16; i++)
2138 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2139 break;
2140
2141 case TYPE_BIT_0:
2142 case TYPE_BIT_1:
2143 case TYPE_BIT_2:
2144 case TYPE_BIT_3:
2145 case TYPE_BIT_4:
2146 case TYPE_BIT_5:
2147 shift = d->type - TYPE_BIT_0;
2148 params[0] = (*(GLbitfield *) p >> shift) & 1;
2149 break;
2150 }
2151 }
2152 #endif /* FEATURE_ARB_sync */
2153
2154 void GLAPIENTRY
2155 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2156 {
2157 const struct value_desc *d;
2158 union value v;
2159 GLmatrix *m;
2160 int shift, i;
2161 void *p;
2162
2163 d = find_value("glGetDoublev", pname, &p, &v);
2164 switch (d->type) {
2165 case TYPE_INVALID:
2166 break;
2167 case TYPE_CONST:
2168 params[0] = d->offset;
2169 break;
2170
2171 case TYPE_FLOAT_4:
2172 case TYPE_FLOATN_4:
2173 params[3] = ((GLfloat *) p)[3];
2174 case TYPE_FLOAT_3:
2175 case TYPE_FLOATN_3:
2176 params[2] = ((GLfloat *) p)[2];
2177 case TYPE_FLOAT_2:
2178 case TYPE_FLOATN_2:
2179 params[1] = ((GLfloat *) p)[1];
2180 case TYPE_FLOAT:
2181 case TYPE_FLOATN:
2182 params[0] = ((GLfloat *) p)[0];
2183 break;
2184
2185 case TYPE_DOUBLEN:
2186 params[0] = ((GLdouble *) p)[0];
2187 break;
2188
2189 case TYPE_INT_4:
2190 params[3] = ((GLint *) p)[3];
2191 case TYPE_INT_3:
2192 params[2] = ((GLint *) p)[2];
2193 case TYPE_INT_2:
2194 case TYPE_ENUM_2:
2195 params[1] = ((GLint *) p)[1];
2196 case TYPE_INT:
2197 case TYPE_ENUM:
2198 params[0] = ((GLint *) p)[0];
2199 break;
2200
2201 case TYPE_INT_N:
2202 for (i = 0; i < v.value_int_n.n; i++)
2203 params[i] = v.value_int_n.ints[i];
2204 break;
2205
2206 case TYPE_INT64:
2207 params[0] = ((GLint64 *) p)[0];
2208 break;
2209
2210 case TYPE_BOOLEAN:
2211 params[0] = *(GLboolean*) p;
2212 break;
2213
2214 case TYPE_MATRIX:
2215 m = *(GLmatrix **) p;
2216 for (i = 0; i < 16; i++)
2217 params[i] = m->m[i];
2218 break;
2219
2220 case TYPE_MATRIX_T:
2221 m = *(GLmatrix **) p;
2222 for (i = 0; i < 16; i++)
2223 params[i] = m->m[transpose[i]];
2224 break;
2225
2226 case TYPE_BIT_0:
2227 case TYPE_BIT_1:
2228 case TYPE_BIT_2:
2229 case TYPE_BIT_3:
2230 case TYPE_BIT_4:
2231 case TYPE_BIT_5:
2232 shift = d->type - TYPE_BIT_0;
2233 params[0] = (*(GLbitfield *) p >> shift) & 1;
2234 break;
2235 }
2236 }
2237
2238 static enum value_type
2239 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2240 {
2241 GET_CURRENT_CONTEXT(ctx);
2242
2243 switch (pname) {
2244
2245 case GL_BLEND:
2246 if (index >= ctx->Const.MaxDrawBuffers)
2247 goto invalid_value;
2248 if (!ctx->Extensions.EXT_draw_buffers2)
2249 goto invalid_enum;
2250 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2251 return TYPE_INT;
2252
2253 case GL_COLOR_WRITEMASK:
2254 if (index >= ctx->Const.MaxDrawBuffers)
2255 goto invalid_value;
2256 if (!ctx->Extensions.EXT_draw_buffers2)
2257 goto invalid_enum;
2258 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2259 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2260 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2261 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2262 return TYPE_INT_4;
2263
2264 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2265 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2266 goto invalid_value;
2267 if (!ctx->Extensions.EXT_transform_feedback)
2268 goto invalid_enum;
2269 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2270 return TYPE_INT64;
2271
2272 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2273 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2274 goto invalid_value;
2275 if (!ctx->Extensions.EXT_transform_feedback)
2276 goto invalid_enum;
2277 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2278 return TYPE_INT64;
2279
2280 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2281 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2282 goto invalid_value;
2283 if (!ctx->Extensions.EXT_transform_feedback)
2284 goto invalid_enum;
2285 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2286 return TYPE_INT;
2287 }
2288
2289 invalid_enum:
2290 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2291 _mesa_lookup_enum_by_nr(pname));
2292 return TYPE_INVALID;
2293 invalid_value:
2294 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2295 _mesa_lookup_enum_by_nr(pname));
2296 return TYPE_INVALID;
2297 }
2298
2299 void GLAPIENTRY
2300 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2301 {
2302 union value v;
2303
2304 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2305 case TYPE_INT:
2306 params[0] = INT_TO_BOOLEAN(v.value_int);
2307 break;
2308 case TYPE_INT_4:
2309 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2310 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2311 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2312 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2313 break;
2314 case TYPE_INT64:
2315 params[0] = INT64_TO_BOOLEAN(v.value_int);
2316 break;
2317 default:
2318 assert(0);
2319 }
2320 }
2321
2322 void GLAPIENTRY
2323 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2324 {
2325 union value v;
2326
2327 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2328 case TYPE_INT:
2329 params[0] = v.value_int;
2330 break;
2331 case TYPE_INT_4:
2332 params[0] = v.value_int_4[0];
2333 params[1] = v.value_int_4[1];
2334 params[2] = v.value_int_4[2];
2335 params[3] = v.value_int_4[3];
2336 break;
2337 case TYPE_INT64:
2338 params[0] = INT64_TO_INT(v.value_int);
2339 break;
2340 default:
2341 assert(0);
2342 }
2343 }
2344
2345 #if FEATURE_ARB_sync
2346 void GLAPIENTRY
2347 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2348 {
2349 union value v;
2350
2351 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2352 case TYPE_INT:
2353 params[0] = v.value_int;
2354 break;
2355 case TYPE_INT_4:
2356 params[0] = v.value_int_4[0];
2357 params[1] = v.value_int_4[1];
2358 params[2] = v.value_int_4[2];
2359 params[3] = v.value_int_4[3];
2360 break;
2361 case TYPE_INT64:
2362 params[0] = v.value_int;
2363 break;
2364 default:
2365 assert(0);
2366 }
2367 }
2368 #endif /* FEATURE_ARB_sync */
2369
2370 #if FEATURE_ES1
2371 void GLAPIENTRY
2372 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2373 {
2374 const struct value_desc *d;
2375 union value v;
2376 GLmatrix *m;
2377 int shift, i;
2378 void *p;
2379
2380 d = find_value("glGetDoublev", pname, &p, &v);
2381 switch (d->type) {
2382 case TYPE_INVALID:
2383 break;
2384 case TYPE_CONST:
2385 params[0] = INT_TO_FIXED(d->offset);
2386 break;
2387
2388 case TYPE_FLOAT_4:
2389 case TYPE_FLOATN_4:
2390 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2391 case TYPE_FLOAT_3:
2392 case TYPE_FLOATN_3:
2393 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2394 case TYPE_FLOAT_2:
2395 case TYPE_FLOATN_2:
2396 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2397 case TYPE_FLOAT:
2398 case TYPE_FLOATN:
2399 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2400 break;
2401
2402 case TYPE_DOUBLEN:
2403 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2404 break;
2405
2406 case TYPE_INT_4:
2407 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2408 case TYPE_INT_3:
2409 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2410 case TYPE_INT_2:
2411 case TYPE_ENUM_2:
2412 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2413 case TYPE_INT:
2414 case TYPE_ENUM:
2415 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2416 break;
2417
2418 case TYPE_INT_N:
2419 for (i = 0; i < v.value_int_n.n; i++)
2420 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2421 break;
2422
2423 case TYPE_INT64:
2424 params[0] = ((GLint64 *) p)[0];
2425 break;
2426
2427 case TYPE_BOOLEAN:
2428 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2429 break;
2430
2431 case TYPE_MATRIX:
2432 m = *(GLmatrix **) p;
2433 for (i = 0; i < 16; i++)
2434 params[i] = FLOAT_TO_FIXED(m->m[i]);
2435 break;
2436
2437 case TYPE_MATRIX_T:
2438 m = *(GLmatrix **) p;
2439 for (i = 0; i < 16; i++)
2440 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2441 break;
2442
2443 case TYPE_BIT_0:
2444 case TYPE_BIT_1:
2445 case TYPE_BIT_2:
2446 case TYPE_BIT_3:
2447 case TYPE_BIT_4:
2448 case TYPE_BIT_5:
2449 shift = d->type - TYPE_BIT_0;
2450 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2451 break;
2452 }
2453 }
2454 #endif