#include "glheader.h"
#include "context.h"
#include "enable.h"
+#include "enums.h"
#include "extensions.h"
#include "get.h"
#include "macros.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
- * in GLcontext and then convert it to a bool or float according to
+ * in struct gl_context and then convert it to a bool or float according to
* which of glGetIntegerv() glGetBooleanv() etc is being called.
* Instead of generating code to do this, we can just record the enum
- * value and the offset into GLcontext in an array of structs. Then
+ * value and the offset into struct gl_context in an array of structs. Then
* in glGet*(), we lookup the struct for the enum in question, and use
* the offset to get the int we need.
*
* Sometimes we need to look up a float, a boolean, a bit in a
* bitfield, a matrix or other types instead, so we need to track the
- * type of the value in GLcontext. And sometimes the value isn't in
- * GLcontext but in the drawbuffer, the array object, current texture
+ * type of the value in struct gl_context. And sometimes the value isn't in
+ * struct gl_context but in the drawbuffer, the array object, current texture
* unit, or maybe it's a computed value. So we need to also track
* where or how to find the value. Finally, we sometimes need to
* check that one of a number of extensions are enabled, the GL
EXTRA_VERSION_30,
EXTRA_VERSION_31,
EXTRA_VERSION_32,
+ EXTRA_VERSION_ES2,
EXTRA_NEW_BUFFERS,
EXTRA_VALID_DRAW_BUFFER,
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_FLUSH_CURRENT,
};
+#define NO_EXTRA NULL
+#define NO_OFFSET 0
+
struct value_desc {
GLenum pname;
- enum value_location location : 8;
- enum value_type type : 8;
+ GLubyte location; /**< enum value_location */
+ GLubyte type; /**< enum value_type */
int offset;
const int *extra;
};
#define BUFFER_FIELD(field, type) \
LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
#define CONTEXT_FIELD(field, type) \
- LOC_CONTEXT, type, offsetof(GLcontext, field)
+ LOC_CONTEXT, type, offsetof(struct gl_context, field)
#define ARRAY_FIELD(field, type) \
LOC_ARRAY, type, offsetof(struct gl_array_object, field)
#define CONST(value) \
#define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
#define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
+#define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
EXTRA_END
};
+static const int extra_EXT_texture_integer[] = {
+ EXT(EXT_texture_integer),
+ EXTRA_END
+};
+
+static const int extra_EXT_gpu_shader4[] = {
+ EXT(EXT_gpu_shader4),
+ EXTRA_END
+};
+
+
EXTRA_EXT(ARB_multitexture);
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(MESA_texture_array);
EXTRA_EXT(NV_texture_rectangle);
EXTRA_EXT(EXT_stencil_two_side);
EXTRA_EXT(NV_light_max_exponent);
-EXTRA_EXT(EXT_convolution);
-EXTRA_EXT(EXT_histogram);
-EXTRA_EXT(SGI_color_table);
EXTRA_EXT(SGI_texture_color_table);
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ARB_sync);
EXTRA_EXT(ARB_vertex_shader);
EXTRA_EXT(EXT_transform_feedback);
+EXTRA_EXT(ARB_transform_feedback2);
EXTRA_EXT(EXT_pixel_buffer_object);
EXTRA_EXT(ARB_vertex_program);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
EXTRA_EXT(ARB_vertex_buffer_object);
+EXTRA_EXT(ARB_geometry_shader4);
static const int
extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
EXTRA_END
};
+static const int
+extra_NV_primitive_restart[] = {
+ EXT(NV_primitive_restart),
+ 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_ARB_vertex_program_version_es2[] = {
+ EXT(ARB_vertex_program),
+ EXTRA_VERSION_ES2,
+ EXTRA_END
+};
+
#define API_OPENGL_BIT (1 << API_OPENGL)
#define API_OPENGLES_BIT (1 << API_OPENGLES)
#define API_OPENGLES2_BIT (1 << API_OPENGLES2)
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_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
{ GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
- { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled) },
- { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB) },
+ { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
+ { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
{ GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
- { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4) },
- { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, },
- { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag) },
- { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode) },
- { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits) },
- { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN) },
- { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func) },
- { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2) },
- { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test) },
- { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask) },
- { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag) },
- { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace) },
+ { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
+ { 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) },
- { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth) },
- { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize) },
- { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize) },
+ { 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(GLcontext, Const.MaxTextureLevels) },
- { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth) },
- { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment) },
- { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize) },
- { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ) },
- { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ) },
- { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill) },
+ 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 },
- { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled) },
- { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits) },
- { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear) },
- { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM },
- { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM },
- { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM },
- { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM },
- { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT },
- { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled) },
- { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT },
- { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT },
- { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits) },
- { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX },
- { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment) },
- { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0 },
+ { 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_ARB,
{ 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(GLcontext, Const.MaxCubeTextureLevels),
+ 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.BlendSrcRGB) },
- { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB) },
- { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA) },
- { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA) },
+ { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
+ { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
+ { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA), NO_EXTRA },
+ { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA), 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.BlendEquationRGB) },
- { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA) },
+ { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB), NO_EXTRA },
+ { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA), NO_EXTRA },
/* GL_ARB_texture_compression */
- { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0 },
- { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0 },
+ { 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) },
- { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage) },
+ 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) },
+ CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
{ GL_SAMPLE_COVERAGE_INVERT_ARB,
- CONTEXT_BOOL(Multisample.SampleCoverageInvert) },
- { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers) },
- { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples) },
+ 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),
extra_SGIS_generate_mipmap },
/* GL_ARB_vertex_buffer_object */
- { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
+ { 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 */
/* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
* GLSL: */
- { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes) },
+ { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
#if FEATURE_GL || FEATURE_ES1
/* Enums in OpenGL and GLES1 */
- { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT },
- { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled) },
- { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled) },
- { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled) },
- { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled) },
- { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled) },
- { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled) },
- { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled) },
- { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled) },
- { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled) },
+ { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, 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) },
- { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide) },
- { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled) },
- { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc) },
- { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN) },
- { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB) },
- { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled) },
- { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled) },
- { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled) },
- { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled) },
- { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled) },
- { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled) },
- { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled) },
+ 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, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA },
+ { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
+ { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
+ { 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 },
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]) },
- { GL_FOG, CONTEXT_BOOL(Fog.Enabled) },
- { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4) },
- { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density) },
- { GL_FOG_END, CONTEXT_FLOAT(Fog.End) },
- { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog) },
- { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode) },
- { GL_FOG_START, CONTEXT_FLOAT(Fog.Start) },
- { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag) },
- { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth) },
- { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA) },
- { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled) },
- { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp) },
- { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode) },
- { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH) },
- { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH) },
- { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), },
- { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top) },
+ { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
+ { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
+ { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA },
+ { GL_FOG_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(GLcontext, ModelviewMatrixStack.Depth) },
- { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize) },
- { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages) },
- { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection) },
- { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size) },
- { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA) },
- { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag) },
- { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth) },
- { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize) },
- { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize) },
- { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold) },
- { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top) },
+ 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(GLcontext, ProjectionMatrixStack.Depth) },
- { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals) },
- { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel) },
- { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
+ 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(Vertex.Enabled) },
- { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size) },
- { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type) },
- { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride) },
- { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled) },
- { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type) },
- { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride) },
- { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled) },
- { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size) },
- { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type) },
- { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride) },
+ { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
+ { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
+ { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
+ { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
+ { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled), NO_EXTRA },
+ { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
+ { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
+ { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
+ { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
+ { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
+ { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY,
- LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled) },
+ LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_SIZE,
- LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size) },
+ LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_TYPE,
- LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type) },
+ LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type), NO_EXTRA },
{ GL_TEXTURE_COORD_ARRAY_STRIDE,
- LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride) },
+ LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride), NO_EXTRA },
/* GL_ARB_multitexture */
{ GL_MAX_TEXTURE_UNITS_ARB,
LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
/* GL_ARB_texture_cube_map */
- { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
+ { 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) },
+ offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
/* GL_ARB_multisample */
- { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled) },
- { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne) },
+ { 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, Vertex.BufferObj) },
+ offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
{ GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, Normal.BufferObj) },
+ offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
{ GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, Color.BufferObj) },
- { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0 },
+ offsetof(struct gl_array_object, Color.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,
#endif /* FEATURE_ES1 */
#if FEATURE_GL || FEATURE_ES2
- { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT },
+ { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
/* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
- { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights) },
+ { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
{ GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
CONTEXT_INT(Const.MaxTextureCoordUnits),
extra_ARB_fragment_program_NV_fragment_program },
/* GL_ARB_draw_buffers */
- { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers) },
+ { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
- { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4) },
+ { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
/* GL_ARB_fragment_program */
{ GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
CONTEXT_INT(Const.MaxTextureImageUnits),
{ GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
/* OpenGL 2.0 */
- { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]) },
- { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]) },
- { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]) },
- { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]) },
- { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]) },
- { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]) },
- { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]) },
+ { 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 },
+ CONTEXT_INT(Const.VertexProgram.MaxAttribs),
+ extra_ARB_vertex_program_version_es2 },
/* OES_texture_3D */
- { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX },
+ { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
{ GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
- offsetof(GLcontext, Const.Max3DTextureLevels) },
+ offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
- /* GL_ARB_fragment_shader/OES_standard_derivatives */
+ /* GL_ARB_fragment_program/OES_standard_derivatives */
{ GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
#endif /* FEATURE_GL || FEATURE_ES2 */
#if FEATURE_ES2
/* Enums unique to OpenGL ES 2.0 */
- { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT },
+ { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
{ GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
- offsetof(GLcontext, Const.FragmentProgram.MaxUniformComponents) },
+ offsetof(struct gl_context, Const.FragmentProgram.MaxUniformComponents), NO_EXTRA },
{ GL_MAX_VARYING_VECTORS, LOC_CUSTOM, TYPE_INT,
- offsetof(GLcontext, Const.MaxVarying) },
+ offsetof(struct gl_context, Const.MaxVarying), NO_EXTRA },
{ GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT,
- offsetof(GLcontext, Const.VertexProgram.MaxUniformComponents) },
- { GL_SHADER_COMPILER, CONST(1) },
+ offsetof(struct gl_context, Const.VertexProgram.MaxUniformComponents), NO_EXTRA },
+ { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
/* OES_get_program_binary */
- { GL_NUM_SHADER_BINARY_FORMATS, CONST(0) },
- { GL_SHADER_BINARY_FORMATS, CONST(0) },
+ { 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 },
- { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits) },
- { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits) },
- { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits) },
- { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits) },
- { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4) },
- { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias) },
- { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale) },
- { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth) },
- { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal) },
- { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers) },
- { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias) },
- { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale) },
- { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth) },
- { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace) },
- { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode) },
+ { 0, 0, TYPE_API_MASK, API_OPENGL_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) },
- { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance) },
- { GL_CURRENT_RASTER_INDEX, CONST(1) },
- { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]) },
+ 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) },
+ 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) },
- { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias) },
- { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale) },
- { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode) },
- { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]) },
- { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
- { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize) },
- { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type) },
- { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index) },
- { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias) },
- { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale) },
+ { 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) },
- { GL_INDEX_MODE, CONST(0) },
- { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset) },
- { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift) },
- { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask) },
- { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl) },
- { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer) },
- { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag) },
- { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0 },
- { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor) },
- { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity) },
- { GL_LIST_BASE, CONTEXT_INT(List.ListBase) },
- { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0 },
- { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0 },
- { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled) },
- { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4) },
- { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1) },
- { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un) },
- { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index) },
- { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal) },
- { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1) },
- { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2) },
- { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3) },
- { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4) },
- { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3) },
- { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4) },
- { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4) },
- { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0 },
- { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un) },
- { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index) },
- { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal) },
- { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1) },
- { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2) },
- { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3) },
- { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4) },
- { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3) },
- { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4) },
- { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag) },
- { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag) },
- { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH) },
- { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH) },
-
- { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER) },
- { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING) },
- { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH) },
- { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE) },
- { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth) },
- { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst) },
- { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength) },
- { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels) },
- { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows) },
- { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes) },
- { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight) },
- { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert) },
- { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size) },
- { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size) },
- { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size) },
- { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size) },
- { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size) },
- { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size) },
- { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size) },
- { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size) },
- { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size) },
- { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size) },
- { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity) },
- { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode) },
- { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits) },
- { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint) },
- { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine) },
- { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag) },
- { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth) },
- { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag) },
- { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM },
- { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias) },
- { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale) },
- { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode) },
- { GL_RGBA_MODE, CONST(1) },
- { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize) },
- { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette) },
-
- { GL_STEREO, BUFFER_INT(Visual.stereoMode) },
-
- { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
- { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
- { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
- { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, 0 },
-
- { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX },
+ { 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_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_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
+ { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), 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_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, 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_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), 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,
CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
{ GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
- offsetof(struct gl_texture_unit, TexGenEnabled) },
+ offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
- offsetof(struct gl_texture_unit, TexGenEnabled) },
+ offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
- offsetof(struct gl_texture_unit, TexGenEnabled) },
+ offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
{ GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
- offsetof(struct gl_texture_unit, TexGenEnabled) },
- { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst) },
- { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength) },
- { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels) },
- { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows) },
- { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes) },
- { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages) },
- { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight) },
- { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage) },
- { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX) },
- { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY) },
+ offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
+ { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), 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_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), 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_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), 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) },
- { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0) },
- { GL_COLOR_ARRAY_COUNT_EXT, CONST(0) },
- { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled) },
- { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type) },
- { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride) },
- { GL_INDEX_ARRAY_COUNT_EXT, CONST(0) },
- { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0) },
- { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled) },
- { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride) },
- { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0) },
+ { 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(Index.Enabled), NO_EXTRA },
+ { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
+ { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(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(EdgeFlag.Enabled), NO_EXTRA },
+ { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(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) },
+ { 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_ARB_transpose_matrix */
- { GL_TRANSPOSE_COLOR_MATRIX_ARB, CONTEXT_MATRIX_T(ColorMatrixStack.Top) },
{ GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
- CONTEXT_MATRIX_T(ModelviewMatrixStack) },
+ CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
{ GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
- CONTEXT_MATRIX_T(ProjectionMatrixStack.Top) },
- { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack) },
-
- /* GL_SGI_color_matrix (also in 1.2 imaging) */
- { GL_COLOR_MATRIX_SGI, CONTEXT_MATRIX(ColorMatrixStack.Top) },
- { GL_COLOR_MATRIX_STACK_DEPTH_SGI, LOC_CUSTOM, TYPE_INT,
- offsetof(GLcontext, ColorMatrixStack.Depth) },
- { GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI,
- CONST(MAX_COLOR_STACK_DEPTH) },
- { GL_POST_COLOR_MATRIX_RED_SCALE_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixScale[0]) },
- { GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixScale[1]) },
- { GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixScale[2]) },
- { GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixScale[3]) },
- { GL_POST_COLOR_MATRIX_RED_BIAS_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixBias[0]) },
- { GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixBias[1]) },
- { GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixBias[2]) },
- { GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI,
- CONTEXT_FLOAT(Pixel.PostColorMatrixBias[3]) },
-
- /* GL_EXT_convolution (also in 1.2 imaging) */
- { GL_CONVOLUTION_1D_EXT, CONTEXT_BOOL(Pixel.Convolution1DEnabled),
- extra_EXT_convolution },
- { GL_CONVOLUTION_2D_EXT, CONTEXT_BOOL(Pixel.Convolution2DEnabled),
- extra_EXT_convolution },
- { GL_SEPARABLE_2D_EXT, CONTEXT_BOOL(Pixel.Separable2DEnabled),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_RED_SCALE_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionScale[0]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_GREEN_SCALE_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionScale[1]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_BLUE_SCALE_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionScale[2]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_ALPHA_SCALE_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionScale[3]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_RED_BIAS_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionBias[0]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_GREEN_BIAS_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionBias[1]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_BLUE_BIAS_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionBias[2]),
- extra_EXT_convolution },
- { GL_POST_CONVOLUTION_ALPHA_BIAS_EXT,
- CONTEXT_FLOAT(Pixel.PostConvolutionBias[3]),
- extra_EXT_convolution },
-
- /* GL_EXT_histogram / GL_ARB_imaging */
- { GL_HISTOGRAM, CONTEXT_BOOL(Pixel.HistogramEnabled),
- extra_EXT_histogram },
- { GL_MINMAX, CONTEXT_BOOL(Pixel.MinMaxEnabled), extra_EXT_histogram },
-
- /* GL_SGI_color_table / GL_ARB_imaging */
- { GL_COLOR_TABLE_SGI,
- CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]),
- extra_SGI_color_table },
- { GL_POST_CONVOLUTION_COLOR_TABLE_SGI,
- CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]),
- extra_SGI_color_table },
- { GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI,
- CONTEXT_BOOL(Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]),
- extra_SGI_color_table },
+ CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
+ { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
/* GL_SGI_texture_color_table */
{ GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
/* 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, 0 },
+ { 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),
{ 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, Index.BufferObj) },
+ offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, EdgeFlag.BufferObj) },
+ offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
{ GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, SecondaryColor.BufferObj) },
+ offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
{ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
- offsetof(struct gl_array_object, FogCoord.BufferObj) },
+ offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
/* GL_EXT_pixel_buffer_object */
{ GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
extra_ARB_depth_clamp },
/* GL_ARB_draw_buffers */
- { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[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]),
{ 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 },
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_geometry_shader4 */
+ { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
+ extra_ARB_geometry_shader4 },
+ { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
+ extra_ARB_geometry_shader4 },
+ { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
+ extra_ARB_geometry_shader4 },
+ { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
+ extra_ARB_geometry_shader4 },
+ { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
+ extra_ARB_geometry_shader4 },
+ { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
+ CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
+ extra_ARB_geometry_shader4 },
+
+ /* GL_EXT_gpu_shader4 / GL 3.0 */
+ { GL_MIN_PROGRAM_TEXEL_OFFSET,
+ CONTEXT_INT(Const.MinProgramTexelOffset),
+ extra_EXT_gpu_shader4 },
+ { GL_MAX_PROGRAM_TEXEL_OFFSET,
+ CONTEXT_INT(Const.MaxProgramTexelOffset),
+ extra_EXT_gpu_shader4 },
+
/* GL 3.0 */
{ GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
{ GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
{ GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
/* 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 },
*
* \param the current context, for determining the API in question
*/
-void _mesa_init_get_hash(GLcontext *ctx)
+void _mesa_init_get_hash(struct gl_context *ctx)
{
int i, hash, index, mask;
int api_mask = 0, api_bit;
* \param v pointer to the tmp declared in the calling glGet*v() function
*/
static void
-find_custom_value(GLcontext *ctx, const struct value_desc *d, union value *v)
+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;
case GL_MODELVIEW_STACK_DEPTH:
case GL_PROJECTION_STACK_DEPTH:
- case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
break;
case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
+ break;
+ case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Active;
+ break;
+ case GL_TRANSFORM_FEEDBACK_BINDING:
+ v->value_int = ctx->TransformFeedback.CurrentObject->Name;
+ break;
case GL_CURRENT_PROGRAM:
v->value_int =
- ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
+ ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
break;
case GL_READ_FRAMEBUFFER_BINDING_EXT:
v->value_int = ctx->ReadBuffer->Name;
* otherwise GL_TRUE.
*/
static GLboolean
-check_extra(GLcontext *ctx, const char *func, const struct value_desc *d)
+check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
{
const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
int total, enabled;
for (e = d->extra; *e != EXTRA_END; e++)
switch (*e) {
case EXTRA_VERSION_30:
- if (version < 30)
- return GL_FALSE;
+ if (version >= 30) {
+ total++;
+ enabled++;
+ }
break;
case EXTRA_VERSION_31:
- if (version < 31)
- return GL_FALSE;
+ if (version >= 31) {
+ total++;
+ enabled++;
+ }
break;
case EXTRA_VERSION_32:
- if (version < 32)
- return GL_FALSE;
+ if (version >= 32) {
+ total++;
+ enabled++;
+ }
+ break;
+ case EXTRA_VERSION_ES2:
+ if (ctx->API == API_OPENGLES2) {
+ total++;
+ enabled++;
+ }
break;
case EXTRA_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
}
if (total > 0 && enabled == 0) {
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, d->pname);
+ _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
+ _mesa_lookup_enum_by_nr(d->pname));
return GL_FALSE;
}
return GL_TRUE;
}
-static const struct value_desc error_value = { 0, 0, TYPE_INVALID };
+static const struct value_desc error_value =
+ { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
/**
* Find the struct value_desc corresponding to the enum 'pname'.
/* 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 (d->type == TYPE_API_MASK) {
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
+ _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
+ _mesa_lookup_enum_by_nr(pname));
return &error_value;
}
hash += prime_step;
default:
assert(0);
break;
-
}
+
+ /* silence warning */
+ return &error_value;
}
static const int transpose[] = {
}
invalid_enum:
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=0x%x)", func, pname);
+ _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
+ _mesa_lookup_enum_by_nr(pname));
return TYPE_INVALID;
invalid_value:
- _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=0x%x)", func, pname);
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
+ _mesa_lookup_enum_by_nr(pname));
return TYPE_INVALID;
}