#include "blend.h"
#include "enable.h"
#include "enums.h"
+#include "errors.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
#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
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
-EXTRA_EXT(EXT_framebuffer_blit);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
EXTRA_EXT(ARB_blend_func_extended);
EXTRA_EXT(ARB_uniform_buffer_object);
EXTRA_EXT(ARB_timer_query);
-EXTRA_EXT(ARB_map_buffer_alignment);
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_color_buffer_float_or_glcore[] = {
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;
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->VertexBinding[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->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->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
break;
case GL_FOG_COLOR:
_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;
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;
}
}
*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];
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;
params[0] = ((GLfloat *) p)[0];
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = (GLfloat) (((GLdouble *) p)[1]);
case TYPE_DOUBLEN:
params[0] = (GLfloat) (((GLdouble *) p)[0]);
break;
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;
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;
params[0] = ((GLfloat *) p)[0];
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = ((GLdouble *) p)[1];
case TYPE_DOUBLEN:
params[0] = ((GLdouble *) p)[0];
break;
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
return TYPE_INT;
case GL_VERTEX_BINDING_OFFSET:
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].Offset;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Offset;
return TYPE_INT;
case GL_VERTEX_BINDING_STRIDE:
goto invalid_enum;
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
goto invalid_value;
- v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].Stride;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Stride;
/* ARB_shader_image_load_store */
case GL_IMAGE_BINDING_NAME: {
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:
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 */
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 */
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 */
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;