mesa: silence compiler warning
[mesa.git] / src / mesa / main / get.c
1 /*
2 * Copyright (C) 2010 Brian Paul All Rights Reserved.
3 * Copyright (C) 2010 Intel Corporation
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be included
13 * in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
19 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
20 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 *
22 * Author: Kristian Høgsberg <krh@bitplanet.net>
23 */
24
25 #include "glheader.h"
26 #include "context.h"
27 #include "enable.h"
28 #include "extensions.h"
29 #include "get.h"
30 #include "macros.h"
31 #include "mtypes.h"
32 #include "state.h"
33 #include "texcompress.h"
34 #include "framebuffer.h"
35
36 /* This is a table driven implemetation of the glGet*v() functions.
37 * The basic idea is that most getters just look up an int somewhere
38 * in GLcontext and then convert it to a bool or float according to
39 * which of glGetIntegerv() glGetBooleanv() etc is being called.
40 * Instead of generating code to do this, we can just record the enum
41 * value and the offset into GLcontext in an array of structs. Then
42 * in glGet*(), we lookup the struct for the enum in question, and use
43 * the offset to get the int we need.
44 *
45 * Sometimes we need to look up a float, a boolean, a bit in a
46 * bitfield, a matrix or other types instead, so we need to track the
47 * type of the value in GLcontext. And sometimes the value isn't in
48 * GLcontext but in the drawbuffer, the array object, current texture
49 * unit, or maybe it's a computed value. So we need to also track
50 * where or how to find the value. Finally, we sometimes need to
51 * check that one of a number of extensions are enabled, the GL
52 * version or flush or call _mesa_update_state(). This is done by
53 * attaching optional extra information to the value description
54 * struct, it's sort of like an array of opcodes that describe extra
55 * checks or actions.
56 *
57 * Putting all this together we end up with struct value_desc below,
58 * and with a couple of macros to help, the table of struct value_desc
59 * is about as concise as the specification in the old python script.
60 */
61
62 #undef CONST
63
64 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
65 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
66 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
67 (GLint) ((F) * 65536.0f) )
68
69 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
70 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
71 ((I) < SHRT_MIN) ? INT_MIN : \
72 (GLint) ((I) * 65536) )
73
74 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
75 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
76
77 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
78 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
79 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
80 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
81
82 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
83 #define ENUM_TO_FIXED(E) (E)
84
85 enum value_type {
86 TYPE_INVALID,
87 TYPE_API_MASK,
88 TYPE_INT,
89 TYPE_INT_2,
90 TYPE_INT_3,
91 TYPE_INT_4,
92 TYPE_INT_N,
93 TYPE_INT64,
94 TYPE_ENUM,
95 TYPE_ENUM_2,
96 TYPE_BOOLEAN,
97 TYPE_BIT_0,
98 TYPE_BIT_1,
99 TYPE_BIT_2,
100 TYPE_BIT_3,
101 TYPE_BIT_4,
102 TYPE_BIT_5,
103 TYPE_FLOAT,
104 TYPE_FLOAT_2,
105 TYPE_FLOAT_3,
106 TYPE_FLOAT_4,
107 TYPE_FLOATN,
108 TYPE_FLOATN_2,
109 TYPE_FLOATN_3,
110 TYPE_FLOATN_4,
111 TYPE_DOUBLEN,
112 TYPE_MATRIX,
113 TYPE_MATRIX_T,
114 TYPE_CONST
115 };
116
117 enum value_location {
118 LOC_BUFFER,
119 LOC_CONTEXT,
120 LOC_ARRAY,
121 LOC_TEXUNIT,
122 LOC_CUSTOM
123 };
124
125 enum value_extra {
126 EXTRA_END = 0x8000,
127 EXTRA_VERSION_30,
128 EXTRA_VERSION_31,
129 EXTRA_VERSION_32,
130 EXTRA_NEW_BUFFERS,
131 EXTRA_VALID_DRAW_BUFFER,
132 EXTRA_VALID_TEXTURE_UNIT,
133 EXTRA_FLUSH_CURRENT,
134 };
135
136 struct value_desc {
137 GLenum pname;
138 enum value_location location : 8;
139 enum value_type type : 8;
140 int offset;
141 const int *extra;
142 };
143
144 union value {
145 GLfloat value_float;
146 GLfloat value_float_4[4];
147 GLmatrix *value_matrix;
148 GLint value_int;
149 GLint value_int_4[4];
150 GLint64 value_int64;
151 GLenum value_enum;
152
153 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
154 struct {
155 GLint n, ints[100];
156 } value_int_n;
157 GLboolean value_bool;
158 };
159
160 #define BUFFER_FIELD(field, type) \
161 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
162 #define CONTEXT_FIELD(field, type) \
163 LOC_CONTEXT, type, offsetof(GLcontext, field)
164 #define ARRAY_FIELD(field, type) \
165 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
166 #define CONST(value) \
167 LOC_CONTEXT, TYPE_CONST, value
168
169 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
170 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
171
172 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
173 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
174 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
175 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
176 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
177 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
178 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
179 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
180 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
181 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
182 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
183 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
184 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
185 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
186 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
187 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
188 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
189 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
190
191 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
192 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
193 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
194
195 #define EXT(f) \
196 offsetof(struct gl_extensions, f)
197
198 #define EXTRA_EXT(e) \
199 static const int extra_##e[] = { \
200 EXT(e), EXTRA_END \
201 }
202
203 #define EXTRA_EXT2(e1, e2) \
204 static const int extra_##e1##_##e2[] = { \
205 EXT(e1), EXT(e2), EXTRA_END \
206 }
207
208 /* The 'extra' mechanism is a way to specify extra checks (such as
209 * extensions or specific gl versions) or actions (flush current, new
210 * buffers) that we need to do before looking up an enum. We need to
211 * declare them all up front so we can refer to them in the value_desc
212 * structs below. */
213
214 static const int extra_new_buffers[] = {
215 EXTRA_NEW_BUFFERS,
216 EXTRA_END
217 };
218
219 static const int extra_valid_draw_buffer[] = {
220 EXTRA_VALID_DRAW_BUFFER,
221 EXTRA_END
222 };
223
224 static const int extra_valid_texture_unit[] = {
225 EXTRA_VALID_TEXTURE_UNIT,
226 EXTRA_END
227 };
228
229 static const int extra_flush_current_valid_texture_unit[] = {
230 EXTRA_FLUSH_CURRENT,
231 EXTRA_VALID_TEXTURE_UNIT,
232 EXTRA_END
233 };
234
235 static const int extra_flush_current[] = {
236 EXTRA_FLUSH_CURRENT,
237 EXTRA_END
238 };
239
240 static const int extra_new_buffers_OES_read_format[] = {
241 EXTRA_NEW_BUFFERS,
242 EXT(OES_read_format),
243 EXTRA_END
244 };
245
246 static const int extra_EXT_secondary_color_flush_current[] = {
247 EXT(EXT_secondary_color),
248 EXTRA_FLUSH_CURRENT,
249 EXTRA_END
250 };
251
252 static const int extra_EXT_fog_coord_flush_current[] = {
253 EXT(EXT_fog_coord),
254 EXTRA_FLUSH_CURRENT,
255 EXTRA_END
256 };
257
258 EXTRA_EXT(ARB_multitexture);
259 EXTRA_EXT(ARB_texture_cube_map);
260 EXTRA_EXT(MESA_texture_array);
261 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
262 EXTRA_EXT(EXT_secondary_color);
263 EXTRA_EXT(EXT_fog_coord);
264 EXTRA_EXT(EXT_texture_lod_bias);
265 EXTRA_EXT(EXT_texture_filter_anisotropic);
266 EXTRA_EXT(IBM_rasterpos_clip);
267 EXTRA_EXT(NV_point_sprite);
268 EXTRA_EXT(SGIS_generate_mipmap);
269 EXTRA_EXT(NV_vertex_program);
270 EXTRA_EXT(NV_fragment_program);
271 EXTRA_EXT(NV_texture_rectangle);
272 EXTRA_EXT(EXT_stencil_two_side);
273 EXTRA_EXT(NV_light_max_exponent);
274 EXTRA_EXT(EXT_convolution);
275 EXTRA_EXT(EXT_histogram);
276 EXTRA_EXT(SGI_color_table);
277 EXTRA_EXT(SGI_texture_color_table);
278 EXTRA_EXT(EXT_depth_bounds_test);
279 EXTRA_EXT(ARB_depth_clamp);
280 EXTRA_EXT(ATI_fragment_shader);
281 EXTRA_EXT(EXT_framebuffer_blit);
282 EXTRA_EXT(ARB_shader_objects);
283 EXTRA_EXT(EXT_provoking_vertex);
284 EXTRA_EXT(ARB_fragment_shader);
285 EXTRA_EXT(ARB_fragment_program);
286 EXTRA_EXT(ARB_framebuffer_object);
287 EXTRA_EXT(EXT_framebuffer_object);
288 EXTRA_EXT(APPLE_vertex_array_object);
289 EXTRA_EXT(ARB_seamless_cube_map);
290 EXTRA_EXT(EXT_compiled_vertex_array);
291 EXTRA_EXT(ARB_sync);
292 EXTRA_EXT(ARB_vertex_shader);
293 EXTRA_EXT(EXT_transform_feedback);
294 EXTRA_EXT(ARB_transform_feedback2);
295 EXTRA_EXT(EXT_pixel_buffer_object);
296 EXTRA_EXT(ARB_vertex_program);
297 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
298 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
299 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
300 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
301 EXTRA_EXT(ARB_vertex_buffer_object);
302
303 static const int
304 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
305 EXT(ARB_vertex_program),
306 EXT(ARB_fragment_program),
307 EXT(NV_vertex_program),
308 EXTRA_END
309 };
310
311 static const int
312 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
313 EXT(NV_vertex_program),
314 EXT(ARB_vertex_program),
315 EXT(ARB_fragment_program),
316 EXT(NV_vertex_program),
317 EXTRA_END
318 };
319
320 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
321 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
322 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
323
324 #define API_OPENGL_BIT (1 << API_OPENGL)
325 #define API_OPENGLES_BIT (1 << API_OPENGLES)
326 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
327
328 /* This is the big table describing all the enums we accept in
329 * glGet*v(). The table is partitioned into six parts: enums
330 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
331 * between OpenGL and GLES, enums exclusive to GLES, etc for the
332 * remaining combinations. When we add the enums to the hash table in
333 * _mesa_init_get_hash(), we only add the enums for the API we're
334 * instantiating and the different sections are guarded by #if
335 * FEATURE_GL etc to make sure we only compile in the enums we may
336 * need. */
337
338 static const struct value_desc values[] = {
339 /* Enums shared between OpenGL, GLES1 and GLES2 */
340 { 0, 0, TYPE_API_MASK,
341 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT},
342 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
343 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled) },
344 { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB) },
345 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
346 { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4) },
347 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, },
348 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag) },
349 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode) },
350 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits) },
351 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN) },
352 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func) },
353 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2) },
354 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test) },
355 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask) },
356 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag) },
357 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace) },
358 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
359 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width) },
360 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth) },
361 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize) },
362 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize) },
363 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
364 offsetof(GLcontext, Const.MaxTextureLevels) },
365 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth) },
366 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment) },
367 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize) },
368 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ) },
369 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ) },
370 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill) },
371 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
372 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0 },
373 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled) },
374 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits) },
375 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear) },
376 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM },
377 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM },
378 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM },
379 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM },
380 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT },
381 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled) },
382 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT },
383 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT },
384 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits) },
385 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX },
386 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment) },
387 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0 },
388
389 /* GL_ARB_multitexture */
390 { GL_ACTIVE_TEXTURE_ARB,
391 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
392
393 /* Note that all the OES_* extensions require that the Mesa "struct
394 * gl_extensions" include a member with the name of the extension.
395 * That structure does not yet include OES extensions (and we're
396 * not sure whether it will). If it does, all the OES_*
397 * extensions below should mark the dependency. */
398
399 /* GL_ARB_texture_cube_map */
400 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
401 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
402 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
403 offsetof(GLcontext, Const.MaxCubeTextureLevels),
404 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
405
406 /* XXX: OES_blend_subtract */
407 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB) },
408 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB) },
409 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA) },
410 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA) },
411
412 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
413 * defined identically to GL_BLEND_EQUATION. */
414 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB) },
415 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA) },
416
417 /* GL_ARB_texture_compression */
418 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0 },
419 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0 },
420
421 /* GL_ARB_multisample */
422 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
423 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage) },
424 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage) },
425 { GL_SAMPLE_COVERAGE_VALUE_ARB,
426 CONTEXT_FLOAT(Multisample.SampleCoverageValue) },
427 { GL_SAMPLE_COVERAGE_INVERT_ARB,
428 CONTEXT_BOOL(Multisample.SampleCoverageInvert) },
429 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers) },
430 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples) },
431
432 /* GL_SGIS_generate_mipmap */
433 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
434 extra_SGIS_generate_mipmap },
435
436 /* GL_ARB_vertex_buffer_object */
437 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
438
439 /* GL_ARB_vertex_buffer_object */
440 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
441 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
442 extra_ARB_vertex_buffer_object },
443
444 /* GL_OES_read_format */
445 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
446 extra_new_buffers_OES_read_format },
447 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
448 extra_new_buffers_OES_read_format },
449
450 /* GL_EXT_framebuffer_object */
451 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
452 extra_EXT_framebuffer_object },
453 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
454 extra_EXT_framebuffer_object },
455 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
456 extra_EXT_framebuffer_object },
457
458 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
459 * GLSL: */
460 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes) },
461
462 #if FEATURE_GL || FEATURE_ES1
463 /* Enums in OpenGL and GLES1 */
464 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT },
465 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled) },
466 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled) },
467 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled) },
468 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled) },
469 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled) },
470 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled) },
471 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled) },
472 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled) },
473 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled) },
474 { GL_LIGHT_MODEL_AMBIENT,
475 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4) },
476 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide) },
477 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled) },
478 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc) },
479 { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN) },
480 { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB) },
481 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled) },
482 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled) },
483 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled) },
484 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled) },
485 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled) },
486 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled) },
487 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled) },
488 { GL_CURRENT_COLOR,
489 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
490 extra_flush_current },
491 { GL_CURRENT_NORMAL,
492 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
493 extra_flush_current },
494 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
495 extra_flush_current_valid_texture_unit },
496 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]) },
497 { GL_FOG, CONTEXT_BOOL(Fog.Enabled) },
498 { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4) },
499 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density) },
500 { GL_FOG_END, CONTEXT_FLOAT(Fog.End) },
501 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog) },
502 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode) },
503 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start) },
504 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag) },
505 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth) },
506 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA) },
507 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled) },
508 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp) },
509 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode) },
510 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH) },
511 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH) },
512 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), },
513 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top) },
514 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
515 offsetof(GLcontext, ModelviewMatrixStack.Depth) },
516 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize) },
517 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages) },
518 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection) },
519 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size) },
520 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA) },
521 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag) },
522 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth) },
523 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize) },
524 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize) },
525 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold) },
526 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top) },
527 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
528 offsetof(GLcontext, ProjectionMatrixStack.Depth) },
529 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals) },
530 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel) },
531 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
532 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
533 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
534 extra_valid_texture_unit },
535
536 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled) },
537 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size) },
538 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type) },
539 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride) },
540 { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled) },
541 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type) },
542 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride) },
543 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled) },
544 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size) },
545 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type) },
546 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride) },
547 { GL_TEXTURE_COORD_ARRAY,
548 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled) },
549 { GL_TEXTURE_COORD_ARRAY_SIZE,
550 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size) },
551 { GL_TEXTURE_COORD_ARRAY_TYPE,
552 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type) },
553 { GL_TEXTURE_COORD_ARRAY_STRIDE,
554 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride) },
555
556 /* GL_ARB_multitexture */
557 { GL_MAX_TEXTURE_UNITS_ARB,
558 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
559 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
560 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
561
562 /* GL_ARB_texture_cube_map */
563 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
564 /* S, T, and R are always set at the same time */
565 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
566 offsetof(struct gl_texture_unit, TexGenEnabled) },
567
568 /* GL_ARB_multisample */
569 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled) },
570 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne) },
571
572 /* GL_ARB_vertex_buffer_object */
573 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
574 offsetof(struct gl_array_object, Vertex.BufferObj) },
575 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
576 offsetof(struct gl_array_object, Normal.BufferObj) },
577 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
578 offsetof(struct gl_array_object, Color.BufferObj) },
579 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
580
581 /* GL_OES_point_sprite */
582 { GL_POINT_SPRITE_NV,
583 CONTEXT_BOOL(Point.PointSprite),
584 extra_NV_point_sprite_ARB_point_sprite },
585
586 /* GL_ARB_fragment_shader */
587 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
588 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
589 extra_ARB_fragment_shader },
590
591 /* GL_ARB_vertex_shader */
592 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
593 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
594 extra_ARB_vertex_shader },
595 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
596 extra_ARB_vertex_shader },
597
598 /* GL_EXT_texture_lod_bias */
599 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
600 extra_EXT_texture_lod_bias },
601
602 /* GL_EXT_texture_filter_anisotropic */
603 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
604 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
605 extra_EXT_texture_filter_anisotropic },
606 #endif /* FEATURE_GL || FEATURE_ES1 */
607
608 #if FEATURE_ES1
609 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
610 /* XXX: OES_matrix_get */
611 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
612 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
613 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
614
615 /* OES_point_size_array */
616 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
617 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
618 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
619 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
620 #endif /* FEATURE_ES1 */
621
622 #if FEATURE_GL || FEATURE_ES2
623 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT },
624 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
625 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights) },
626 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
627 CONTEXT_INT(Const.MaxTextureCoordUnits),
628 extra_ARB_fragment_program_NV_fragment_program },
629
630 /* GL_ARB_draw_buffers */
631 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers) },
632
633 { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4) },
634 /* GL_ARB_fragment_program */
635 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
636 CONTEXT_INT(Const.MaxTextureImageUnits),
637 extra_ARB_fragment_program_NV_fragment_program },
638 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
639 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
640 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
641 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
642 extra_ARB_vertex_shader },
643
644 /* GL_ARB_shader_objects
645 * Actually, this token isn't part of GL_ARB_shader_objects, but is
646 * close enough for now. */
647 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
648
649 /* OpenGL 2.0 */
650 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]) },
651 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]) },
652 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]) },
653 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]) },
654 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]) },
655 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]) },
656 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]) },
657
658 { GL_MAX_VERTEX_ATTRIBS_ARB,
659 CONTEXT_INT(Const.VertexProgram.MaxAttribs), extra_ARB_vertex_program },
660
661 /* OES_texture_3D */
662 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX },
663 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
664 offsetof(GLcontext, Const.Max3DTextureLevels) },
665
666 /* GL_ARB_fragment_shader/OES_standard_derivatives */
667 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
668 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
669 #endif /* FEATURE_GL || FEATURE_ES2 */
670
671 #if FEATURE_ES2
672 /* Enums unique to OpenGL ES 2.0 */
673 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT },
674 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
675 offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents) },
676 { GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
677 offsetof(GLcontext, Const.MaxVarying) },
678 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
679 offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents) },
680 { GL_SHADER_COMPILER, CONST(1) },
681 /* OES_get_program_binary */
682 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0) },
683 { GL_SHADER_BINARY_FORMATS, CONST(0) },
684 #endif /* FEATURE_ES2 */
685
686 #if FEATURE_GL
687 /* Remaining enums are only in OpenGL */
688 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT },
689 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits) },
690 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits) },
691 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits) },
692 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits) },
693 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4) },
694 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias) },
695 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale) },
696 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth) },
697 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal) },
698 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers) },
699 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias) },
700 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale) },
701 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth) },
702 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace) },
703 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode) },
704 { GL_CURRENT_INDEX,
705 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
706 extra_flush_current },
707 { GL_CURRENT_RASTER_COLOR,
708 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4) },
709 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance) },
710 { GL_CURRENT_RASTER_INDEX, CONST(1) },
711 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]) },
712 { GL_CURRENT_RASTER_SECONDARY_COLOR,
713 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4) },
714 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
715 extra_valid_texture_unit },
716 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid) },
717 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias) },
718 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale) },
719 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode) },
720 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]) },
721 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
722 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize) },
723 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type) },
724 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index) },
725 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias) },
726 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale) },
727 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
728 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex) },
729 { GL_INDEX_MODE, CONST(0) },
730 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset) },
731 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift) },
732 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask) },
733 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl) },
734 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer) },
735 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag) },
736 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0 },
737 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor) },
738 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity) },
739 { GL_LIST_BASE, CONTEXT_INT(List.ListBase) },
740 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0 },
741 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0 },
742 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled) },
743 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4) },
744 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1) },
745 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un) },
746 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index) },
747 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal) },
748 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1) },
749 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2) },
750 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3) },
751 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4) },
752 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3) },
753 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4) },
754 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4) },
755 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0 },
756 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un) },
757 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index) },
758 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal) },
759 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1) },
760 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2) },
761 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3) },
762 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4) },
763 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3) },
764 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4) },
765 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag) },
766 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag) },
767 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH) },
768 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH) },
769
770 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER) },
771 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING) },
772 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH) },
773 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE) },
774 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth) },
775 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst) },
776 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength) },
777 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels) },
778 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows) },
779 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes) },
780 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight) },
781 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert) },
782 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size) },
783 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size) },
784 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size) },
785 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size) },
786 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size) },
787 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size) },
788 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size) },
789 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size) },
790 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size) },
791 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size) },
792 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity) },
793 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode) },
794 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits) },
795 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint) },
796 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine) },
797 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag) },
798 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth) },
799 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag) },
800 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM },
801 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias) },
802 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale) },
803 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode) },
804 { GL_RGBA_MODE, CONST(1) },
805 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize) },
806 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette) },
807
808 { GL_STEREO, BUFFER_INT(Visual.stereoMode) },
809
810 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
811 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
812 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
813 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
814
815 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX },
816 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
817 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
818 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
819 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
820 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
821 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
822
823 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
824 offsetof(struct gl_texture_unit, TexGenEnabled) },
825 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
826 offsetof(struct gl_texture_unit, TexGenEnabled) },
827 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
828 offsetof(struct gl_texture_unit, TexGenEnabled) },
829 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
830 offsetof(struct gl_texture_unit, TexGenEnabled) },
831 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst) },
832 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength) },
833 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels) },
834 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows) },
835 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes) },
836 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages) },
837 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight) },
838 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage) },
839 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX) },
840 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY) },
841
842 /* Vertex arrays */
843 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0) },
844 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0) },
845 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0) },
846 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled) },
847 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type) },
848 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride) },
849 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0) },
850 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0) },
851 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled) },
852 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride) },
853 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0) },
854
855 /* GL_ARB_texture_compression */
856 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression) },
857
858 /* GL_EXT_compiled_vertex_array */
859 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
860 extra_EXT_compiled_vertex_array },
861 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
862 extra_EXT_compiled_vertex_array },
863
864 /* GL_ARB_transpose_matrix */
865 { GL_TRANSPOSE_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top) },
866 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
867 CONTEXT_MATRIX_T(ModelviewMatrixStack) },
868 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
869 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top) },
870 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack) },
871
872 /* GL_SGI_color_matrix (also in 1.2 imaging) */
873 { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top) },
874 { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT,
875 offsetof(GLcontext, ColorMatrixStack.Depth) },
876 { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI,
877 CONST(MAX_COLOR_STACK_DEPTH) },
878 { GL_POST_COLOR_MATRIX_RED_SCALE_SGI,
879 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]) },
880 { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI,
881 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]) },
882 { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI,
883 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]) },
884 { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI,
885 CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]) },
886 { GL_POST_COLOR_MATRIX_RED_BIAS_SGI,
887 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]) },
888 { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI,
889 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]) },
890 { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI,
891 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]) },
892 { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI,
893 CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]) },
894
895 /* GL_EXT_convolution (also in 1.2 imaging) */
896 { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled),
897 extra_EXT_convolution },
898 { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled),
899 extra_EXT_convolution },
900 { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled),
901 extra_EXT_convolution },
902 { GL_POST_CONVOLUTION_RED_SCALE_EXT,
903 CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]),
904 extra_EXT_convolution },
905 { GL_POST_CONVOLUTION_GREEN_SCALE_EXT,
906 CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]),
907 extra_EXT_convolution },
908 { GL_POST_CONVOLUTION_BLUE_SCALE_EXT,
909 CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]),
910 extra_EXT_convolution },
911 { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT,
912 CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]),
913 extra_EXT_convolution },
914 { GL_POST_CONVOLUTION_RED_BIAS_EXT,
915 CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]),
916 extra_EXT_convolution },
917 { GL_POST_CONVOLUTION_GREEN_BIAS_EXT,
918 CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]),
919 extra_EXT_convolution },
920 { GL_POST_CONVOLUTION_BLUE_BIAS_EXT,
921 CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]),
922 extra_EXT_convolution },
923 { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT,
924 CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]),
925 extra_EXT_convolution },
926
927 /* GL_EXT_histogram / GL_ARB_imaging */
928 { GL_HISTOGRAM, CONTEXT_BOOL(Pixel.HistogramEnabled),
929 extra_EXT_histogram },
930 { GL_MINMAX, CONTEXT_BOOL(Pixel.MinMaxEnabled), extra_EXT_histogram },
931
932 /* GL_SGI_color_table / GL_ARB_imaging */
933 { GL_COLOR_TABLE_SGI,
934 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]),
935 extra_SGI_color_table },
936 { GL_POST_CONVOLUTION_COLOR_TABLE_SGI,
937 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]),
938 extra_SGI_color_table },
939 { GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI,
940 CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]),
941 extra_SGI_color_table },
942
943 /* GL_SGI_texture_color_table */
944 { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
945 offsetof(struct gl_texture_unit, ColorTableEnabled),
946 extra_SGI_texture_color_table },
947
948 /* GL_EXT_secondary_color */
949 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
950 extra_EXT_secondary_color_ARB_vertex_program },
951 { GL_CURRENT_SECONDARY_COLOR_EXT,
952 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
953 extra_EXT_secondary_color_flush_current },
954 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
955 extra_EXT_secondary_color },
956 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
957 extra_EXT_secondary_color },
958 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
959 extra_EXT_secondary_color },
960 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
961 extra_EXT_secondary_color },
962
963 /* GL_EXT_fog_coord */
964 { GL_CURRENT_FOG_COORDINATE_EXT,
965 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
966 extra_EXT_fog_coord_flush_current },
967 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
968 extra_EXT_fog_coord },
969 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
970 extra_EXT_fog_coord },
971 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
972 extra_EXT_fog_coord },
973 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
974 extra_EXT_fog_coord },
975
976 /* GL_IBM_rasterpos_clip */
977 { GL_RASTER_POSITION_UNCLIPPED_IBM,
978 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
979 extra_IBM_rasterpos_clip },
980
981 /* GL_NV_point_sprite */
982 { GL_POINT_SPRITE_R_MODE_NV,
983 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
984 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
985 extra_NV_point_sprite_ARB_point_sprite },
986
987 /* GL_NV_vertex_program */
988 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
989 extra_NV_vertex_program },
990 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
991 extra_NV_vertex_program },
992 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
993 extra_NV_vertex_program },
994 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
995 extra_NV_vertex_program },
996 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
997 extra_NV_vertex_program },
998 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
999 extra_NV_vertex_program },
1000 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
1001 extra_NV_vertex_program },
1002 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
1003 extra_NV_vertex_program },
1004 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
1005 extra_NV_vertex_program },
1006 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
1007 extra_NV_vertex_program },
1008 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
1009 extra_NV_vertex_program },
1010 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
1011 extra_NV_vertex_program },
1012 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
1013 extra_NV_vertex_program },
1014 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
1015 extra_NV_vertex_program },
1016 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
1017 extra_NV_vertex_program },
1018 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
1019 extra_NV_vertex_program },
1020 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
1021 extra_NV_vertex_program },
1022 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1023 extra_NV_vertex_program },
1024 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1025 extra_NV_vertex_program },
1026 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1027 extra_NV_vertex_program },
1028 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1029 extra_NV_vertex_program },
1030 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1031 extra_NV_vertex_program },
1032 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1033 extra_NV_vertex_program },
1034 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1035 extra_NV_vertex_program },
1036 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1037 extra_NV_vertex_program },
1038 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1039 extra_NV_vertex_program },
1040 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1041 extra_NV_vertex_program },
1042 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1043 extra_NV_vertex_program },
1044 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1045 extra_NV_vertex_program },
1046 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1047 extra_NV_vertex_program },
1048 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1049 extra_NV_vertex_program },
1050 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1051 extra_NV_vertex_program },
1052 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1053 extra_NV_vertex_program },
1054
1055 /* GL_NV_fragment_program */
1056 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1057 extra_NV_fragment_program },
1058 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1059 extra_NV_fragment_program },
1060 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1061 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1062 extra_NV_fragment_program },
1063
1064 /* GL_NV_texture_rectangle */
1065 { GL_TEXTURE_RECTANGLE_NV,
1066 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1067 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1068 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1069 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1070 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1071
1072 /* GL_EXT_stencil_two_side */
1073 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1074 extra_EXT_stencil_two_side },
1075 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, 0 },
1076
1077 /* GL_NV_light_max_exponent */
1078 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1079 extra_NV_light_max_exponent },
1080 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1081 extra_NV_light_max_exponent },
1082
1083 /* GL_ARB_vertex_buffer_object */
1084 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1085 offsetof(struct gl_array_object, Index.BufferObj) },
1086 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1087 offsetof(struct gl_array_object, EdgeFlag.BufferObj) },
1088 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1089 offsetof(struct gl_array_object, SecondaryColor.BufferObj) },
1090 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1091 offsetof(struct gl_array_object, FogCoord.BufferObj) },
1092
1093 /* GL_EXT_pixel_buffer_object */
1094 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1095 extra_EXT_pixel_buffer_object },
1096 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1097 extra_EXT_pixel_buffer_object },
1098
1099 /* GL_ARB_vertex_program */
1100 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1101 CONTEXT_BOOL(VertexProgram.Enabled),
1102 extra_ARB_vertex_program_NV_vertex_program },
1103 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1104 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1105 extra_ARB_vertex_program_NV_vertex_program },
1106 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1107 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1108 extra_ARB_vertex_program_NV_vertex_program },
1109 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1110 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1111 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1112 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1113 CONTEXT_INT(Const.MaxProgramMatrices),
1114 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1115 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1116 LOC_CUSTOM, TYPE_INT, 0,
1117 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1118
1119 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1120 LOC_CUSTOM, TYPE_MATRIX, 0,
1121 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1122 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1123 LOC_CUSTOM, TYPE_MATRIX, 0,
1124 extra_ARB_vertex_program_ARB_fragment_program },
1125
1126 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1127 CONTEXT_INT(Program.ErrorPos),
1128 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1129
1130 /* GL_ARB_fragment_program */
1131 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1132 extra_ARB_fragment_program },
1133
1134 /* GL_EXT_depth_bounds_test */
1135 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1136 extra_EXT_depth_bounds_test },
1137 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1138 extra_EXT_depth_bounds_test },
1139
1140 /* GL_ARB_depth_clamp*/
1141 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1142 extra_ARB_depth_clamp },
1143
1144 /* GL_ARB_draw_buffers */
1145 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]) },
1146 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1147 extra_valid_draw_buffer },
1148 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1149 extra_valid_draw_buffer },
1150 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1151 extra_valid_draw_buffer },
1152
1153 /* GL_ATI_fragment_shader */
1154 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1155 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1156 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1157 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1158 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1159 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1160 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1161 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1162 CONST(3), extra_ATI_fragment_shader },
1163
1164 /* GL_EXT_framebuffer_object */
1165 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1166 extra_EXT_framebuffer_object },
1167
1168 /* GL_EXT_framebuffer_blit
1169 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1170 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1171 extra_EXT_framebuffer_blit },
1172
1173 /* GL_EXT_provoking_vertex */
1174 { GL_PROVOKING_VERTEX_EXT,
1175 CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1176 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1177 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1178 extra_EXT_provoking_vertex },
1179
1180 /* GL_ARB_framebuffer_object */
1181 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1182 extra_ARB_framebuffer_object },
1183
1184 /* GL_APPLE_vertex_array_object */
1185 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1186 extra_APPLE_vertex_array_object },
1187
1188 /* GL_ARB_seamless_cube_map */
1189 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1190 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1191
1192 /* GL_ARB_sync */
1193 { GL_MAX_SERVER_WAIT_TIMEOUT,
1194 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1195
1196 /* GL_EXT_transform_feedback */
1197 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1198 extra_EXT_transform_feedback },
1199 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1200 extra_EXT_transform_feedback },
1201 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1202 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1203 extra_EXT_transform_feedback },
1204 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1205 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1206 extra_EXT_transform_feedback },
1207 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1208 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1209 extra_EXT_transform_feedback },
1210
1211 /* GL_ARB_transform_feedback2 */
1212 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1213 extra_ARB_transform_feedback2 },
1214 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1215 extra_ARB_transform_feedback2 },
1216 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1217 extra_ARB_transform_feedback2 },
1218
1219 /* GL 3.0 */
1220 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1221 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1222 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1223 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1224
1225 /* GL 3.1 */
1226 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1227 extra_version_31 },
1228 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1229 extra_version_31 },
1230
1231 /* GL 3.2 */
1232 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1233 extra_version_32 },
1234 #endif /* FEATURE_GL */
1235 };
1236
1237 /* All we need now is a way to look up the value struct from the enum.
1238 * The code generated by gcc for the old generated big switch
1239 * statement is a big, balanced, open coded if/else tree, essentially
1240 * an unrolled binary search. It would be natural to sort the new
1241 * enum table and use bsearch(), but we will use a read-only hash
1242 * table instead. bsearch() has a nice guaranteed worst case
1243 * performance, but we're also guaranteed to hit that worst case
1244 * (log2(n) iterations) for about half the enums. Instead, using an
1245 * open addressing hash table, we can find the enum on the first try
1246 * for 80% of the enums, 1 collision for 10% and never more than 5
1247 * collisions for any enum (typical numbers). And the code is very
1248 * simple, even though it feels a little magic. */
1249
1250 static unsigned short table[1024];
1251 static const int prime_factor = 89, prime_step = 281;
1252
1253 #ifdef GET_DEBUG
1254 static void
1255 print_table_stats(void)
1256 {
1257 int i, j, collisions[11], count, hash, mask;
1258 const struct value_desc *d;
1259
1260 count = 0;
1261 mask = Elements(table) - 1;
1262 memset(collisions, 0, sizeof collisions);
1263
1264 for (i = 0; i < Elements(table); i++) {
1265 if (!table[i])
1266 continue;
1267 count++;
1268 d = &values[table[i]];
1269 hash = (d->pname * prime_factor);
1270 j = 0;
1271 while (1) {
1272 if (values[table[hash & mask]].pname == d->pname)
1273 break;
1274 hash += prime_step;
1275 j++;
1276 }
1277
1278 if (j < 10)
1279 collisions[j]++;
1280 else
1281 collisions[10]++;
1282 }
1283
1284 printf("number of enums: %d (total %d)\n", count, Elements(values));
1285 for (i = 0; i < Elements(collisions) - 1; i++)
1286 if (collisions[i] > 0)
1287 printf(" %d enums with %d %scollisions\n",
1288 collisions[i], i, i == 10 ? "or more " : "");
1289 }
1290 #endif
1291
1292 /**
1293 * Initialize the enum hash for a given API
1294 *
1295 * This is called from one_time_init() to insert the enum values that
1296 * are valid for the API in question into the enum hash table.
1297 *
1298 * \param the current context, for determining the API in question
1299 */
1300 void _mesa_init_get_hash(GLcontext *ctx)
1301 {
1302 int i, hash, index, mask;
1303 int api_mask = 0, api_bit;
1304
1305 mask = Elements(table) - 1;
1306 api_bit = 1 << ctx->API;
1307
1308 for (i = 0; i < Elements(values); i++) {
1309 if (values[i].type == TYPE_API_MASK) {
1310 api_mask = values[i].offset;
1311 continue;
1312 }
1313 if (!(api_mask & api_bit))
1314 continue;
1315
1316 hash = (values[i].pname * prime_factor) & mask;
1317 while (1) {
1318 index = hash & mask;
1319 if (!table[index]) {
1320 table[index] = i;
1321 break;
1322 }
1323 hash += prime_step;
1324 }
1325 }
1326
1327 #ifdef GET_DEBUG
1328 print_table_stats();
1329 #endif
1330 }
1331
1332 /**
1333 * Handle irregular enums
1334 *
1335 * Some values don't conform to the "well-known type at context
1336 * pointer + offset" pattern, so we have this function to catch all
1337 * the corner cases. Typically, it's a computed value or a one-off
1338 * pointer to a custom struct or something.
1339 *
1340 * In this case we can't return a pointer to the value, so we'll have
1341 * to use the temporary variable 'v' declared back in the calling
1342 * glGet*v() function to store the result.
1343 *
1344 * \param ctx the current context
1345 * \param d the struct value_desc that describes the enum
1346 * \param v pointer to the tmp declared in the calling glGet*v() function
1347 */
1348 static void
1349 find_custom_value(GLcontext *ctx, const struct value_desc *d, union value *v)
1350 {
1351 struct gl_buffer_object *buffer_obj;
1352 struct gl_client_array *array;
1353 GLuint unit, *p;
1354
1355 switch (d->pname) {
1356 case GL_TEXTURE_1D:
1357 case GL_TEXTURE_2D:
1358 case GL_TEXTURE_3D:
1359 case GL_TEXTURE_1D_ARRAY_EXT:
1360 case GL_TEXTURE_2D_ARRAY_EXT:
1361 case GL_TEXTURE_CUBE_MAP_ARB:
1362 case GL_TEXTURE_RECTANGLE_NV:
1363 v->value_bool = _mesa_IsEnabled(d->pname);
1364 break;
1365
1366 case GL_LINE_STIPPLE_PATTERN:
1367 /* This is the only GLushort, special case it here by promoting
1368 * to an int rather than introducing a new type. */
1369 v->value_int = ctx->Line.StipplePattern;
1370 break;
1371
1372 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1373 unit = ctx->Texture.CurrentUnit;
1374 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1375 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1376 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1377 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1378 break;
1379
1380 case GL_CURRENT_TEXTURE_COORDS:
1381 unit = ctx->Texture.CurrentUnit;
1382 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1383 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1384 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1385 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1386 break;
1387
1388 case GL_COLOR_WRITEMASK:
1389 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1390 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1391 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1392 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1393 break;
1394
1395 case GL_EDGE_FLAG:
1396 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1397 break;
1398
1399 case GL_READ_BUFFER:
1400 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1401 break;
1402
1403 case GL_MAP2_GRID_DOMAIN:
1404 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1405 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1406 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1407 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1408 break;
1409
1410 case GL_TEXTURE_STACK_DEPTH:
1411 unit = ctx->Texture.CurrentUnit;
1412 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1413 break;
1414 case GL_TEXTURE_MATRIX:
1415 unit = ctx->Texture.CurrentUnit;
1416 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1417 break;
1418
1419 case GL_TEXTURE_COORD_ARRAY:
1420 case GL_TEXTURE_COORD_ARRAY_SIZE:
1421 case GL_TEXTURE_COORD_ARRAY_TYPE:
1422 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1423 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1424 v->value_int = *(GLuint *) ((char *) array + d->offset);
1425 break;
1426
1427 case GL_ACTIVE_TEXTURE_ARB:
1428 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1429 break;
1430 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1431 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1432 break;
1433
1434 case GL_MODELVIEW_STACK_DEPTH:
1435 case GL_PROJECTION_STACK_DEPTH:
1436 case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
1437 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1438 break;
1439
1440 case GL_MAX_TEXTURE_SIZE:
1441 case GL_MAX_3D_TEXTURE_SIZE:
1442 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1443 p = (GLuint *) ((char *) ctx + d->offset);
1444 v->value_int = 1 << (*p - 1);
1445 break;
1446
1447 case GL_SCISSOR_BOX:
1448 v->value_int_4[0] = ctx->Scissor.X;
1449 v->value_int_4[1] = ctx->Scissor.Y;
1450 v->value_int_4[2] = ctx->Scissor.Width;
1451 v->value_int_4[3] = ctx->Scissor.Height;
1452 break;
1453
1454 case GL_LIST_INDEX:
1455 v->value_int =
1456 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1457 break;
1458 case GL_LIST_MODE:
1459 if (!ctx->CompileFlag)
1460 v->value_enum = 0;
1461 else if (ctx->ExecuteFlag)
1462 v->value_enum = GL_COMPILE_AND_EXECUTE;
1463 else
1464 v->value_enum = GL_COMPILE;
1465 break;
1466
1467 case GL_VIEWPORT:
1468 v->value_int_4[0] = ctx->Viewport.X;
1469 v->value_int_4[1] = ctx->Viewport.Y;
1470 v->value_int_4[2] = ctx->Viewport.Width;
1471 v->value_int_4[3] = ctx->Viewport.Height;
1472 break;
1473
1474 case GL_ACTIVE_STENCIL_FACE_EXT:
1475 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1476 break;
1477
1478 case GL_STENCIL_FAIL:
1479 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1480 break;
1481 case GL_STENCIL_FUNC:
1482 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1483 break;
1484 case GL_STENCIL_PASS_DEPTH_FAIL:
1485 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1486 break;
1487 case GL_STENCIL_PASS_DEPTH_PASS:
1488 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1489 break;
1490 case GL_STENCIL_REF:
1491 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1492 break;
1493 case GL_STENCIL_VALUE_MASK:
1494 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1495 break;
1496 case GL_STENCIL_WRITEMASK:
1497 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1498 break;
1499
1500 case GL_NUM_EXTENSIONS:
1501 v->value_int = _mesa_get_extension_count(ctx);
1502 break;
1503
1504 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1505 v->value_int = _mesa_get_color_read_type(ctx);
1506 break;
1507 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1508 v->value_int = _mesa_get_color_read_format(ctx);
1509 break;
1510
1511 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1512 v->value_int = ctx->CurrentStack->Depth + 1;
1513 break;
1514 case GL_CURRENT_MATRIX_ARB:
1515 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1516 v->value_matrix = ctx->CurrentStack->Top;
1517 break;
1518
1519 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1520 v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1521 break;
1522 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1523 v->value_int_n.n =
1524 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1525 ASSERT(v->value_int_n.n <= 100);
1526 break;
1527
1528 case GL_MAX_VARYING_FLOATS_ARB:
1529 v->value_int = ctx->Const.MaxVarying * 4;
1530 break;
1531
1532 /* Various object names */
1533
1534 case GL_TEXTURE_BINDING_1D:
1535 case GL_TEXTURE_BINDING_2D:
1536 case GL_TEXTURE_BINDING_3D:
1537 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1538 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1539 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1540 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1541 unit = ctx->Texture.CurrentUnit;
1542 v->value_int =
1543 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1544 break;
1545
1546 /* GL_ARB_vertex_buffer_object */
1547 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1548 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1549 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1550 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1551 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1552 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1553 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1554 buffer_obj = (struct gl_buffer_object *)
1555 ((char *) ctx->Array.ArrayObj + d->offset);
1556 v->value_int = buffer_obj->Name;
1557 break;
1558 case GL_ARRAY_BUFFER_BINDING_ARB:
1559 v->value_int = ctx->Array.ArrayBufferObj->Name;
1560 break;
1561 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1562 v->value_int =
1563 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1564 break;
1565 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1566 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1567 break;
1568
1569 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1570 v->value_int =
1571 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1572 break;
1573 case GL_VERTEX_PROGRAM_BINDING_NV:
1574 v->value_int =
1575 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1576 break;
1577 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1578 v->value_int = ctx->Pack.BufferObj->Name;
1579 break;
1580 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1581 v->value_int = ctx->Unpack.BufferObj->Name;
1582 break;
1583 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1584 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1585 break;
1586 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1587 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1588 break;
1589 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1590 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1591 break;
1592 case GL_TRANSFORM_FEEDBACK_BINDING:
1593 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1594 break;
1595 case GL_CURRENT_PROGRAM:
1596 v->value_int =
1597 ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
1598 break;
1599 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1600 v->value_int = ctx->ReadBuffer->Name;
1601 break;
1602 case GL_RENDERBUFFER_BINDING_EXT:
1603 v->value_int =
1604 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1605 break;
1606 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1607 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1608 break;
1609 }
1610 }
1611
1612 /**
1613 * Check extra constraints on a struct value_desc descriptor
1614 *
1615 * If a struct value_desc has a non-NULL extra pointer, it means that
1616 * there are a number of extra constraints to check or actions to
1617 * perform. The extras is just an integer array where each integer
1618 * encode different constraints or actions.
1619 *
1620 * \param ctx current context
1621 * \param func name of calling glGet*v() function for error reporting
1622 * \param d the struct value_desc that has the extra constraints
1623 *
1624 * \return GL_FALSE if one of the constraints was not satisfied,
1625 * otherwise GL_TRUE.
1626 */
1627 static GLboolean
1628 check_extra(GLcontext *ctx, const char *func, const struct value_desc *d)
1629 {
1630 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1631 int total, enabled;
1632 const int *e;
1633
1634 total = 0;
1635 enabled = 0;
1636 for (e = d->extra; *e != EXTRA_END; e++)
1637 switch (*e) {
1638 case EXTRA_VERSION_30:
1639 if (version < 30)
1640 return GL_FALSE;
1641 break;
1642 case EXTRA_VERSION_31:
1643 if (version < 31)
1644 return GL_FALSE;
1645 break;
1646 case EXTRA_VERSION_32:
1647 if (version < 32)
1648 return GL_FALSE;
1649 break;
1650 case EXTRA_NEW_BUFFERS:
1651 if (ctx->NewState & _NEW_BUFFERS)
1652 _mesa_update_state(ctx);
1653 break;
1654 case EXTRA_FLUSH_CURRENT:
1655 FLUSH_CURRENT(ctx, 0);
1656 break;
1657 case EXTRA_VALID_DRAW_BUFFER:
1658 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1659 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1660 func, d->pname - GL_DRAW_BUFFER0_ARB);
1661 return GL_FALSE;
1662 }
1663 break;
1664 case EXTRA_VALID_TEXTURE_UNIT:
1665 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1666 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1667 func, ctx->Texture.CurrentUnit);
1668 return GL_FALSE;
1669 }
1670 break;
1671 case EXTRA_END:
1672 break;
1673 default: /* *e is a offset into the extension struct */
1674 total++;
1675 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1676 enabled++;
1677 break;
1678 }
1679
1680 if (total > 0 && enabled == 0) {
1681 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, d->pname);
1682 return GL_FALSE;
1683 }
1684
1685 return GL_TRUE;
1686 }
1687
1688 static const struct value_desc error_value = { 0, 0, TYPE_INVALID };
1689
1690 /**
1691 * Find the struct value_desc corresponding to the enum 'pname'.
1692 *
1693 * We hash the enum value to get an index into the 'table' array,
1694 * which holds the index in the 'values' array of struct value_desc.
1695 * Once we've found the entry, we do the extra checks, if any, then
1696 * look up the value and return a pointer to it.
1697 *
1698 * If the value has to be computed (for example, it's the result of a
1699 * function call or we need to add 1 to it), we use the tmp 'v' to
1700 * store the result.
1701 *
1702 * \param func name of glGet*v() func for error reporting
1703 * \param pname the enum value we're looking up
1704 * \param p is were we return the pointer to the value
1705 * \param v a tmp union value variable in the calling glGet*v() function
1706 *
1707 * \return the struct value_desc corresponding to the enum or a struct
1708 * value_desc of TYPE_INVALID if not found. This lets the calling
1709 * glGet*v() function jump right into a switch statement and
1710 * handle errors there instead of having to check for NULL.
1711 */
1712 static const struct value_desc *
1713 find_value(const char *func, GLenum pname, void **p, union value *v)
1714 {
1715 GET_CURRENT_CONTEXT(ctx);
1716 struct gl_texture_unit *unit;
1717 int mask, hash;
1718 const struct value_desc *d;
1719
1720 mask = Elements(table) - 1;
1721 hash = (pname * prime_factor);
1722 while (1) {
1723 d = &values[table[hash & mask]];
1724 if (likely(d->pname == pname))
1725 break;
1726
1727 /* If the enum isn't valid, the hash walk ends with index 0,
1728 * which is the API mask entry at the beginning of values[]. */
1729 if (d->type == TYPE_API_MASK) {
1730 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
1731 return &error_value;
1732 }
1733 hash += prime_step;
1734 }
1735
1736 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1737 return &error_value;
1738
1739 switch (d->location) {
1740 case LOC_BUFFER:
1741 *p = ((char *) ctx->DrawBuffer + d->offset);
1742 return d;
1743 case LOC_CONTEXT:
1744 *p = ((char *) ctx + d->offset);
1745 return d;
1746 case LOC_ARRAY:
1747 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1748 return d;
1749 case LOC_TEXUNIT:
1750 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1751 *p = ((char *) unit + d->offset);
1752 return d;
1753 case LOC_CUSTOM:
1754 find_custom_value(ctx, d, v);
1755 *p = v;
1756 return d;
1757 default:
1758 assert(0);
1759 break;
1760 }
1761
1762 /* silence warning */
1763 return &error_value;
1764 }
1765
1766 static const int transpose[] = {
1767 0, 4, 8, 12,
1768 1, 5, 9, 13,
1769 2, 6, 10, 14,
1770 3, 7, 11, 15
1771 };
1772
1773 void GLAPIENTRY
1774 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1775 {
1776 const struct value_desc *d;
1777 union value v;
1778 GLmatrix *m;
1779 int shift, i;
1780 void *p;
1781
1782 d = find_value("glGetBooleanv", pname, &p, &v);
1783 switch (d->type) {
1784 case TYPE_INVALID:
1785 break;
1786 case TYPE_CONST:
1787 params[0] = INT_TO_BOOLEAN(d->offset);
1788 break;
1789
1790 case TYPE_FLOAT_4:
1791 case TYPE_FLOATN_4:
1792 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1793 case TYPE_FLOAT_3:
1794 case TYPE_FLOATN_3:
1795 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1796 case TYPE_FLOAT_2:
1797 case TYPE_FLOATN_2:
1798 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1799 case TYPE_FLOAT:
1800 case TYPE_FLOATN:
1801 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1802 break;
1803
1804 case TYPE_DOUBLEN:
1805 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1806 break;
1807
1808 case TYPE_INT_4:
1809 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1810 case TYPE_INT_3:
1811 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1812 case TYPE_INT_2:
1813 case TYPE_ENUM_2:
1814 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1815 case TYPE_INT:
1816 case TYPE_ENUM:
1817 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1818 break;
1819
1820 case TYPE_INT_N:
1821 for (i = 0; i < v.value_int_n.n; i++)
1822 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1823 break;
1824
1825 case TYPE_INT64:
1826 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1827 break;
1828
1829 case TYPE_BOOLEAN:
1830 params[0] = ((GLboolean*) p)[0];
1831 break;
1832
1833 case TYPE_MATRIX:
1834 m = *(GLmatrix **) p;
1835 for (i = 0; i < 16; i++)
1836 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1837 break;
1838
1839 case TYPE_MATRIX_T:
1840 m = *(GLmatrix **) p;
1841 for (i = 0; i < 16; i++)
1842 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1843 break;
1844
1845 case TYPE_BIT_0:
1846 case TYPE_BIT_1:
1847 case TYPE_BIT_2:
1848 case TYPE_BIT_3:
1849 case TYPE_BIT_4:
1850 case TYPE_BIT_5:
1851 shift = d->type - TYPE_BIT_0;
1852 params[0] = (*(GLbitfield *) p >> shift) & 1;
1853 break;
1854 }
1855 }
1856
1857 void GLAPIENTRY
1858 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1859 {
1860 const struct value_desc *d;
1861 union value v;
1862 GLmatrix *m;
1863 int shift, i;
1864 void *p;
1865
1866 d = find_value("glGetFloatv", pname, &p, &v);
1867 switch (d->type) {
1868 case TYPE_INVALID:
1869 break;
1870 case TYPE_CONST:
1871 params[0] = (GLfloat) d->offset;
1872 break;
1873
1874 case TYPE_FLOAT_4:
1875 case TYPE_FLOATN_4:
1876 params[3] = ((GLfloat *) p)[3];
1877 case TYPE_FLOAT_3:
1878 case TYPE_FLOATN_3:
1879 params[2] = ((GLfloat *) p)[2];
1880 case TYPE_FLOAT_2:
1881 case TYPE_FLOATN_2:
1882 params[1] = ((GLfloat *) p)[1];
1883 case TYPE_FLOAT:
1884 case TYPE_FLOATN:
1885 params[0] = ((GLfloat *) p)[0];
1886 break;
1887
1888 case TYPE_DOUBLEN:
1889 params[0] = ((GLdouble *) p)[0];
1890 break;
1891
1892 case TYPE_INT_4:
1893 params[3] = (GLfloat) (((GLint *) p)[3]);
1894 case TYPE_INT_3:
1895 params[2] = (GLfloat) (((GLint *) p)[2]);
1896 case TYPE_INT_2:
1897 case TYPE_ENUM_2:
1898 params[1] = (GLfloat) (((GLint *) p)[1]);
1899 case TYPE_INT:
1900 case TYPE_ENUM:
1901 params[0] = (GLfloat) (((GLint *) p)[0]);
1902 break;
1903
1904 case TYPE_INT_N:
1905 for (i = 0; i < v.value_int_n.n; i++)
1906 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1907 break;
1908
1909 case TYPE_INT64:
1910 params[0] = ((GLint64 *) p)[0];
1911 break;
1912
1913 case TYPE_BOOLEAN:
1914 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1915 break;
1916
1917 case TYPE_MATRIX:
1918 m = *(GLmatrix **) p;
1919 for (i = 0; i < 16; i++)
1920 params[i] = m->m[i];
1921 break;
1922
1923 case TYPE_MATRIX_T:
1924 m = *(GLmatrix **) p;
1925 for (i = 0; i < 16; i++)
1926 params[i] = m->m[transpose[i]];
1927 break;
1928
1929 case TYPE_BIT_0:
1930 case TYPE_BIT_1:
1931 case TYPE_BIT_2:
1932 case TYPE_BIT_3:
1933 case TYPE_BIT_4:
1934 case TYPE_BIT_5:
1935 shift = d->type - TYPE_BIT_0;
1936 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1937 break;
1938 }
1939 }
1940
1941 void GLAPIENTRY
1942 _mesa_GetIntegerv(GLenum pname, GLint *params)
1943 {
1944 const struct value_desc *d;
1945 union value v;
1946 GLmatrix *m;
1947 int shift, i;
1948 void *p;
1949
1950 d = find_value("glGetIntegerv", pname, &p, &v);
1951 switch (d->type) {
1952 case TYPE_INVALID:
1953 break;
1954 case TYPE_CONST:
1955 params[0] = d->offset;
1956 break;
1957
1958 case TYPE_FLOAT_4:
1959 params[3] = IROUND(((GLfloat *) p)[3]);
1960 case TYPE_FLOAT_3:
1961 params[2] = IROUND(((GLfloat *) p)[2]);
1962 case TYPE_FLOAT_2:
1963 params[1] = IROUND(((GLfloat *) p)[1]);
1964 case TYPE_FLOAT:
1965 params[0] = IROUND(((GLfloat *) p)[0]);
1966 break;
1967
1968 case TYPE_FLOATN_4:
1969 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1970 case TYPE_FLOATN_3:
1971 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1972 case TYPE_FLOATN_2:
1973 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1974 case TYPE_FLOATN:
1975 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1976 break;
1977
1978 case TYPE_DOUBLEN:
1979 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1980 break;
1981
1982 case TYPE_INT_4:
1983 params[3] = ((GLint *) p)[3];
1984 case TYPE_INT_3:
1985 params[2] = ((GLint *) p)[2];
1986 case TYPE_INT_2:
1987 case TYPE_ENUM_2:
1988 params[1] = ((GLint *) p)[1];
1989 case TYPE_INT:
1990 case TYPE_ENUM:
1991 params[0] = ((GLint *) p)[0];
1992 break;
1993
1994 case TYPE_INT_N:
1995 for (i = 0; i < v.value_int_n.n; i++)
1996 params[i] = v.value_int_n.ints[i];
1997 break;
1998
1999 case TYPE_INT64:
2000 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2001 break;
2002
2003 case TYPE_BOOLEAN:
2004 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2005 break;
2006
2007 case TYPE_MATRIX:
2008 m = *(GLmatrix **) p;
2009 for (i = 0; i < 16; i++)
2010 params[i] = FLOAT_TO_INT(m->m[i]);
2011 break;
2012
2013 case TYPE_MATRIX_T:
2014 m = *(GLmatrix **) p;
2015 for (i = 0; i < 16; i++)
2016 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2017 break;
2018
2019 case TYPE_BIT_0:
2020 case TYPE_BIT_1:
2021 case TYPE_BIT_2:
2022 case TYPE_BIT_3:
2023 case TYPE_BIT_4:
2024 case TYPE_BIT_5:
2025 shift = d->type - TYPE_BIT_0;
2026 params[0] = (*(GLbitfield *) p >> shift) & 1;
2027 break;
2028 }
2029 }
2030
2031 #if FEATURE_ARB_sync
2032 void GLAPIENTRY
2033 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2034 {
2035 const struct value_desc *d;
2036 union value v;
2037 GLmatrix *m;
2038 int shift, i;
2039 void *p;
2040
2041 d = find_value("glGetInteger64v", pname, &p, &v);
2042 switch (d->type) {
2043 case TYPE_INVALID:
2044 break;
2045 case TYPE_CONST:
2046 params[0] = d->offset;
2047 break;
2048
2049 case TYPE_FLOAT_4:
2050 params[3] = IROUND64(((GLfloat *) p)[3]);
2051 case TYPE_FLOAT_3:
2052 params[2] = IROUND64(((GLfloat *) p)[2]);
2053 case TYPE_FLOAT_2:
2054 params[1] = IROUND64(((GLfloat *) p)[1]);
2055 case TYPE_FLOAT:
2056 params[0] = IROUND64(((GLfloat *) p)[0]);
2057 break;
2058
2059 case TYPE_FLOATN_4:
2060 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2061 case TYPE_FLOATN_3:
2062 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2063 case TYPE_FLOATN_2:
2064 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2065 case TYPE_FLOATN:
2066 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2067 break;
2068
2069 case TYPE_DOUBLEN:
2070 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2071 break;
2072
2073 case TYPE_INT_4:
2074 params[3] = ((GLint *) p)[3];
2075 case TYPE_INT_3:
2076 params[2] = ((GLint *) p)[2];
2077 case TYPE_INT_2:
2078 case TYPE_ENUM_2:
2079 params[1] = ((GLint *) p)[1];
2080 case TYPE_INT:
2081 case TYPE_ENUM:
2082 params[0] = ((GLint *) p)[0];
2083 break;
2084
2085 case TYPE_INT_N:
2086 for (i = 0; i < v.value_int_n.n; i++)
2087 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2088 break;
2089
2090 case TYPE_INT64:
2091 params[0] = ((GLint64 *) p)[0];
2092 break;
2093
2094 case TYPE_BOOLEAN:
2095 params[0] = ((GLboolean*) p)[0];
2096 break;
2097
2098 case TYPE_MATRIX:
2099 m = *(GLmatrix **) p;
2100 for (i = 0; i < 16; i++)
2101 params[i] = FLOAT_TO_INT64(m->m[i]);
2102 break;
2103
2104 case TYPE_MATRIX_T:
2105 m = *(GLmatrix **) p;
2106 for (i = 0; i < 16; i++)
2107 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2108 break;
2109
2110 case TYPE_BIT_0:
2111 case TYPE_BIT_1:
2112 case TYPE_BIT_2:
2113 case TYPE_BIT_3:
2114 case TYPE_BIT_4:
2115 case TYPE_BIT_5:
2116 shift = d->type - TYPE_BIT_0;
2117 params[0] = (*(GLbitfield *) p >> shift) & 1;
2118 break;
2119 }
2120 }
2121 #endif /* FEATURE_ARB_sync */
2122
2123 void GLAPIENTRY
2124 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2125 {
2126 const struct value_desc *d;
2127 union value v;
2128 GLmatrix *m;
2129 int shift, i;
2130 void *p;
2131
2132 d = find_value("glGetDoublev", pname, &p, &v);
2133 switch (d->type) {
2134 case TYPE_INVALID:
2135 break;
2136 case TYPE_CONST:
2137 params[0] = d->offset;
2138 break;
2139
2140 case TYPE_FLOAT_4:
2141 case TYPE_FLOATN_4:
2142 params[3] = ((GLfloat *) p)[3];
2143 case TYPE_FLOAT_3:
2144 case TYPE_FLOATN_3:
2145 params[2] = ((GLfloat *) p)[2];
2146 case TYPE_FLOAT_2:
2147 case TYPE_FLOATN_2:
2148 params[1] = ((GLfloat *) p)[1];
2149 case TYPE_FLOAT:
2150 case TYPE_FLOATN:
2151 params[0] = ((GLfloat *) p)[0];
2152 break;
2153
2154 case TYPE_DOUBLEN:
2155 params[0] = ((GLdouble *) p)[0];
2156 break;
2157
2158 case TYPE_INT_4:
2159 params[3] = ((GLint *) p)[3];
2160 case TYPE_INT_3:
2161 params[2] = ((GLint *) p)[2];
2162 case TYPE_INT_2:
2163 case TYPE_ENUM_2:
2164 params[1] = ((GLint *) p)[1];
2165 case TYPE_INT:
2166 case TYPE_ENUM:
2167 params[0] = ((GLint *) p)[0];
2168 break;
2169
2170 case TYPE_INT_N:
2171 for (i = 0; i < v.value_int_n.n; i++)
2172 params[i] = v.value_int_n.ints[i];
2173 break;
2174
2175 case TYPE_INT64:
2176 params[0] = ((GLint64 *) p)[0];
2177 break;
2178
2179 case TYPE_BOOLEAN:
2180 params[0] = *(GLboolean*) p;
2181 break;
2182
2183 case TYPE_MATRIX:
2184 m = *(GLmatrix **) p;
2185 for (i = 0; i < 16; i++)
2186 params[i] = m->m[i];
2187 break;
2188
2189 case TYPE_MATRIX_T:
2190 m = *(GLmatrix **) p;
2191 for (i = 0; i < 16; i++)
2192 params[i] = m->m[transpose[i]];
2193 break;
2194
2195 case TYPE_BIT_0:
2196 case TYPE_BIT_1:
2197 case TYPE_BIT_2:
2198 case TYPE_BIT_3:
2199 case TYPE_BIT_4:
2200 case TYPE_BIT_5:
2201 shift = d->type - TYPE_BIT_0;
2202 params[0] = (*(GLbitfield *) p >> shift) & 1;
2203 break;
2204 }
2205 }
2206
2207 static enum value_type
2208 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2209 {
2210 GET_CURRENT_CONTEXT(ctx);
2211
2212 switch (pname) {
2213
2214 case GL_BLEND:
2215 if (index >= ctx->Const.MaxDrawBuffers)
2216 goto invalid_value;
2217 if (!ctx->Extensions.EXT_draw_buffers2)
2218 goto invalid_enum;
2219 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2220 return TYPE_INT;
2221
2222 case GL_COLOR_WRITEMASK:
2223 if (index >= ctx->Const.MaxDrawBuffers)
2224 goto invalid_value;
2225 if (!ctx->Extensions.EXT_draw_buffers2)
2226 goto invalid_enum;
2227 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2228 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2229 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2230 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2231 return TYPE_INT_4;
2232
2233 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2234 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2235 goto invalid_value;
2236 if (!ctx->Extensions.EXT_transform_feedback)
2237 goto invalid_enum;
2238 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2239 return TYPE_INT64;
2240
2241 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2242 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2243 goto invalid_value;
2244 if (!ctx->Extensions.EXT_transform_feedback)
2245 goto invalid_enum;
2246 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2247 return TYPE_INT64;
2248
2249 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2250 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2251 goto invalid_value;
2252 if (!ctx->Extensions.EXT_transform_feedback)
2253 goto invalid_enum;
2254 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2255 return TYPE_INT;
2256 }
2257
2258 invalid_enum:
2259 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
2260 return TYPE_INVALID;
2261 invalid_value:
2262 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=0x%x)", func, pname);
2263 return TYPE_INVALID;
2264 }
2265
2266 void GLAPIENTRY
2267 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2268 {
2269 union value v;
2270
2271 switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2272 case TYPE_INT:
2273 params[0] = INT_TO_BOOLEAN(v.value_int);
2274 break;
2275 case TYPE_INT_4:
2276 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2277 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2278 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2279 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2280 break;
2281 case TYPE_INT64:
2282 params[0] = INT64_TO_BOOLEAN(v.value_int);
2283 break;
2284 default:
2285 assert(0);
2286 }
2287 }
2288
2289 void GLAPIENTRY
2290 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2291 {
2292 union value v;
2293
2294 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2295 case TYPE_INT:
2296 params[0] = v.value_int;
2297 break;
2298 case TYPE_INT_4:
2299 params[0] = v.value_int_4[0];
2300 params[1] = v.value_int_4[1];
2301 params[2] = v.value_int_4[2];
2302 params[3] = v.value_int_4[3];
2303 break;
2304 case TYPE_INT64:
2305 params[0] = INT64_TO_INT(v.value_int);
2306 break;
2307 default:
2308 assert(0);
2309 }
2310 }
2311
2312 #if FEATURE_ARB_sync
2313 void GLAPIENTRY
2314 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2315 {
2316 union value v;
2317
2318 switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2319 case TYPE_INT:
2320 params[0] = v.value_int;
2321 break;
2322 case TYPE_INT_4:
2323 params[0] = v.value_int_4[0];
2324 params[1] = v.value_int_4[1];
2325 params[2] = v.value_int_4[2];
2326 params[3] = v.value_int_4[3];
2327 break;
2328 case TYPE_INT64:
2329 params[0] = v.value_int;
2330 break;
2331 default:
2332 assert(0);
2333 }
2334 }
2335 #endif /* FEATURE_ARB_sync */
2336
2337 #if FEATURE_ES1
2338 void GLAPIENTRY
2339 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2340 {
2341 const struct value_desc *d;
2342 union value v;
2343 GLmatrix *m;
2344 int shift, i;
2345 void *p;
2346
2347 d = find_value("glGetDoublev", pname, &p, &v);
2348 switch (d->type) {
2349 case TYPE_INVALID:
2350 break;
2351 case TYPE_CONST:
2352 params[0] = INT_TO_FIXED(d->offset);
2353 break;
2354
2355 case TYPE_FLOAT_4:
2356 case TYPE_FLOATN_4:
2357 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2358 case TYPE_FLOAT_3:
2359 case TYPE_FLOATN_3:
2360 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2361 case TYPE_FLOAT_2:
2362 case TYPE_FLOATN_2:
2363 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2364 case TYPE_FLOAT:
2365 case TYPE_FLOATN:
2366 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2367 break;
2368
2369 case TYPE_DOUBLEN:
2370 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2371 break;
2372
2373 case TYPE_INT_4:
2374 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2375 case TYPE_INT_3:
2376 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2377 case TYPE_INT_2:
2378 case TYPE_ENUM_2:
2379 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2380 case TYPE_INT:
2381 case TYPE_ENUM:
2382 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2383 break;
2384
2385 case TYPE_INT_N:
2386 for (i = 0; i < v.value_int_n.n; i++)
2387 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2388 break;
2389
2390 case TYPE_INT64:
2391 params[0] = ((GLint64 *) p)[0];
2392 break;
2393
2394 case TYPE_BOOLEAN:
2395 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2396 break;
2397
2398 case TYPE_MATRIX:
2399 m = *(GLmatrix **) p;
2400 for (i = 0; i < 16; i++)
2401 params[i] = FLOAT_TO_FIXED(m->m[i]);
2402 break;
2403
2404 case TYPE_MATRIX_T:
2405 m = *(GLmatrix **) p;
2406 for (i = 0; i < 16; i++)
2407 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2408 break;
2409
2410 case TYPE_BIT_0:
2411 case TYPE_BIT_1:
2412 case TYPE_BIT_2:
2413 case TYPE_BIT_3:
2414 case TYPE_BIT_4:
2415 case TYPE_BIT_5:
2416 shift = d->type - TYPE_BIT_0;
2417 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2418 break;
2419 }
2420 }
2421 #endif