EXTRA_VERSION_32,
EXTRA_VERSION_ES2,
EXTRA_NEW_BUFFERS,
+ EXTRA_NEW_FRAG_CLAMP,
EXTRA_VALID_DRAW_BUFFER,
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_FLUSH_CURRENT,
EXTRA_END
};
+static const int extra_new_frag_clamp[] = {
+ EXTRA_NEW_FRAG_CLAMP,
+ EXTRA_END
+};
+
static const int extra_valid_draw_buffer[] = {
EXTRA_VALID_DRAW_BUFFER,
EXTRA_END
EXTRA_END
};
+static const int extra_ARB_sampler_objects[] = {
+ EXT(ARB_sampler_objects),
+ EXTRA_END
+};
+
EXTRA_EXT(ARB_ES2_compatibility);
EXTRA_EXT(ARB_multitexture);
EXTRA_EXT(ARB_geometry_shader4);
EXTRA_EXT(ARB_copy_buffer);
EXTRA_EXT(EXT_framebuffer_sRGB);
+EXTRA_EXT(ARB_texture_buffer_object);
static const int
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
{ GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
{ GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
{ GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
- { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
+ { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
{ GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
{ GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
{ GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
{ GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
{ GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
{ GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
- { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA },
+ { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
{ GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
{ GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
{ GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
extra_flush_current_valid_texture_unit },
{ GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
{ GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
- { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA },
+ { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
{ GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
{ GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
{ GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
/* GL_ARB_draw_buffers */
{ GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
- { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
+ { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
/* GL_ARB_fragment_program */
{ GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
CONTEXT_INT(Const.MaxTextureImageUnits),
{ GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
{ GL_RGBA_MODE, CONST(1), NO_EXTRA },
{ GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
- { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
{ GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
/* GL_EXT_provoking_vertex */
{ GL_PROVOKING_VERTEX_EXT,
- CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
+ CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
{ GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
extra_EXT_provoking_vertex },
CONTEXT_INT(Const.MaxVertexVaryingComponents),
extra_ARB_geometry_shader4 },
+ /* GL_ARB_color_buffer_float */
+ { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
+
/* GL_EXT_gpu_shader4 / GL 3.0 */
{ GL_MIN_PROGRAM_TEXEL_OFFSET,
CONTEXT_INT(Const.MinProgramTexelOffset),
CONTEXT_INT(Const.MaxProgramTexelOffset),
extra_EXT_gpu_shader4 },
+ /* GL_ARB_texture_buffer_object */
+ { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
+ extra_ARB_texture_buffer_object },
+ { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
+ extra_ARB_texture_buffer_object },
+ { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
+ TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
+ { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
+ extra_ARB_texture_buffer_object },
+ { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
+ extra_ARB_texture_buffer_object },
+
+ /* GL_ARB_sampler_objects / GL 3.3 */
+ { GL_SAMPLER_BINDING,
+ LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
+
/* GL 3.0 */
{ GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
{ GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
/* GL 3.2 */
{ GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
extra_version_32 },
+
+ /* GL_ARB_robustness */
+ { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
#endif /* FEATURE_GL */
};
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
+ v->value_int = _mesa_get_compressed_formats(ctx, NULL);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int_n.n =
- _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
+ _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
ASSERT(v->value_int_n.n <= 100);
break;
v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
break;
+ case GL_FOG_COLOR:
+ if(ctx->Color._ClampFragmentColor)
+ COPY_4FV(v->value_float_4, ctx->Fog.Color);
+ else
+ COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ if(ctx->Color._ClampFragmentColor) {
+ v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
+ v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
+ v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
+ v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
+ } else
+ COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
+ break;
+ case GL_BLEND_COLOR_EXT:
+ if(ctx->Color._ClampFragmentColor)
+ COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
+ else
+ COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
+ break;
+ case GL_ALPHA_TEST_REF:
+ if(ctx->Color._ClampFragmentColor)
+ v->value_float = ctx->Color.AlphaRef;
+ else
+ v->value_float = ctx->Color.AlphaRefUnclamped;
+ break;
case GL_MAX_VERTEX_UNIFORM_VECTORS:
v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
break;
+
+ /* GL_ARB_texture_buffer_object */
+ case GL_TEXTURE_BUFFER_ARB:
+ v->value_int = ctx->Texture.BufferObject->Name;
+ break;
+ case GL_TEXTURE_BINDING_BUFFER_ARB:
+ unit = ctx->Texture.CurrentUnit;
+ v->value_int =
+ ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
+ break;
+ case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
+ {
+ struct gl_buffer_object *buf =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit]
+ .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
+ v->value_int = buf ? buf->Name : 0;
+ }
+ break;
+ case GL_TEXTURE_BUFFER_FORMAT_ARB:
+ v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
+ .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
+ break;
+
+ /* GL_ARB_sampler_objects */
+ case GL_SAMPLER_BINDING:
+ {
+ struct gl_sampler_object *samp =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
+ v->value_int = samp ? samp->Name : 0;
+ }
+ break;
}
}
enabled++;
}
break;
+ case EXTRA_NEW_FRAG_CLAMP:
+ if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
+ _mesa_update_state(ctx);
+ break;
case EXTRA_VERSION_ES2:
if (ctx->API == API_OPENGLES2) {
total++;
GLmatrix *m;
int shift, i;
void *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetBooleanv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetFloatv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetIntegerv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetInteger64v", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
+ GET_CURRENT_CONTEXT(ctx);
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetDoublev", pname, &p, &v);
switch (d->type) {