* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Author: Kristian Høgsberg <krh@bitplanet.net>
*/
#include "glheader.h"
#include "context.h"
+#include "blend.h"
#include "enable.h"
#include "enums.h"
+#include "errors.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
-#include "mfeatures.h"
#include "mtypes.h"
#include "state.h"
#include "texcompress.h"
#include "framebuffer.h"
+#include "samplerobj.h"
+#include "stencil.h"
/* This is a table driven implemetation of the glGet*v() functions.
* The basic idea is that most getters just look up an int somewhere
enum value_type {
TYPE_INVALID,
- TYPE_API_MASK,
TYPE_INT,
TYPE_INT_2,
TYPE_INT_3,
TYPE_FLOATN_3,
TYPE_FLOATN_4,
TYPE_DOUBLEN,
+ TYPE_DOUBLEN_2,
TYPE_MATRIX,
TYPE_MATRIX_T,
TYPE_CONST
EXTRA_VERSION_30,
EXTRA_VERSION_31,
EXTRA_VERSION_32,
+ EXTRA_VERSION_40,
EXTRA_API_GL,
+ EXTRA_API_GL_CORE,
EXTRA_API_ES2,
+ EXTRA_API_ES3,
EXTRA_NEW_BUFFERS,
EXTRA_NEW_FRAG_CLAMP,
EXTRA_VALID_DRAW_BUFFER,
EXTRA_VALID_CLIP_DISTANCE,
EXTRA_FLUSH_CURRENT,
EXTRA_GLSL_130,
+ EXTRA_EXT_UBO_GS4,
+ EXTRA_EXT_ATOMICS_GS4,
+ EXTRA_EXT_SHADER_IMAGE_GS4,
};
#define NO_EXTRA NULL
union value {
GLfloat value_float;
GLfloat value_float_4[4];
+ GLdouble value_double_2[2];
GLmatrix *value_matrix;
GLint value_int;
GLint value_int_4[4];
#define CONTEXT_FIELD(field, type) \
LOC_CONTEXT, type, offsetof(struct gl_context, field)
#define ARRAY_FIELD(field, type) \
- LOC_ARRAY, type, offsetof(struct gl_array_object, field)
+ LOC_ARRAY, type, offsetof(struct gl_vertex_array_object, field)
+#undef CONST /* already defined through windows.h */
#define CONST(value) \
LOC_CONTEXT, TYPE_CONST, value
* extensions or specific gl versions) or actions (flush current, new
* buffers) that we need to do before looking up an enum. We need to
* declare them all up front so we can refer to them in the value_desc
- * structs below. */
+ * structs below.
+ *
+ * Each EXTRA_ will be executed. For EXTRA_* enums of extensions and API
+ * versions, listing multiple ones in an array means an error will be thrown
+ * only if none of them are available. If you need to check for "AND"
+ * behavior, you would need to make a custom EXTRA_ enum.
+ */
static const int extra_new_buffers[] = {
EXTRA_NEW_BUFFERS,
EXTRA_END
};
-static const int extra_EXT_secondary_color_flush_current[] = {
- EXT(EXT_secondary_color),
- EXTRA_FLUSH_CURRENT,
- EXTRA_END
-};
-
-static const int extra_EXT_fog_coord_flush_current[] = {
- EXT(EXT_fog_coord),
- EXTRA_FLUSH_CURRENT,
+static const int extra_EXT_texture_integer[] = {
+ EXT(EXT_texture_integer),
EXTRA_END
};
-static const int extra_EXT_texture_integer[] = {
+static const int extra_EXT_texture_integer_and_new_buffers[] = {
EXT(EXT_texture_integer),
+ EXTRA_NEW_BUFFERS,
EXTRA_END
};
-static const int extra_GLSL_130[] = {
+static const int extra_GLSL_130_es3[] = {
EXTRA_GLSL_130,
+ EXTRA_API_ES3,
EXTRA_END
};
static const int extra_texture_buffer_object[] = {
+ EXTRA_API_GL_CORE,
EXTRA_VERSION_31,
EXT(ARB_texture_buffer_object),
EXTRA_END
};
+static const int extra_ARB_transform_feedback2_api_es3[] = {
+ EXT(ARB_transform_feedback2),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
- EXT(ARB_uniform_buffer_object),
- EXT(ARB_geometry_shader4),
+ EXTRA_EXT_UBO_GS4,
+ EXTRA_END
+};
+
+static const int extra_ARB_ES2_compatibility_api_es2[] = {
+ EXT(ARB_ES2_compatibility),
+ EXTRA_API_ES2,
EXTRA_END
};
+static const int extra_ARB_ES3_compatibility_api_es3[] = {
+ EXT(ARB_ES3_compatibility),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
+static const int extra_EXT_framebuffer_sRGB_and_new_buffers[] = {
+ EXT(EXT_framebuffer_sRGB),
+ EXTRA_NEW_BUFFERS,
+ EXTRA_END
+};
+
+static const int extra_EXT_packed_float[] = {
+ EXT(EXT_packed_float),
+ EXTRA_NEW_BUFFERS,
+ EXTRA_END
+};
+
+static const int extra_EXT_texture_array_es3[] = {
+ EXT(EXT_texture_array),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_atomic_counters_and_geometry_shader[] = {
+ EXTRA_EXT_ATOMICS_GS4,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_image_load_store_and_geometry_shader[] = {
+ EXTRA_EXT_SHADER_IMAGE_GS4,
+ EXTRA_END
+};
-EXTRA_EXT(ARB_ES2_compatibility);
EXTRA_EXT(ARB_texture_cube_map);
-EXTRA_EXT(MESA_texture_array);
-EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
-EXTRA_EXT(EXT_secondary_color);
-EXTRA_EXT(EXT_fog_coord);
+EXTRA_EXT(EXT_texture_array);
EXTRA_EXT(NV_fog_distance);
EXTRA_EXT(EXT_texture_filter_anisotropic);
-EXTRA_EXT(IBM_rasterpos_clip);
EXTRA_EXT(NV_point_sprite);
-EXTRA_EXT(NV_vertex_program);
-EXTRA_EXT(NV_fragment_program);
EXTRA_EXT(NV_texture_rectangle);
EXTRA_EXT(EXT_stencil_two_side);
-EXTRA_EXT(NV_light_max_exponent);
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
-EXTRA_EXT(EXT_framebuffer_blit);
-EXTRA_EXT(ARB_shader_objects);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
-EXTRA_EXT(EXT_framebuffer_object);
EXTRA_EXT(ARB_seamless_cube_map);
-EXTRA_EXT(EXT_compiled_vertex_array);
EXTRA_EXT(ARB_sync);
EXTRA_EXT(ARB_vertex_shader);
EXTRA_EXT(EXT_transform_feedback);
-EXTRA_EXT(ARB_transform_feedback2);
EXTRA_EXT(ARB_transform_feedback3);
EXTRA_EXT(EXT_pixel_buffer_object);
EXTRA_EXT(ARB_vertex_program);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
-EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
-EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
EXTRA_EXT(ARB_geometry_shader4);
EXTRA_EXT(ARB_color_buffer_float);
-EXTRA_EXT(ARB_copy_buffer);
EXTRA_EXT(EXT_framebuffer_sRGB);
-EXTRA_EXT(ARB_texture_buffer_object);
EXTRA_EXT(OES_EGL_image_external);
EXTRA_EXT(ARB_blend_func_extended);
EXTRA_EXT(ARB_uniform_buffer_object);
EXTRA_EXT(ARB_timer_query);
+EXTRA_EXT(ARB_texture_cube_map_array);
+EXTRA_EXT(ARB_texture_buffer_range);
+EXTRA_EXT(ARB_texture_multisample);
+EXTRA_EXT(ARB_texture_gather);
+EXTRA_EXT(ARB_separate_shader_objects);
+EXTRA_EXT(ARB_shader_atomic_counters);
+EXTRA_EXT(ARB_draw_indirect);
+EXTRA_EXT(ARB_shader_image_load_store);
+EXTRA_EXT(ARB_viewport_array);
+EXTRA_EXT(ARB_compute_shader);
+EXTRA_EXT(ARB_gpu_shader5);
+EXTRA_EXT2(ARB_transform_feedback3, ARB_gpu_shader5);
static const int
-extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
- EXT(ARB_vertex_program),
- EXT(ARB_fragment_program),
- EXT(NV_vertex_program),
- EXTRA_END
-};
-
-static const int
-extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
- EXT(NV_vertex_program),
- EXT(ARB_vertex_program),
- EXT(ARB_fragment_program),
- EXT(NV_vertex_program),
+extra_ARB_color_buffer_float_or_glcore[] = {
+ EXT(ARB_color_buffer_float),
+ EXTRA_API_GL_CORE,
EXTRA_END
};
static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
+static const int extra_version_40[] = { EXTRA_VERSION_40, EXTRA_END };
+
+static const int extra_gl30_es3[] = {
+ EXTRA_VERSION_30,
+ EXTRA_API_ES3,
+ EXTRA_END,
+};
+
+static const int extra_gl32_es3[] = {
+ EXTRA_VERSION_32,
+ EXTRA_API_ES3,
+ EXTRA_END,
+};
+
+static const int extra_gl32_ARB_geometry_shader4[] = {
+ EXTRA_VERSION_32,
+ EXT(ARB_geometry_shader4),
+ EXTRA_END
+};
+
+static const int extra_gl40_ARB_sample_shading[] = {
+ EXTRA_VERSION_40,
+ EXT(ARB_sample_shading),
+ EXTRA_END
+};
static const int
extra_ARB_vertex_program_api_es2[] = {
* GLES2 if the NV_read_buffer extension is available. */
static const int
extra_NV_read_buffer_api_gl[] = {
- EXT(NV_read_buffer),
+ EXTRA_API_ES2,
EXTRA_API_GL,
EXTRA_END
};
-#define API_OPENGL_BIT (1 << API_OPENGL)
-#define API_OPENGLES_BIT (1 << API_OPENGLES)
-#define API_OPENGLES2_BIT (1 << API_OPENGLES2)
-#define API_OPENGL_CORE_BIT (1 << API_OPENGL_CORE)
+static const int extra_core_ARB_color_buffer_float_and_new_buffers[] = {
+ EXTRA_API_GL_CORE,
+ EXT(ARB_color_buffer_float),
+ EXTRA_NEW_BUFFERS,
+ EXTRA_END
+};
/* This is the big table describing all the enums we accept in
* glGet*v(). The table is partitioned into six parts: enums
* understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
* between OpenGL and GLES, enums exclusive to GLES, etc for the
- * remaining combinations. When we add the enums to the hash table in
- * _mesa_init_get_hash(), we only add the enums for the API we're
- * instantiating and the different sections are guarded by #if
- * FEATURE_GL etc to make sure we only compile in the enums we may
- * need. */
-
-static const struct value_desc values[] = {
- /* Enums shared between OpenGL, GLES1 and GLES2 */
- { 0, 0, TYPE_API_MASK,
- API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT |
- API_OPENGL_CORE_BIT,
- NO_EXTRA},
- { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
- { 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, 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_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
- { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
- { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
- { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
- { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
- { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
- { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
- { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
- { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
- { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
- { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
- { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
- { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
- { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
- { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
- { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
- { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
- { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
- { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
- { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
- { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
- { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
- { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
- { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
- { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
- { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
- { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
- { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
- { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
- { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
- { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
- { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
-
- /* GL_ARB_multitexture */
- { GL_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
-
- /* Note that all the OES_* extensions require that the Mesa "struct
- * gl_extensions" include a member with the name of the extension.
- * That structure does not yet include OES extensions (and we're
- * not sure whether it will). If it does, all the OES_*
- * extensions below should mark the dependency. */
-
- /* GL_ARB_texture_cube_map */
- { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
- TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
- { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_context, Const.MaxCubeTextureLevels),
- extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
-
- /* XXX: OES_blend_subtract */
- { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
- { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
- { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
- { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
-
- /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
- * defined identically to GL_BLEND_EQUATION. */
- { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
- { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
-
- /* GL_ARB_texture_compression */
- { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
- { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
-
- /* GL_ARB_multisample */
- { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
- CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
- { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
- { GL_SAMPLE_COVERAGE_VALUE_ARB,
- CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
- { GL_SAMPLE_COVERAGE_INVERT_ARB,
- CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
- { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
- { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
-
- /* GL_SGIS_generate_mipmap */
- { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), NO_EXTRA },
-
- /* GL_ARB_vertex_buffer_object */
- { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
-
- /* GL_ARB_vertex_buffer_object */
- /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
- { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
-
- /* GL_ARB_color_buffer_float */
- { GL_CLAMP_VERTEX_COLOR, CONTEXT_ENUM(Light.ClampVertexColor), extra_ARB_color_buffer_float },
- { GL_CLAMP_FRAGMENT_COLOR, CONTEXT_ENUM(Color.ClampFragmentColor), extra_ARB_color_buffer_float },
- { GL_CLAMP_READ_COLOR, CONTEXT_ENUM(Color.ClampReadColor), extra_ARB_color_buffer_float },
-
- /* GL_ARB_copy_buffer */
- { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
- { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
-
- /* GL_OES_read_format */
- { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
- extra_new_buffers },
- { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
- extra_new_buffers },
-
- /* GL_EXT_framebuffer_object */
- { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
- extra_EXT_framebuffer_object },
- { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
- extra_EXT_framebuffer_object },
- { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
- extra_EXT_framebuffer_object },
-
- /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
- * GLSL: */
- { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
-
- /* GL_{APPLE,ARB,OES}_vertex_array_object */
- { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name), NO_EXTRA },
-
- /* GL_EXT_texture_filter_anisotropic */
- { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
- CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
- extra_EXT_texture_filter_anisotropic },
-
-#if FEATURE_GL || FEATURE_ES1
- /* Enums in OpenGL and GLES1 */
- { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGL_CORE_BIT, NO_EXTRA },
- { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
- { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
- { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
- { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
- { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
- { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
- { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
- { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
- { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
- { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
- { GL_LIGHT_MODEL_AMBIENT,
- CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), 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, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
- { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
- { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
- { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
- { GL_CURRENT_COLOR,
- CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
- extra_flush_current },
- { GL_CURRENT_NORMAL,
- CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
- extra_flush_current },
- { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
- 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, 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_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
- { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
- { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
- { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
- { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
- { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
- { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
- { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
- { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
- { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
- { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
- { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
- { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
- { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
- { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
- { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
- { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
- { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
- { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
- { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
- { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
- { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
- { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
- { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
- { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
- { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
- { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
- { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
- { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
- { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
- extra_valid_texture_unit },
-
- { GL_VERTEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
- { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
- { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
- { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
- { GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
- { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
- { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
- { GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR0].Enabled), NO_EXTRA },
- { GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Size), NO_EXTRA },
- { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR0].Type), NO_EXTRA },
- { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Stride), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY,
- LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY_SIZE,
- LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY_TYPE,
- LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY_STRIDE,
- LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
-
- /* GL_ARB_ES2_compatibility */
- { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
- { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
- extra_ARB_ES2_compatibility },
- { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
- extra_ARB_ES2_compatibility },
- { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
- extra_ARB_ES2_compatibility },
-
- /* GL_ARB_multitexture */
- { GL_MAX_TEXTURE_UNITS, CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA },
- { GL_CLIENT_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
-
- /* GL_ARB_texture_cube_map */
- { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
- /* S, T, and R are always set at the same time */
- { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
- offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
-
- /* GL_ARB_multisample */
- { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
- { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
-
- /* GL_ARB_vertex_buffer_object */
- { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
- { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
- { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR0].BufferObj), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
-
- /* GL_OES_point_sprite */
- { GL_POINT_SPRITE_NV,
- CONTEXT_BOOL(Point.PointSprite),
- extra_NV_point_sprite_ARB_point_sprite },
-
- /* GL_ARB_fragment_shader */
- { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
- CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
- extra_ARB_fragment_shader },
-
- /* GL_ARB_vertex_shader */
- { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
- CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
- extra_ARB_vertex_shader },
- { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
- extra_ARB_vertex_shader },
-
- /* GL_EXT_texture_lod_bias */
- { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
- NO_EXTRA },
-#endif /* FEATURE_GL || FEATURE_ES1 */
-
-#if FEATURE_ES1
- { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
- /* XXX: OES_matrix_get */
- { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
- { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
- { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
-
- /* OES_point_size_array */
- { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled, TYPE_BOOLEAN) },
- { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Type, TYPE_ENUM) },
- { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Stride, TYPE_INT) },
- { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
-#endif /* FEATURE_ES1 */
-
-#if FEATURE_GL || FEATURE_ES2
- { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGL_CORE_BIT | API_OPENGLES2_BIT, NO_EXTRA },
- { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
- CONTEXT_INT(Const.MaxTextureCoordUnits),
- extra_ARB_fragment_program_NV_fragment_program },
- { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
- { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
- { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
- { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
- { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
- { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
- { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
- { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
- { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
-
- /* GL_ARB_draw_buffers */
- { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
-
- /* GL_EXT_framebuffer_object / GL_NV_fbo_color_attachments */
- { GL_MAX_COLOR_ATTACHMENTS, CONTEXT_INT(Const.MaxColorAttachments),
- extra_EXT_framebuffer_object },
-
- /* GL_ARB_draw_buffers / GL_NV_draw_buffers (for ES 2.0) */
- { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
- { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
- extra_valid_draw_buffer },
- { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
- extra_valid_draw_buffer },
-
- { 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),
- extra_ARB_fragment_program_NV_fragment_program },
- { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
- CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
- { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
- CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
- extra_ARB_vertex_shader },
-
- /* GL_ARB_shader_objects
- * Actually, this token isn't part of GL_ARB_shader_objects, but is
- * close enough for now. */
- { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
-
- /* OpenGL 2.0 */
- { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
- { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
- { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
- { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
- { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
- { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
- { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
-
- { GL_MAX_VERTEX_ATTRIBS_ARB,
- CONTEXT_INT(Const.VertexProgram.MaxAttribs),
- extra_ARB_vertex_program_api_es2 },
-
- /* OES_texture_3D */
- { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
- { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
-
- /* GL_ARB_fragment_program/OES_standard_derivatives */
- { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
- CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
-
- /* GL_NV_read_buffer */
- { GL_READ_BUFFER,
- LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, extra_NV_read_buffer_api_gl },
-
-#endif /* FEATURE_GL || FEATURE_ES2 */
-
-#if FEATURE_ES1 || FEATURE_ES2
- { 0, 0, TYPE_API_MASK, API_OPENGLES | API_OPENGLES2_BIT, NO_EXTRA },
- /* GL_OES_EGL_image_external */
- { GL_TEXTURE_BINDING_EXTERNAL_OES, LOC_CUSTOM,
- TYPE_INT, TEXTURE_EXTERNAL_INDEX, extra_OES_EGL_image_external },
- { GL_TEXTURE_EXTERNAL_OES, LOC_CUSTOM,
- TYPE_BOOLEAN, 0, extra_OES_EGL_image_external },
-#endif
-
-#if FEATURE_ES2
- /* Enums unique to OpenGL ES 2.0 */
- { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
- { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
- { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
- { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
- { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
- /* OES_get_program_binary */
- { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
- { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
-#endif /* FEATURE_ES2 */
-
-#if FEATURE_GL
- /* Remaining enums are only in OpenGL */
- { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGL_CORE_BIT, NO_EXTRA },
- { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
- { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
- { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
- { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
- { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
- { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
- { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
- { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
- { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
- { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
- { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
- { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
- { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
- { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
- { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
- { GL_CURRENT_INDEX,
- CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
- extra_flush_current },
- { GL_CURRENT_RASTER_COLOR,
- CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
- { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
- { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
- { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
- { GL_CURRENT_RASTER_SECONDARY_COLOR,
- CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
- { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
- extra_valid_texture_unit },
- { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
- { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
- { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
- { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
- { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
- { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
- { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
- { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
- { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
- { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
- { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
- { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
- { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
- { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
- { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
- { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
- { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
- { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
- { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
- { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
- { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
- { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
- { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
- { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
- { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
- { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
- { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
- { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
- { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
- { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
- { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
- { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
- { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
- { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
- { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
- { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
- { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
- { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
- { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
- { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
- { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
- { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
- { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
- { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
- { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
- { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
- { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
- { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
- { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
- { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
- { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
- { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
- { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
-
- { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
- { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
- { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
- { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
- { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
- { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
- { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
- { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
- { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
- { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
- { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
- { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
- { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
- { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
- { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
- { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
- { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
- { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
- { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
- { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
- { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
- { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
- { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
- { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
- { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
- { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
- { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
- { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
- { 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_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
-
- { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
- { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
- { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
- { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
-
- { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
- { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
- TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
- { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
- TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
- { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
- CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
-
- { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
- offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
- { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
- offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
- { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
- offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
- { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
- offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
- { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
- { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
- { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
- { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
-
- /* Vertex arrays */
- { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
- { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
- { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
- { GL_INDEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
- { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
- { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Stride), NO_EXTRA },
- { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
- { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
- { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
- { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
- { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
-
- /* GL_ARB_texture_compression */
- { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
-
- /* GL_EXT_compiled_vertex_array */
- { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
- extra_EXT_compiled_vertex_array },
- { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
- extra_EXT_compiled_vertex_array },
-
- /* GL_ARB_transpose_matrix */
- { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
- CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
- { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
- CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
- { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
-
- /* GL_EXT_secondary_color */
- { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
- extra_EXT_secondary_color_ARB_vertex_program },
- { GL_CURRENT_SECONDARY_COLOR_EXT,
- CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
- extra_EXT_secondary_color_flush_current },
- { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR1].Enabled),
- extra_EXT_secondary_color },
- { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR1].Type),
- extra_EXT_secondary_color },
- { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Stride),
- extra_EXT_secondary_color },
- { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Size),
- extra_EXT_secondary_color },
-
- /* GL_EXT_fog_coord */
- { GL_CURRENT_FOG_COORDINATE_EXT,
- CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
- extra_EXT_fog_coord_flush_current },
- { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
- extra_EXT_fog_coord },
- { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
- extra_EXT_fog_coord },
- { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
- extra_EXT_fog_coord },
- { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
- extra_EXT_fog_coord },
-
- /* GL_NV_fog_distance */
- { GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
- extra_NV_fog_distance },
-
- /* GL_IBM_rasterpos_clip */
- { GL_RASTER_POSITION_UNCLIPPED_IBM,
- CONTEXT_BOOL(Transform.RasterPositionUnclipped),
- extra_IBM_rasterpos_clip },
-
- /* GL_NV_point_sprite */
- { GL_POINT_SPRITE_R_MODE_NV,
- CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
- { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
- extra_NV_point_sprite_ARB_point_sprite },
-
- /* GL_NV_vertex_program */
- { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(0)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(1)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(2)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(3)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(4)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(5)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(6)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(7)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(8)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(9)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(10)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(11)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(12)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(13)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(14)].Enabled),
- extra_NV_vertex_program },
- { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(15)].Enabled),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
- extra_NV_vertex_program },
- { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
- extra_NV_vertex_program },
-
- /* GL_NV_fragment_program */
- { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
- extra_NV_fragment_program },
- { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
- extra_NV_fragment_program },
- { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
- CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
- extra_NV_fragment_program },
-
- /* GL_NV_texture_rectangle */
- { GL_TEXTURE_RECTANGLE_NV,
- LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
- { GL_TEXTURE_BINDING_RECTANGLE_NV,
- LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
- { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
- CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
-
- /* GL_EXT_stencil_two_side */
- { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
- extra_EXT_stencil_two_side },
- { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
-
- /* GL_NV_light_max_exponent */
- { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
- extra_NV_light_max_exponent },
- { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
- extra_NV_light_max_exponent },
-
- /* GL_NV_primitive_restart */
- { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
- extra_NV_primitive_restart },
- { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
- extra_NV_primitive_restart },
-
- /* GL_ARB_vertex_buffer_object */
- { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
- { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
- { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR1].BufferObj), NO_EXTRA },
- { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
-
- /* GL_EXT_pixel_buffer_object */
- { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
- extra_EXT_pixel_buffer_object },
- { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
- extra_EXT_pixel_buffer_object },
-
- /* GL_ARB_vertex_program */
- { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
- CONTEXT_BOOL(VertexProgram.Enabled),
- extra_ARB_vertex_program_NV_vertex_program },
- { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
- CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
- extra_ARB_vertex_program_NV_vertex_program },
- { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
- CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
- extra_ARB_vertex_program_NV_vertex_program },
- { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
- CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
- extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
- { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
- CONTEXT_INT(Const.MaxProgramMatrices),
- extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
- { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
- LOC_CUSTOM, TYPE_INT, 0,
- extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
-
- { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
- LOC_CUSTOM, TYPE_MATRIX, 0,
- extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
- { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
- LOC_CUSTOM, TYPE_MATRIX, 0,
- extra_ARB_vertex_program_ARB_fragment_program },
-
- { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
- CONTEXT_INT(Program.ErrorPos),
- extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
-
- /* GL_ARB_fragment_program */
- { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
- extra_ARB_fragment_program },
-
- /* GL_EXT_depth_bounds_test */
- { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
- extra_EXT_depth_bounds_test },
- { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
- extra_EXT_depth_bounds_test },
-
- /* GL_ARB_depth_clamp*/
- { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
- extra_ARB_depth_clamp },
-
- /* GL_ATI_fragment_shader */
- { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
- { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
- { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
- { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
- { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
- { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
- { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
- { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
- CONST(3), extra_ATI_fragment_shader },
-
- /* GL_EXT_framebuffer_blit
- * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
- { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
- extra_EXT_framebuffer_blit },
-
- /* GL_EXT_provoking_vertex */
- { GL_PROVOKING_VERTEX_EXT,
- CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
- { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
- CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
- extra_EXT_provoking_vertex },
-
- /* GL_ARB_framebuffer_object */
- { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
- extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
-
- /* GL_ARB_seamless_cube_map */
- { GL_TEXTURE_CUBE_MAP_SEAMLESS,
- CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
-
- /* GL_ARB_sync */
- { GL_MAX_SERVER_WAIT_TIMEOUT,
- CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
-
- /* GL_EXT_texture_integer */
- { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
- extra_EXT_texture_integer },
-
- /* GL_EXT_transform_feedback */
- { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
- extra_EXT_transform_feedback },
- { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(RasterDiscard),
- extra_EXT_transform_feedback },
- { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
- CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
- extra_EXT_transform_feedback },
- { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
- CONTEXT_INT(Const.MaxTransformFeedbackBuffers),
- extra_EXT_transform_feedback },
- { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
- CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
- extra_EXT_transform_feedback },
-
- /* GL_ARB_transform_feedback2 */
- { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
- extra_ARB_transform_feedback2 },
- { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
- extra_ARB_transform_feedback2 },
- { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
- extra_ARB_transform_feedback2 },
-
- /* GL_ARB_transform_feedback3 */
- { GL_MAX_TRANSFORM_FEEDBACK_BUFFERS,
- CONTEXT_INT(Const.MaxTransformFeedbackBuffers),
- extra_ARB_transform_feedback3 },
- { GL_MAX_VERTEX_STREAMS,
- CONTEXT_INT(Const.MaxVertexStreams),
- extra_ARB_transform_feedback3 },
-
- /* GL_ARB_geometry_shader4 */
- { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
- CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
- extra_ARB_geometry_shader4 },
- { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
- CONTEXT_INT(Const.MaxGeometryOutputVertices),
- extra_ARB_geometry_shader4 },
- { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
- CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
- extra_ARB_geometry_shader4 },
- { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
- CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
- extra_ARB_geometry_shader4 },
- { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
- CONTEXT_INT(Const.MaxGeometryVaryingComponents),
- extra_ARB_geometry_shader4 },
- { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
- 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 / GLSL 1.30 */
- { GL_MIN_PROGRAM_TEXEL_OFFSET,
- CONTEXT_INT(Const.MinProgramTexelOffset),
- extra_GLSL_130 },
- { GL_MAX_PROGRAM_TEXEL_OFFSET,
- CONTEXT_INT(Const.MaxProgramTexelOffset),
- extra_GLSL_130 },
-
- /* GL_ARB_texture_buffer_object */
- { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
- extra_texture_buffer_object },
- { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
- extra_texture_buffer_object },
- { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- TEXTURE_BUFFER_INDEX, extra_texture_buffer_object },
- { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
- extra_texture_buffer_object },
- { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
- extra_texture_buffer_object },
-
- /* GL_ARB_sampler_objects / GL 3.3 */
- { GL_SAMPLER_BINDING,
- LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, NO_EXTRA },
-
- /* GL 3.0 */
- { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
- { GL_MAJOR_VERSION, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
- { GL_MINOR_VERSION, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
- { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
-
- /* GL3.0 / GL_EXT_framebuffer_sRGB */
- { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
- { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
-
- /* GL 3.1 */
- /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
- * vs. GL_PRIMITIVE_RESTART!
- */
- { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
- extra_version_31 },
- { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
- extra_version_31 },
-
-
- /* 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 },
-
- /* GL_ARB_debug_output */
- { GL_DEBUG_LOGGED_MESSAGES_ARB, CONTEXT_INT(Debug.NumMessages), NO_EXTRA },
- { GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB, CONTEXT_INT(Debug.NextMsgLength), NO_EXTRA },
- { GL_MAX_DEBUG_LOGGED_MESSAGES_ARB, CONST(MAX_DEBUG_LOGGED_MESSAGES), NO_EXTRA },
- { GL_MAX_DEBUG_MESSAGE_LENGTH_ARB, CONST(MAX_DEBUG_MESSAGE_LENGTH), NO_EXTRA },
-
- { GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, CONTEXT_INT(Const.MaxDualSourceDrawBuffers), extra_ARB_blend_func_extended },
-
- /* GL_ARB_uniform_buffer_object */
- { GL_MAX_VERTEX_UNIFORM_BLOCKS, CONTEXT_INT(Const.VertexProgram.MaxUniformBlocks),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_FRAGMENT_UNIFORM_BLOCKS, CONTEXT_INT(Const.FragmentProgram.MaxUniformBlocks),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_GEOMETRY_UNIFORM_BLOCKS, CONTEXT_INT(Const.GeometryProgram.MaxUniformBlocks),
- extra_ARB_uniform_buffer_object_and_geometry_shader },
- { GL_MAX_COMBINED_UNIFORM_BLOCKS, CONTEXT_INT(Const.MaxCombinedUniformBlocks),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_UNIFORM_BLOCK_SIZE, CONTEXT_INT(Const.MaxUniformBlockSize),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_UNIFORM_BUFFER_BINDINGS, CONTEXT_INT(Const.MaxUniformBufferBindings),
- extra_ARB_uniform_buffer_object },
-
- { GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, CONTEXT_INT(Const.VertexProgram.MaxCombinedUniformComponents),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, CONTEXT_INT(Const.FragmentProgram.MaxCombinedUniformComponents),
- extra_ARB_uniform_buffer_object },
- { GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS, CONTEXT_INT(Const.GeometryProgram.MaxCombinedUniformComponents),
- extra_ARB_uniform_buffer_object_and_geometry_shader },
- { GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, CONTEXT_INT(Const.UniformBufferOffsetAlignment),
- extra_ARB_uniform_buffer_object },
-
- { GL_UNIFORM_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_uniform_buffer_object },
-
- /* GL_ARB_timer_query */
- { GL_TIMESTAMP, LOC_CUSTOM, TYPE_INT64, 0, extra_ARB_timer_query }
+ * remaining combinations. To look up the enums valid in a given API
+ * we will use a hash table specific to that API. These tables are in
+ * turn generated at build time and included through get_hash.h.
+ */
-#endif /* FEATURE_GL */
-};
+#include "get_hash.h"
/* All we need now is a way to look up the value struct from the enum.
* The code generated by gcc for the old generated big switch
* collisions for any enum (typical numbers). And the code is very
* simple, even though it feels a little magic. */
-static unsigned short table[1024];
-static const int prime_factor = 89, prime_step = 281;
-
#ifdef GET_DEBUG
static void
-print_table_stats(void)
+print_table_stats(int api)
{
int i, j, collisions[11], count, hash, mask;
const struct value_desc *d;
-
+ const char *api_names[] = {
+ [API_OPENGL_COMPAT] = "GL",
+ [API_OPENGL_CORE] = "GL_CORE",
+ [API_OPENGLES] = "GLES",
+ [API_OPENGLES2] = "GLES2",
+ };
+ const char *api_name;
+
+ api_name = api < Elements(api_names) ? api_names[api] : "N/A";
count = 0;
- mask = Elements(table) - 1;
+ mask = Elements(table(api)) - 1;
memset(collisions, 0, sizeof collisions);
- for (i = 0; i < Elements(table); i++) {
- if (!table[i])
+ for (i = 0; i < Elements(table(api)); i++) {
+ if (!table(api)[i])
continue;
count++;
- d = &values[table[i]];
+ d = &values[table(api)[i]];
hash = (d->pname * prime_factor);
j = 0;
while (1) {
- if (values[table[hash & mask]].pname == d->pname)
+ if (values[table(api)[hash & mask]].pname == d->pname)
break;
hash += prime_step;
j++;
collisions[10]++;
}
- printf("number of enums: %d (total %d)\n", count, Elements(values));
+ printf("number of enums for %s: %d (total %ld)\n",
+ api_name, count, Elements(values));
for (i = 0; i < Elements(collisions) - 1; i++)
if (collisions[i] > 0)
printf(" %d enums with %d %scollisions\n",
*/
void _mesa_init_get_hash(struct gl_context *ctx)
{
- int i, hash, index, mask;
- int api_mask = 0, api_bit;
-
- mask = Elements(table) - 1;
- api_bit = 1 << ctx->API;
-
- for (i = 0; i < Elements(values); i++) {
- if (values[i].type == TYPE_API_MASK) {
- api_mask = values[i].offset;
- continue;
- }
- if (!(api_mask & api_bit))
- continue;
-
- hash = (values[i].pname * prime_factor) & mask;
- while (1) {
- index = hash & mask;
- if (!table[index]) {
- table[index] = i;
- break;
- }
- hash += prime_step;
- }
- }
-
#ifdef GET_DEBUG
- print_table_stats();
+ print_table_stats(ctx->API);
+#else
+ (void) ctx;
#endif
}
find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
{
struct gl_buffer_object **buffer_obj;
- struct gl_client_array *array;
+ struct gl_vertex_attrib_array *array;
GLuint unit, *p;
switch (d->pname) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
- case GL_TEXTURE_1D_ARRAY_EXT:
- case GL_TEXTURE_2D_ARRAY_EXT:
case GL_TEXTURE_CUBE_MAP_ARB:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_EXTERNAL_OES:
case GL_TEXTURE_COORD_ARRAY_SIZE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_TEXTURE_COORD_ARRAY_STRIDE:
- array = &ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
+ array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
v->value_int = *(GLuint *) ((char *) array + d->offset);
break;
break;
case GL_SCISSOR_BOX:
- v->value_int_4[0] = ctx->Scissor.X;
- v->value_int_4[1] = ctx->Scissor.Y;
- v->value_int_4[2] = ctx->Scissor.Width;
- v->value_int_4[3] = ctx->Scissor.Height;
+ v->value_int_4[0] = ctx->Scissor.ScissorArray[0].X;
+ v->value_int_4[1] = ctx->Scissor.ScissorArray[0].Y;
+ v->value_int_4[2] = ctx->Scissor.ScissorArray[0].Width;
+ v->value_int_4[3] = ctx->Scissor.ScissorArray[0].Height;
+ break;
+
+ case GL_SCISSOR_TEST:
+ v->value_bool = ctx->Scissor.EnableFlags & 1;
break;
case GL_LIST_INDEX:
break;
case GL_VIEWPORT:
- v->value_int_4[0] = ctx->Viewport.X;
- v->value_int_4[1] = ctx->Viewport.Y;
- v->value_int_4[2] = ctx->Viewport.Width;
- v->value_int_4[3] = ctx->Viewport.Height;
+ v->value_float_4[0] = ctx->ViewportArray[0].X;
+ v->value_float_4[1] = ctx->ViewportArray[0].Y;
+ v->value_float_4[2] = ctx->ViewportArray[0].Width;
+ v->value_float_4[3] = ctx->ViewportArray[0].Height;
+ break;
+
+ case GL_DEPTH_RANGE:
+ v->value_double_2[0] = ctx->ViewportArray[0].Near;
+ v->value_double_2[1] = ctx->ViewportArray[0].Far;
break;
case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_REF:
- v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
+ v->value_int = _mesa_get_stencil_ref(ctx, ctx->Stencil.ActiveFace);
+ break;
+ case GL_STENCIL_BACK_REF:
+ v->value_int = _mesa_get_stencil_ref(ctx, 1);
break;
case GL_STENCIL_VALUE_MASK:
v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int_n.n =
_mesa_get_compressed_formats(ctx, v->value_int_n.ints);
- ASSERT(v->value_int_n.n <= 100);
+ ASSERT(v->value_int_n.n <= (int) ARRAY_SIZE(v->value_int_n.ints));
break;
case GL_MAX_VARYING_FLOATS_ARB:
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
case GL_TEXTURE_BINDING_RECTANGLE_NV:
case GL_TEXTURE_BINDING_EXTERNAL_OES:
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
unit = ctx->Texture.CurrentUnit;
v->value_int =
ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
break;
+ /* GL_EXT_packed_float */
+ case GL_RGBA_SIGNED_COMPONENTS_EXT:
+ {
+ /* Note: we only check the 0th color attachment. */
+ const struct gl_renderbuffer *rb =
+ ctx->DrawBuffer->_ColorDrawBuffers[0];
+ if (rb && _mesa_is_format_signed(rb->Format)) {
+ /* Issue 17 of GL_EXT_packed_float: If a component (such as
+ * alpha) has zero bits, the component should not be considered
+ * signed and so the bit for the respective component should be
+ * zeroed.
+ */
+ GLint r_bits =
+ _mesa_get_format_bits(rb->Format, GL_RED_BITS);
+ GLint g_bits =
+ _mesa_get_format_bits(rb->Format, GL_GREEN_BITS);
+ GLint b_bits =
+ _mesa_get_format_bits(rb->Format, GL_BLUE_BITS);
+ GLint a_bits =
+ _mesa_get_format_bits(rb->Format, GL_ALPHA_BITS);
+ GLint l_bits =
+ _mesa_get_format_bits(rb->Format, GL_TEXTURE_LUMINANCE_SIZE);
+ GLint i_bits =
+ _mesa_get_format_bits(rb->Format, GL_TEXTURE_INTENSITY_SIZE);
+
+ v->value_int_4[0] = r_bits + l_bits + i_bits > 0;
+ v->value_int_4[1] = g_bits + l_bits + i_bits > 0;
+ v->value_int_4[2] = b_bits + l_bits + i_bits > 0;
+ v->value_int_4[3] = a_bits + i_bits > 0;
+ }
+ else {
+ v->value_int_4[0] =
+ v->value_int_4[1] =
+ v->value_int_4[2] =
+ v->value_int_4[3] = 0;
+ }
+ }
+ break;
+
/* GL_ARB_vertex_buffer_object */
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
buffer_obj = (struct gl_buffer_object **)
- ((char *) ctx->Array.ArrayObj + d->offset);
+ ((char *) ctx->Array.VAO + d->offset);
v->value_int = (*buffer_obj)->Name;
break;
case GL_ARRAY_BUFFER_BINDING_ARB:
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
v->value_int =
- ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
+ ctx->Array.VAO->VertexBinding[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- v->value_int = ctx->Array.ArrayObj->ElementArrayBufferObj->Name;
+ v->value_int = ctx->Array.VAO->IndexBufferObj->Name;
break;
/* ARB_copy_buffer */
v->value_int = ctx->CopyWriteBuffer->Name;
break;
- case GL_FRAGMENT_PROGRAM_BINDING_NV:
- v->value_int =
- ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
- break;
- case GL_VERTEX_PROGRAM_BINDING_NV:
- v->value_int =
- ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
- break;
case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
v->value_int = ctx->Pack.BufferObj->Name;
break;
v->value_int = ctx->TransformFeedback.CurrentObject->Name;
break;
case GL_CURRENT_PROGRAM:
+ /* The Changelog of the ARB_separate_shader_objects spec says:
+ *
+ * 24 25 Jul 2011 pbrown Remove the language erroneously deleting
+ * CURRENT_PROGRAM. In the EXT extension, this
+ * token was aliased to ACTIVE_PROGRAM_EXT, and
+ * was used to indicate the last program set by
+ * either ActiveProgramEXT or UseProgram. In
+ * the ARB extension, the SSO active programs
+ * are now program pipeline object state and
+ * CURRENT_PROGRAM should still be used to query
+ * the last program set by UseProgram (bug 7822).
+ */
v->value_int =
ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
break;
ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
break;
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
- v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
break;
case GL_FOG_COLOR:
- if(ctx->Color._ClampFragmentColor)
+ if (_mesa_get_clamp_fragment_color(ctx))
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) {
+ if (_mesa_get_clamp_fragment_color(ctx)) {
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);
COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
break;
case GL_BLEND_COLOR_EXT:
- if(ctx->Color._ClampFragmentColor)
+ if (_mesa_get_clamp_fragment_color(ctx))
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)
+ if (_mesa_get_clamp_fragment_color(ctx))
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;
+ v->value_int = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4;
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
- v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
+ v->value_int = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4;
break;
/* GL_ARB_texture_buffer_object */
{
struct gl_sampler_object *samp =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
- v->value_int = samp ? samp->Name : 0;
+
+ /*
+ * The sampler object may have been deleted on another context,
+ * so we try to lookup the sampler object before returning its Name.
+ */
+ if (samp && _mesa_lookup_samplerobj(ctx, samp->Name)) {
+ v->value_int = samp->Name;
+ } else {
+ v->value_int = 0;
+ }
}
break;
/* GL_ARB_uniform_buffer_object */
_mesa_problem(ctx, "driver doesn't implement GetTimestamp");
}
break;
+ /* GL_KHR_DEBUG */
+ case GL_DEBUG_LOGGED_MESSAGES:
+ {
+ struct gl_debug_state *debug = _mesa_get_debug_state(ctx);
+ v->value_int = debug ? debug->NumMessages : 0;
+ }
+ break;
+ case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
+ {
+ struct gl_debug_state *debug = _mesa_get_debug_state(ctx);
+ v->value_int = debug ? debug->NextMsgLength : 0;
+ }
+ break;
+ case GL_DEBUG_GROUP_STACK_DEPTH:
+ {
+ struct gl_debug_state *debug = _mesa_get_debug_state(ctx);
+ v->value_int = debug ? debug->GroupStackDepth : 0;
+ }
+ break;
+
+ /* GL_ARB_shader_atomic_counters */
+ case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+ v->value_int = ctx->AtomicBuffer->Name;
+ break;
+ /* GL_ARB_draw_indirect */
+ case GL_DRAW_INDIRECT_BUFFER_BINDING:
+ v->value_int = ctx->DrawIndirectBuffer->Name;
+ break;
+ /* GL_ARB_separate_shader_objects */
+ case GL_PROGRAM_PIPELINE_BINDING:
+ if (ctx->Pipeline.Current) {
+ v->value_int = ctx->Pipeline.Current->Name;
+ } else {
+ v->value_int = 0;
+ }
+ break;
}
}
* \param func name of calling glGet*v() function for error reporting
* \param d the struct value_desc that has the extra constraints
*
- * \return GL_FALSE if one of the constraints was not satisfied,
+ * \return GL_FALSE if all of the constraints were not satisfied,
* otherwise GL_TRUE.
*/
static GLboolean
check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
{
const GLuint version = ctx->Version;
- int total, enabled;
+ GLboolean api_check = GL_FALSE;
+ GLboolean api_found = GL_FALSE;
const int *e;
- total = 0;
- enabled = 0;
- for (e = d->extra; *e != EXTRA_END; e++)
+ for (e = d->extra; *e != EXTRA_END; e++) {
switch (*e) {
case EXTRA_VERSION_30:
- if (version >= 30) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 30)
+ api_found = GL_TRUE;
break;
case EXTRA_VERSION_31:
- if (version >= 31) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 31)
+ api_found = GL_TRUE;
break;
case EXTRA_VERSION_32:
- if (version >= 32) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 32)
+ api_found = GL_TRUE;
break;
case EXTRA_NEW_FRAG_CLAMP:
if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
_mesa_update_state(ctx);
break;
case EXTRA_API_ES2:
- if (ctx->API == API_OPENGLES2) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (ctx->API == API_OPENGLES2)
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_API_ES3:
+ api_check = GL_TRUE;
+ if (_mesa_is_gles3(ctx))
+ api_found = GL_TRUE;
break;
case EXTRA_API_GL:
- if (_mesa_is_desktop_gl(ctx)) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (_mesa_is_desktop_gl(ctx))
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_API_GL_CORE:
+ api_check = GL_TRUE;
+ if (ctx->API == API_OPENGL_CORE)
+ api_found = GL_TRUE;
break;
case EXTRA_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
}
break;
case EXTRA_GLSL_130:
- if (ctx->Const.GLSLVersion >= 130) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (ctx->Const.GLSLVersion >= 130)
+ api_found = GL_TRUE;
break;
+ case EXTRA_EXT_UBO_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_uniform_buffer_object &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
+ case EXTRA_EXT_ATOMICS_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_shader_atomic_counters &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
+ case EXTRA_EXT_SHADER_IMAGE_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_shader_image_load_store &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
case EXTRA_END:
break;
default: /* *e is a offset into the extension struct */
- total++;
+ api_check = GL_TRUE;
if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
- enabled++;
+ api_found = GL_TRUE;
break;
}
+ }
- if (total > 0 && enabled == 0) {
+ if (api_check && !api_found) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(d->pname));
return GL_FALSE;
struct gl_texture_unit *unit;
int mask, hash;
const struct value_desc *d;
+ int api;
- mask = Elements(table) - 1;
+ api = ctx->API;
+ /* We index into the table_set[] list of per-API hash tables using the API's
+ * value in the gl_api enum. Since GLES 3 doesn't have an API_OPENGL* enum
+ * value since it's compatible with GLES2 its entry in table_set[] is at the
+ * end.
+ */
+ STATIC_ASSERT(Elements(table_set) == API_OPENGL_LAST + 2);
+ if (_mesa_is_gles3(ctx)) {
+ api = API_OPENGL_LAST + 1;
+ }
+ mask = Elements(table(api)) - 1;
hash = (pname * prime_factor);
while (1) {
- d = &values[table[hash & mask]];
+ int idx = table(api)[hash & mask];
/* If the enum isn't valid, the hash walk ends with index 0,
- * which is the API mask entry at the beginning of values[]. */
- if (unlikely(d->type == TYPE_API_MASK)) {
+ * pointing to the first entry of values[] which doesn't hold
+ * any valid enum. */
+ if (unlikely(idx == 0)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(pname));
return &error_value;
}
+ d = &values[idx];
if (likely(d->pname == pname))
break;
*p = ((char *) ctx + d->offset);
return d;
case LOC_ARRAY:
- *p = ((char *) ctx->Array.ArrayObj + d->offset);
+ *p = ((char *) ctx->Array.VAO + d->offset);
return d;
case LOC_TEXUNIT:
unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
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) {
params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
break;
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) {
params[0] = ((GLfloat *) p)[0];
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = (GLfloat) (((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
- params[0] = ((GLdouble *) p)[0];
+ params[0] = (GLfloat) (((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
break;
case TYPE_INT64:
- params[0] = ((GLint64 *) p)[0];
+ params[0] = (GLfloat) (((GLint64 *) p)[0]);
break;
case TYPE_BOOLEAN:
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) {
params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = FLOAT_TO_INT(((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
break;
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) {
params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = FLOAT_TO_INT64(((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
break;
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) {
params[0] = ((GLfloat *) p)[0];
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = ((GLdouble *) p)[1];
case TYPE_DOUBLEN:
params[0] = ((GLdouble *) p)[0];
break;
break;
case TYPE_INT64:
- params[0] = ((GLint64 *) p)[0];
+ params[0] = (GLdouble) (((GLint64 *) p)[0]);
break;
case TYPE_BOOLEAN:
}
static enum value_type
-find_value_indexed(const char *func, GLenum pname, int index, union value *v)
+find_value_indexed(const char *func, GLenum pname, GLuint index, union value *v)
{
GET_CURRENT_CONTEXT(ctx);
v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
return TYPE_INT_4;
+ case GL_SCISSOR_BOX:
+ if (index >= ctx->Const.MaxViewports)
+ goto invalid_value;
+ v->value_int_4[0] = ctx->Scissor.ScissorArray[index].X;
+ v->value_int_4[1] = ctx->Scissor.ScissorArray[index].Y;
+ v->value_int_4[2] = ctx->Scissor.ScissorArray[index].Width;
+ v->value_int_4[3] = ctx->Scissor.ScissorArray[index].Height;
+ return TYPE_INT_4;
+
+ case GL_VIEWPORT:
+ if (index >= ctx->Const.MaxViewports)
+ goto invalid_value;
+ v->value_float_4[0] = ctx->ViewportArray[index].X;
+ v->value_float_4[1] = ctx->ViewportArray[index].Y;
+ v->value_float_4[2] = ctx->ViewportArray[index].Width;
+ v->value_float_4[3] = ctx->ViewportArray[index].Height;
+ return TYPE_FLOAT_4;
+
+ case GL_DEPTH_RANGE:
+ if (index >= ctx->Const.MaxViewports)
+ goto invalid_value;
+ v->value_double_2[0] = ctx->ViewportArray[index].Near;
+ v->value_double_2[1] = ctx->ViewportArray[index].Far;
+ return TYPE_DOUBLEN_2;
+
case GL_TRANSFORM_FEEDBACK_BUFFER_START:
if (index >= ctx->Const.MaxTransformFeedbackBuffers)
goto invalid_value;
goto invalid_value;
if (!ctx->Extensions.EXT_transform_feedback)
goto invalid_enum;
- v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
+ v->value_int64
+ = ctx->TransformFeedback.CurrentObject->RequestedSize[index];
return TYPE_INT64;
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
goto invalid_enum;
v->value_int = ctx->UniformBufferBindings[index].Size;
return TYPE_INT;
+
+ /* ARB_texture_multisample / GL3.2 */
+ case GL_SAMPLE_MASK_VALUE:
+ if (index != 0)
+ goto invalid_value;
+ if (!ctx->Extensions.ARB_texture_multisample)
+ goto invalid_enum;
+ v->value_int = ctx->Multisample.SampleMaskValue;
+ return TYPE_INT;
+
+ case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int = ctx->AtomicBufferBindings[index].BufferObject->Name;
+ return TYPE_INT;
+
+ case GL_ATOMIC_COUNTER_BUFFER_START:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int64 = ctx->AtomicBufferBindings[index].Offset;
+ return TYPE_INT64;
+
+ case GL_ATOMIC_COUNTER_BUFFER_SIZE:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int64 = ctx->AtomicBufferBindings[index].Size;
+ return TYPE_INT64;
+
+ case GL_VERTEX_BINDING_DIVISOR:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_instanced_arrays)
+ 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;
+ return TYPE_INT;
+
+ case GL_VERTEX_BINDING_OFFSET:
+ if (!_mesa_is_desktop_gl(ctx))
+ 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;
+ return TYPE_INT;
+
+ case GL_VERTEX_BINDING_STRIDE:
+ if (!_mesa_is_desktop_gl(ctx))
+ 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;
+
+ /* ARB_shader_image_load_store */
+ case GL_IMAGE_BINDING_NAME: {
+ struct gl_texture_object *t;
+
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ t = ctx->ImageUnits[index].TexObj;
+ v->value_int = (t ? t->Name : 0);
+ return TYPE_INT;
+ }
+
+ case GL_IMAGE_BINDING_LEVEL:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Level;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_LAYERED:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Layered;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_LAYER:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Layer;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_ACCESS:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Access;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_FORMAT:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Format;
+ return TYPE_INT;
+
+ case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_compute_shader)
+ goto invalid_enum;
+ if (index >= 3)
+ goto invalid_value;
+ v->value_int = ctx->Const.MaxComputeWorkGroupCount[index];
+ return TYPE_INT;
+
+ case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_compute_shader)
+ goto invalid_enum;
+ if (index >= 3)
+ goto invalid_value;
+ v->value_int = ctx->Const.MaxComputeWorkGroupSize[index];
+ return TYPE_INT;
}
invalid_enum:
}
void GLAPIENTRY
-_mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
+_mesa_GetBooleani_v( GLenum pname, GLuint index, GLboolean *params )
{
union value v;
enum value_type type =
- find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
+ find_value_indexed("glGetBooleani_v", pname, index, &v);
switch (type) {
case TYPE_INT:
params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
break;
case TYPE_INT64:
- params[0] = INT64_TO_BOOLEAN(v.value_int);
+ params[0] = INT64_TO_BOOLEAN(v.value_int64);
break;
default:
; /* nothing - GL error was recorded */
}
void GLAPIENTRY
-_mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
+_mesa_GetIntegeri_v( GLenum pname, GLuint index, GLint *params )
{
union value v;
enum value_type type =
- find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
+ find_value_indexed("glGetIntegeri_v", pname, index, &v);
switch (type) {
+ case TYPE_FLOAT_4:
+ case TYPE_FLOATN_4:
+ params[3] = IROUND(v.value_float_4[3]);
+ case TYPE_FLOAT_3:
+ case TYPE_FLOATN_3:
+ params[2] = IROUND(v.value_float_4[2]);
+ case TYPE_FLOAT_2:
+ case TYPE_FLOATN_2:
+ params[1] = IROUND(v.value_float_4[1]);
+ case TYPE_FLOAT:
+ case TYPE_FLOATN:
+ params[0] = IROUND(v.value_float_4[0]);
+ break;
+
+ case TYPE_DOUBLEN_2:
+ params[1] = IROUND(v.value_double_2[1]);
+ case TYPE_DOUBLEN:
+ params[0] = IROUND(v.value_double_2[0]);
+ break;
+
case TYPE_INT:
params[0] = v.value_int;
break;
params[3] = v.value_int_4[3];
break;
case TYPE_INT64:
- params[0] = INT64_TO_INT(v.value_int);
+ params[0] = INT64_TO_INT(v.value_int64);
break;
default:
; /* nothing - GL error was recorded */
}
void GLAPIENTRY
-_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
+_mesa_GetInteger64i_v( GLenum pname, GLuint index, GLint64 *params )
{
union value v;
enum value_type type =
- find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
+ find_value_indexed("glGetInteger64i_v", pname, index, &v);
switch (type) {
case TYPE_INT:
params[3] = v.value_int_4[3];
break;
case TYPE_INT64:
- params[0] = v.value_int;
+ params[0] = v.value_int64;
break;
default:
; /* nothing - GL error was recorded */
}
}
-#if FEATURE_ES1
+void GLAPIENTRY
+_mesa_GetFloati_v(GLenum pname, GLuint index, GLfloat *params)
+{
+ int i;
+ GLmatrix *m;
+ union value v;
+ enum value_type type =
+ find_value_indexed("glGetFloati_v", pname, index, &v);
+
+ switch (type) {
+ case TYPE_FLOAT_4:
+ case TYPE_FLOATN_4:
+ params[3] = v.value_float_4[3];
+ case TYPE_FLOAT_3:
+ case TYPE_FLOATN_3:
+ params[2] = v.value_float_4[2];
+ case TYPE_FLOAT_2:
+ case TYPE_FLOATN_2:
+ params[1] = v.value_float_4[1];
+ case TYPE_FLOAT:
+ case TYPE_FLOATN:
+ params[0] = v.value_float_4[0];
+ break;
+
+ case TYPE_DOUBLEN_2:
+ params[1] = (GLfloat) v.value_double_2[1];
+ case TYPE_DOUBLEN:
+ params[0] = (GLfloat) v.value_double_2[0];
+ break;
+
+ case TYPE_INT_4:
+ params[3] = (GLfloat) v.value_int_4[3];
+ case TYPE_INT_3:
+ params[2] = (GLfloat) v.value_int_4[2];
+ case TYPE_INT_2:
+ case TYPE_ENUM_2:
+ params[1] = (GLfloat) v.value_int_4[1];
+ case TYPE_INT:
+ case TYPE_ENUM:
+ params[0] = (GLfloat) v.value_int_4[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]);
+ break;
+
+ case TYPE_INT64:
+ params[0] = (GLfloat) v.value_int64;
+ break;
+
+ case TYPE_BOOLEAN:
+ params[0] = BOOLEAN_TO_FLOAT(v.value_bool);
+ break;
+
+ case TYPE_MATRIX:
+ m = *(GLmatrix **) &v;
+ for (i = 0; i < 16; i++)
+ params[i] = m->m[i];
+ break;
+
+ case TYPE_MATRIX_T:
+ m = *(GLmatrix **) &v;
+ for (i = 0; i < 16; i++)
+ params[i] = m->m[transpose[i]];
+ break;
+
+ default:
+ ;
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetDoublei_v(GLenum pname, GLuint index, GLdouble *params)
+{
+ int i;
+ GLmatrix *m;
+ union value v;
+ enum value_type type =
+ find_value_indexed("glGetDoublei_v", pname, index, &v);
+
+ switch (type) {
+ case TYPE_FLOAT_4:
+ case TYPE_FLOATN_4:
+ params[3] = (GLdouble) v.value_float_4[3];
+ case TYPE_FLOAT_3:
+ case TYPE_FLOATN_3:
+ params[2] = (GLdouble) v.value_float_4[2];
+ case TYPE_FLOAT_2:
+ case TYPE_FLOATN_2:
+ params[1] = (GLdouble) v.value_float_4[1];
+ case TYPE_FLOAT:
+ case TYPE_FLOATN:
+ params[0] = (GLdouble) v.value_float_4[0];
+ break;
+
+ case TYPE_DOUBLEN_2:
+ params[1] = v.value_double_2[1];
+ case TYPE_DOUBLEN:
+ params[0] = v.value_double_2[0];
+ break;
+
+ case TYPE_INT_4:
+ params[3] = (GLdouble) v.value_int_4[3];
+ case TYPE_INT_3:
+ params[2] = (GLdouble) v.value_int_4[2];
+ case TYPE_INT_2:
+ case TYPE_ENUM_2:
+ params[1] = (GLdouble) v.value_int_4[1];
+ case TYPE_INT:
+ case TYPE_ENUM:
+ params[0] = (GLdouble) v.value_int_4[0];
+ break;
+
+ 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]);
+ break;
+
+ case TYPE_INT64:
+ params[0] = (GLdouble) v.value_int64;
+ break;
+
+ case TYPE_BOOLEAN:
+ params[0] = (GLdouble) BOOLEAN_TO_FLOAT(v.value_bool);
+ break;
+
+ case TYPE_MATRIX:
+ m = *(GLmatrix **) &v;
+ for (i = 0; i < 16; i++)
+ params[i] = (GLdouble) m->m[i];
+ break;
+
+ case TYPE_MATRIX_T:
+ m = *(GLmatrix **) &v;
+ for (i = 0; i < 16; i++)
+ params[i] = (GLdouble) m->m[transpose[i]];
+ break;
+
+ default:
+ ;
+ }
+}
+
void GLAPIENTRY
_mesa_GetFixedv(GLenum pname, GLfixed *params)
{
params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = FLOAT_TO_FIXED(((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
break;
break;
}
}
-#endif