TYPE_INT_3,
TYPE_INT_4,
TYPE_INT_N,
+ TYPE_UINT,
+ TYPE_UINT_2,
+ TYPE_UINT_3,
+ TYPE_UINT_4,
TYPE_INT64,
TYPE_ENUM,
TYPE_ENUM_2,
#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
#define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
+#define CONTEXT_UINT(field) CONTEXT_FIELD(field, TYPE_UINT)
#define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
#define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
#define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
EXTRA_END
};
+static const int extra_INTEL_conservative_rasterization[] = {
+ EXT(INTEL_conservative_rasterization),
+ EXTRA_END
+};
+
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(EXT_texture_array);
EXTRA_EXT(NV_fog_distance);
EXTRA_EXT(KHR_blend_equation_advanced_coherent);
EXTRA_EXT(OES_primitive_bounding_box);
EXTRA_EXT(ARB_compute_variable_group_size);
+EXTRA_EXT(KHR_robustness);
static const int
extra_ARB_color_buffer_float_or_glcore[] = {
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
v->value_int =
- ctx->Array.VAO->VertexBinding[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
+ ctx->Array.VAO->BufferBinding[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
v->value_int = ctx->Array.VAO->IndexBufferObj->Name;
ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
break;
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
- v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
+ v->value_int = ctx->Array.VAO->BufferBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
break;
case GL_FOG_COLOR:
break;
case TYPE_INT_4:
+ case TYPE_UINT_4:
params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
case TYPE_INT_3:
+ case TYPE_UINT_3:
params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
case TYPE_INT_2:
+ case TYPE_UINT_2:
case TYPE_ENUM_2:
params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
case TYPE_INT:
+ case TYPE_UINT:
case TYPE_ENUM:
params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
- params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
+ params[i] = (GLfloat) v.value_int_n.ints[i];
+ break;
+
+ case TYPE_UINT_4:
+ params[3] = (GLfloat) (((GLuint *) p)[3]);
+ case TYPE_UINT_3:
+ params[2] = (GLfloat) (((GLuint *) p)[2]);
+ case TYPE_UINT_2:
+ params[1] = (GLfloat) (((GLuint *) p)[1]);
+ case TYPE_UINT:
+ params[0] = (GLfloat) (((GLuint *) p)[0]);
break;
case TYPE_INT64:
break;
case TYPE_INT_4:
+ case TYPE_UINT_4:
params[3] = ((GLint *) p)[3];
case TYPE_INT_3:
+ case TYPE_UINT_3:
params[2] = ((GLint *) p)[2];
case TYPE_INT_2:
+ case TYPE_UINT_2:
case TYPE_ENUM_2:
params[1] = ((GLint *) p)[1];
case TYPE_INT:
+ case TYPE_UINT:
case TYPE_ENUM:
params[0] = ((GLint *) p)[0];
break;
params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
break;
+ case TYPE_UINT_4:
+ params[3] = ((GLuint *) p)[3];
+ case TYPE_UINT_3:
+ params[2] = ((GLuint *) p)[2];
+ case TYPE_UINT_2:
+ params[1] = ((GLuint *) p)[1];
+ case TYPE_UINT:
+ params[0] = ((GLuint *) p)[0];
+ break;
+
case TYPE_INT64:
params[0] = ((GLint64 *) p)[0];
break;
params[i] = v.value_int_n.ints[i];
break;
+ case TYPE_UINT_4:
+ params[3] = ((GLuint *) p)[3];
+ case TYPE_UINT_3:
+ params[2] = ((GLuint *) p)[2];
+ case TYPE_UINT_2:
+ params[1] = ((GLuint *) p)[1];
+ case TYPE_UINT:
+ params[0] = ((GLuint *) p)[0];
+ break;
+
case TYPE_INT64:
params[0] = (GLdouble) (((GLint64 *) p)[0]);
break;
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
+ v->value_int = ctx->Array.VAO->BufferBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
return TYPE_INT;
case GL_VERTEX_BINDING_OFFSET:
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Offset;
+ v->value_int = ctx->Array.VAO->BufferBinding[VERT_ATTRIB_GENERIC(index)].Offset;
return TYPE_INT;
case GL_VERTEX_BINDING_STRIDE:
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Stride;
+ v->value_int = ctx->Array.VAO->BufferBinding[VERT_ATTRIB_GENERIC(index)].Stride;
return TYPE_INT;
case GL_VERTEX_BINDING_BUFFER:
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].BufferObj->Name;
+ v->value_int = ctx->Array.VAO->BufferBinding[VERT_ATTRIB_GENERIC(index)].BufferObj->Name;
return TYPE_INT;
/* ARB_shader_image_load_store */
switch (type) {
case TYPE_INT:
+ case TYPE_UINT:
params[0] = INT_TO_BOOLEAN(v.value_int);
break;
case TYPE_INT_4:
+ case TYPE_UINT_4:
params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
break;
case TYPE_INT:
+ case TYPE_UINT:
params[0] = v.value_int;
break;
case TYPE_INT_4:
+ case TYPE_UINT_4:
params[0] = v.value_int_4[0];
params[1] = v.value_int_4[1];
params[2] = v.value_int_4[2];
params[2] = v.value_int_4[2];
params[3] = v.value_int_4[3];
break;
+ case TYPE_UINT:
+ params[0] = (GLuint) v.value_int;
+ break;
+ case TYPE_UINT_4:
+ params[0] = (GLuint) v.value_int_4[0];
+ params[1] = (GLuint) v.value_int_4[1];
+ params[2] = (GLuint) v.value_int_4[2];
+ params[3] = (GLuint) v.value_int_4[3];
+ break;
case TYPE_INT64:
params[0] = v.value_int64;
break;
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
- params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
+ params[i] = (GLfloat) v.value_int_n.ints[i];
+ break;
+
+ case TYPE_UINT_4:
+ params[3] = (GLfloat) ((GLuint) v.value_int_4[3]);
+ case TYPE_UINT_3:
+ params[2] = (GLfloat) ((GLuint) v.value_int_4[2]);
+ case TYPE_UINT_2:
+ params[1] = (GLfloat) ((GLuint) v.value_int_4[1]);
+ case TYPE_UINT:
+ params[0] = (GLfloat) ((GLuint) v.value_int_4[0]);
break;
case TYPE_INT64:
case TYPE_INT_N:
for (i = 0; i < v.value_int_n.n; i++)
- params[i] = (GLdouble) INT_TO_FLOAT(v.value_int_n.ints[i]);
+ params[i] = (GLdouble) v.value_int_n.ints[i];
+ break;
+
+ case TYPE_UINT_4:
+ params[3] = (GLdouble) ((GLuint) v.value_int_4[3]);
+ case TYPE_UINT_3:
+ params[2] = (GLdouble) ((GLuint) v.value_int_4[2]);
+ case TYPE_UINT_2:
+ params[1] = (GLdouble) ((GLuint) v.value_int_4[1]);
+ case TYPE_UINT:
+ params[0] = (GLdouble) ((GLuint) v.value_int_4[0]);
break;
case TYPE_INT64:
break;
case TYPE_INT_4:
+ case TYPE_UINT_4:
params[3] = INT_TO_FIXED(((GLint *) p)[3]);
case TYPE_INT_3:
+ case TYPE_UINT_3:
params[2] = INT_TO_FIXED(((GLint *) p)[2]);
case TYPE_INT_2:
+ case TYPE_UINT_2:
case TYPE_ENUM_2:
params[1] = INT_TO_FIXED(((GLint *) p)[1]);
case TYPE_INT:
+ case TYPE_UINT:
case TYPE_ENUM:
params[0] = INT_TO_FIXED(((GLint *) p)[0]);
break;