#include "glheader.h"
#include "context.h"
#include "blend.h"
+#include "debug_output.h"
#include "enable.h"
#include "enums.h"
+#include "errors.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
#include "mtypes.h"
#include "state.h"
#include "texcompress.h"
+#include "texstate.h"
#include "framebuffer.h"
#include "samplerobj.h"
#include "stencil.h"
TYPE_FLOATN_3,
TYPE_FLOATN_4,
TYPE_DOUBLEN,
+ TYPE_DOUBLEN_2,
TYPE_MATRIX,
TYPE_MATRIX_T,
TYPE_CONST
EXTRA_API_GL_CORE,
EXTRA_API_ES2,
EXTRA_API_ES3,
+ EXTRA_API_ES31,
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,
+ EXTRA_EXT_UBO_GS,
+ EXTRA_EXT_ATOMICS_GS,
+ EXTRA_EXT_SHADER_IMAGE_GS,
+ EXTRA_EXT_ATOMICS_TESS,
+ EXTRA_EXT_SHADER_IMAGE_TESS,
+ EXTRA_EXT_SSBO_GS,
+ EXTRA_EXT_FB_NO_ATTACH_GS,
+ EXTRA_EXT_ES_GS,
};
#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
EXTRA_END
};
-static const int extra_EXT_texture_integer[] = {
- EXT(EXT_texture_integer),
- EXTRA_END
-};
-
static const int extra_EXT_texture_integer_and_new_buffers[] = {
EXT(EXT_texture_integer),
EXTRA_NEW_BUFFERS,
};
static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
- EXTRA_EXT_UBO_GS4,
+ EXTRA_EXT_UBO_GS,
EXTRA_END
};
};
static const int extra_ARB_shader_atomic_counters_and_geometry_shader[] = {
- EXTRA_EXT_ATOMICS_GS4,
+ EXTRA_EXT_ATOMICS_GS,
EXTRA_END
};
static const int extra_ARB_shader_image_load_store_and_geometry_shader[] = {
- EXTRA_EXT_SHADER_IMAGE_GS4,
+ EXTRA_EXT_SHADER_IMAGE_GS,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_atomic_counters_and_tessellation[] = {
+ EXTRA_EXT_ATOMICS_TESS,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_image_load_store_and_tessellation[] = {
+ EXTRA_EXT_SHADER_IMAGE_TESS,
+ EXTRA_END
+};
+
+/* HACK: remove when ARB_compute_shader is actually supported */
+static const int extra_ARB_compute_shader_es31[] = {
+ EXT(ARB_compute_shader),
+ EXTRA_API_ES31,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_storage_buffer_object_es31[] = {
+ EXT(ARB_shader_storage_buffer_object),
+ EXTRA_API_ES31,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_storage_buffer_object_and_geometry_shader[] = {
+ EXTRA_EXT_SSBO_GS,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_image_load_store_shader_storage_buffer_object_es31[] = {
+ EXT(ARB_shader_image_load_store),
+ EXT(ARB_shader_storage_buffer_object),
+ EXTRA_API_ES31,
+ EXTRA_END
+};
+
+static const int extra_ARB_framebuffer_no_attachments_and_geometry_shader[] = {
+ EXTRA_EXT_FB_NO_ATTACH_GS,
+ EXTRA_END
+};
+
+static const int extra_ARB_viewport_array_or_oes_geometry_shader[] = {
+ EXT(ARB_viewport_array),
+ EXTRA_EXT_ES_GS,
EXTRA_END
};
+static const int extra_ARB_gpu_shader5_or_oes_geometry_shader[] = {
+ EXT(ARB_gpu_shader5),
+ EXTRA_EXT_ES_GS,
+ EXTRA_END
+};
+
+static const int extra_ARB_gpu_shader5_or_OES_sample_variables[] = {
+ EXT(ARB_gpu_shader5),
+ EXT(OES_sample_variables),
+};
+
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(EXT_texture_array);
EXTRA_EXT(NV_fog_distance);
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_vertex_program);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
-EXTRA_EXT(ARB_geometry_shader4);
EXTRA_EXT(ARB_color_buffer_float);
EXTRA_EXT(EXT_framebuffer_sRGB);
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_map_buffer_alignment);
EXTRA_EXT(ARB_texture_cube_map_array);
EXTRA_EXT(ARB_texture_buffer_range);
EXTRA_EXT(ARB_texture_multisample);
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_query_buffer_object);
+EXTRA_EXT2(ARB_transform_feedback3, ARB_gpu_shader5);
+EXTRA_EXT(INTEL_performance_query);
+EXTRA_EXT(ARB_explicit_uniform_location);
+EXTRA_EXT(ARB_clip_control);
+EXTRA_EXT(EXT_polygon_offset_clamp);
+EXTRA_EXT(ARB_framebuffer_no_attachments);
+EXTRA_EXT(ARB_tessellation_shader);
+EXTRA_EXT(ARB_shader_subroutine);
+EXTRA_EXT(ARB_shader_storage_buffer_object);
+EXTRA_EXT(ARB_indirect_parameters);
+EXTRA_EXT(ATI_meminfo);
+EXTRA_EXT(NVX_gpu_memory_info);
+EXTRA_EXT(ARB_cull_distance);
+EXTRA_EXT(EXT_window_rectangles);
static const int
extra_ARB_color_buffer_float_or_glcore[] = {
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_END,
};
-static const int extra_gl32_ARB_geometry_shader4[] = {
+static const int extra_version_32_OES_geometry_shader[] = {
EXTRA_VERSION_32,
- EXT(ARB_geometry_shader4),
+ EXTRA_EXT_ES_GS,
EXTRA_END
};
* collisions for any enum (typical numbers). And the code is very
* simple, even though it feels a little magic. */
-#ifdef GET_DEBUG
-static 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(api)) - 1;
- memset(collisions, 0, sizeof collisions);
-
- for (i = 0; i < Elements(table(api)); i++) {
- if (!table(api)[i])
- continue;
- count++;
- d = &values[table(api)[i]];
- hash = (d->pname * prime_factor);
- j = 0;
- while (1) {
- if (values[table(api)[hash & mask]].pname == d->pname)
- break;
- hash += prime_step;
- j++;
- }
-
- if (j < 10)
- collisions[j]++;
- else
- collisions[10]++;
- }
-
- 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",
- collisions[i], i, i == 10 ? "or more " : "");
-}
-#endif
-
-/**
- * Initialize the enum hash for a given API
- *
- * This is called from one_time_init() to insert the enum values that
- * are valid for the API in question into the enum hash table.
- *
- * \param the current context, for determining the API in question
- */
-void _mesa_init_get_hash(struct gl_context *ctx)
-{
-#ifdef GET_DEBUG
- print_table_stats(ctx->API);
-#else
- (void) ctx;
-#endif
-}
-
/**
* Handle irregular enums
*
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
- case GL_TEXTURE_CUBE_MAP_ARB:
+ case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_EXTERNAL_OES:
v->value_bool = _mesa_IsEnabled(d->pname);
break;
case GL_EDGE_FLAG:
- v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
+ v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0F;
break;
case GL_READ_BUFFER:
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:
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 <= (int) ARRAY_SIZE(v->value_int_n.ints));
+ assert(v->value_int_n.n <= (int) ARRAY_SIZE(v->value_int_n.ints));
break;
case GL_MAX_VARYING_FLOATS_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->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_vertex_array_bgra */
+ case GL_COLOR_ARRAY_SIZE:
+ array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_COLOR0];
+ v->value_int = array->Format == GL_BGRA ? GL_BGRA : array->Size;
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_SIZE:
+ array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_COLOR1];
+ v->value_int = array->Format == GL_BGRA ? GL_BGRA : array->Size;
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:
- if (_mesa_get_clamp_fragment_color(ctx))
+ if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
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 (_mesa_get_clamp_fragment_color(ctx)) {
+ if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer)) {
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 (_mesa_get_clamp_fragment_color(ctx))
+ if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
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 (_mesa_get_clamp_fragment_color(ctx))
+ if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
v->value_float = ctx->Color.AlphaRef;
else
v->value_float = ctx->Color.AlphaRefUnclamped;
{
struct gl_sampler_object *samp =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
-
- /*
- * 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;
- }
+ v->value_int = samp ? samp->Name : 0;
}
break;
/* GL_ARB_uniform_buffer_object */
case GL_UNIFORM_BUFFER_BINDING:
v->value_int = ctx->UniformBuffer->Name;
break;
+ /* GL_ARB_shader_storage_buffer_object */
+ case GL_SHADER_STORAGE_BUFFER_BINDING:
+ v->value_int = ctx->ShaderStorageBuffer->Name;
+ break;
+ /* GL_ARB_query_buffer_object */
+ case GL_QUERY_BUFFER_BINDING:
+ v->value_int = ctx->QueryBuffer->Name;
+ break;
/* GL_ARB_timer_query */
case GL_TIMESTAMP:
if (ctx->Driver.GetTimestamp) {
_mesa_problem(ctx, "driver doesn't implement GetTimestamp");
}
break;
+ /* GL_KHR_DEBUG */
+ case GL_DEBUG_OUTPUT:
+ case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+ case GL_DEBUG_LOGGED_MESSAGES:
+ case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
+ case GL_DEBUG_GROUP_STACK_DEPTH:
+ v->value_int = _mesa_get_debug_state_int(ctx, d->pname);
+ break;
/* GL_ARB_shader_atomic_counters */
case GL_ATOMIC_COUNTER_BUFFER_BINDING:
- v->value_int = ctx->AtomicBuffer->Name;
+ if (ctx->AtomicBuffer) {
+ v->value_int = ctx->AtomicBuffer->Name;
+ } else {
+ v->value_int = 0;
+ }
break;
/* GL_ARB_draw_indirect */
case GL_DRAW_INDIRECT_BUFFER_BINDING:
v->value_int = ctx->DrawIndirectBuffer->Name;
break;
+ /* GL_ARB_indirect_parameters */
+ case GL_PARAMETER_BUFFER_BINDING_ARB:
+ v->value_int = ctx->ParameterBuffer->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;
+ /* GL_ARB_compute_shader */
+ case GL_DISPATCH_INDIRECT_BUFFER_BINDING:
+ v->value_int = ctx->DispatchIndirectBuffer->Name;
+ break;
+ /* GL_ARB_multisample */
+ case GL_SAMPLES:
+ v->value_int = _mesa_geometric_samples(ctx->DrawBuffer);
+ break;
+ case GL_SAMPLE_BUFFERS:
+ v->value_int = _mesa_geometric_samples(ctx->DrawBuffer) > 0;
+ break;
+ /* GL_ATI_meminfo & GL_NVX_gpu_memory_info */
+ case GL_VBO_FREE_MEMORY_ATI:
+ case GL_TEXTURE_FREE_MEMORY_ATI:
+ case GL_RENDERBUFFER_FREE_MEMORY_ATI:
+ case GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX:
+ case GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX:
+ case GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX:
+ case GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX:
+ case GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX:
+ {
+ struct gl_memory_info info;
+
+ ctx->Driver.QueryMemoryInfo(ctx, &info);
+
+ if (d->pname == GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX)
+ v->value_int = info.total_device_memory;
+ else if (d->pname == GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX)
+ v->value_int = info.total_device_memory +
+ info.total_staging_memory;
+ else if (d->pname == GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX)
+ v->value_int = info.avail_device_memory;
+ else if (d->pname == GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX)
+ v->value_int = info.nr_device_memory_evictions;
+ else if (d->pname == GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX)
+ v->value_int = info.device_memory_evicted;
+ else {
+ /* ATI free memory enums.
+ *
+ * Since the GPU memory is (usually) page-table based, every two
+ * consecutive elements are equal. From the GL_ATI_meminfo
+ * specification:
+ *
+ * "param[0] - total memory free in the pool
+ * param[1] - largest available free block in the pool
+ * param[2] - total auxiliary memory free
+ * param[3] - largest auxiliary free block"
+ *
+ * All three (VBO, TEXTURE, RENDERBUFFER) queries return
+ * the same numbers here.
+ */
+ v->value_int_4[0] = info.avail_device_memory;
+ v->value_int_4[1] = info.avail_device_memory;
+ v->value_int_4[2] = info.avail_staging_memory;
+ v->value_int_4[3] = info.avail_staging_memory;
+ }
+ }
+ break;
}
}
if (_mesa_is_gles3(ctx))
api_found = GL_TRUE;
break;
+ case EXTRA_API_ES31:
+ api_check = GL_TRUE;
+ if (_mesa_is_gles31(ctx))
+ api_found = GL_TRUE;
+ break;
case EXTRA_API_GL:
api_check = GL_TRUE;
if (_mesa_is_desktop_gl(ctx))
if (ctx->Const.GLSLVersion >= 130)
api_found = GL_TRUE;
break;
- case EXTRA_EXT_UBO_GS4:
+ case EXTRA_EXT_UBO_GS:
+ api_check = GL_TRUE;
+ if (ctx->Extensions.ARB_uniform_buffer_object &&
+ _mesa_has_geometry_shaders(ctx))
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_EXT_ATOMICS_GS:
+ api_check = GL_TRUE;
+ if (ctx->Extensions.ARB_shader_atomic_counters &&
+ _mesa_has_geometry_shaders(ctx))
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_EXT_SHADER_IMAGE_GS:
api_check = GL_TRUE;
- api_found = (ctx->Extensions.ARB_uniform_buffer_object &&
- _mesa_has_geometry_shaders(ctx));
+ if (ctx->Extensions.ARB_shader_image_load_store &&
+ _mesa_has_geometry_shaders(ctx))
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_EXT_ATOMICS_TESS:
+ api_check = GL_TRUE;
+ api_found = ctx->Extensions.ARB_shader_atomic_counters &&
+ _mesa_has_tessellation(ctx);
+ break;
+ case EXTRA_EXT_SHADER_IMAGE_TESS:
+ api_check = GL_TRUE;
+ api_found = ctx->Extensions.ARB_shader_image_load_store &&
+ _mesa_has_tessellation(ctx);
break;
- case EXTRA_EXT_ATOMICS_GS4:
+ case EXTRA_EXT_SSBO_GS:
api_check = GL_TRUE;
- api_found = (ctx->Extensions.ARB_shader_atomic_counters &&
- _mesa_has_geometry_shaders(ctx));
+ if (ctx->Extensions.ARB_shader_storage_buffer_object &&
+ _mesa_has_geometry_shaders(ctx))
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_EXT_FB_NO_ATTACH_GS:
+ api_check = GL_TRUE;
+ if (ctx->Extensions.ARB_framebuffer_no_attachments &&
+ (_mesa_is_desktop_gl(ctx) ||
+ _mesa_has_OES_geometry_shader(ctx)))
+ api_found = GL_TRUE;
break;
- case EXTRA_EXT_SHADER_IMAGE_GS4:
+ case EXTRA_EXT_ES_GS:
api_check = GL_TRUE;
- api_found = (ctx->Extensions.ARB_shader_image_load_store &&
- _mesa_has_geometry_shaders(ctx));
+ if (_mesa_has_OES_geometry_shader(ctx))
+ api_found = GL_TRUE;
break;
case EXTRA_END:
break;
if (api_check && !api_found) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
- _mesa_lookup_enum_by_nr(d->pname));
+ _mesa_enum_to_string(d->pname));
return GL_FALSE;
}
* 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);
+ STATIC_ASSERT(ARRAY_SIZE(table_set) == API_OPENGL_LAST + 3);
if (_mesa_is_gles3(ctx)) {
api = API_OPENGL_LAST + 1;
}
- mask = Elements(table(api)) - 1;
+ if (_mesa_is_gles31(ctx)) {
+ api = API_OPENGL_LAST + 2;
+ }
+ mask = ARRAY_SIZE(table(api)) - 1;
hash = (pname * prime_factor);
while (1) {
int idx = table(api)[hash & mask];
* any valid enum. */
if (unlikely(idx == 0)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
- _mesa_lookup_enum_by_nr(pname));
+ _mesa_enum_to_string(pname));
return &error_value;
}
*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;
break;
case TYPE_FLOATN_4:
- params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
+ params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
case TYPE_FLOATN_3:
- params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
+ params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
case TYPE_FLOATN_2:
- params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
+ params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
case TYPE_FLOATN:
- params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
+ 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_INT64(((GLdouble *) p)[0]);
+ params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
break;
case TYPE_INT_4:
params[0] = ((GLfloat *) p)[0];
break;
+ case TYPE_DOUBLEN_2:
+ params[1] = ((GLdouble *) p)[1];
case TYPE_DOUBLEN:
params[0] = ((GLdouble *) p)[0];
break;
}
}
+/**
+ * Convert a GL texture binding enum such as GL_TEXTURE_BINDING_2D
+ * into the corresponding Mesa texture target index.
+ * \return TEXTURE_x_INDEX or -1 if binding is invalid
+ */
+static int
+tex_binding_to_index(const struct gl_context *ctx, GLenum binding)
+{
+ switch (binding) {
+ case GL_TEXTURE_BINDING_1D:
+ return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
+ case GL_TEXTURE_BINDING_2D:
+ return TEXTURE_2D_INDEX;
+ case GL_TEXTURE_BINDING_3D:
+ return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ return ctx->Extensions.ARB_texture_cube_map
+ ? TEXTURE_CUBE_INDEX : -1;
+ case GL_TEXTURE_BINDING_RECTANGLE:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
+ ? TEXTURE_RECT_INDEX : -1;
+ case GL_TEXTURE_BINDING_1D_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
+ ? TEXTURE_1D_ARRAY_INDEX : -1;
+ case GL_TEXTURE_BINDING_2D_ARRAY:
+ return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
+ || _mesa_is_gles3(ctx)
+ ? TEXTURE_2D_ARRAY_INDEX : -1;
+ case GL_TEXTURE_BINDING_BUFFER:
+ return (_mesa_has_ARB_texture_buffer_object(ctx) ||
+ _mesa_has_OES_texture_buffer(ctx)) ?
+ TEXTURE_BUFFER_INDEX : -1;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_cube_map_array
+ ? TEXTURE_CUBE_ARRAY_INDEX : -1;
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
+ ? TEXTURE_2D_MULTISAMPLE_INDEX : -1;
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
+ return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
+ ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : -1;
+ default:
+ return -1;
+ }
+}
+
static enum value_type
find_value_indexed(const char *func, GLenum pname, GLuint index, union value *v)
{
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_WINDOW_RECTANGLE_EXT:
+ if (!ctx->Extensions.EXT_window_rectangles)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxWindowRectangles)
+ goto invalid_value;
+ v->value_int_4[0] = ctx->Scissor.WindowRects[index].X;
+ v->value_int_4[1] = ctx->Scissor.WindowRects[index].Y;
+ v->value_int_4[2] = ctx->Scissor.WindowRects[index].Width;
+ v->value_int_4[3] = ctx->Scissor.WindowRects[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.ARB_uniform_buffer_object)
goto invalid_enum;
- v->value_int = ctx->UniformBufferBindings[index].Offset;
+ v->value_int = ctx->UniformBufferBindings[index].Offset < 0 ? 0 :
+ ctx->UniformBufferBindings[index].Offset;
return TYPE_INT;
case GL_UNIFORM_BUFFER_SIZE:
goto invalid_value;
if (!ctx->Extensions.ARB_uniform_buffer_object)
goto invalid_enum;
- v->value_int = ctx->UniformBufferBindings[index].Size;
+ v->value_int = ctx->UniformBufferBindings[index].Size < 0 ? 0 :
+ ctx->UniformBufferBindings[index].Size;
+ return TYPE_INT;
+
+ /* ARB_shader_storage_buffer_object */
+ case GL_SHADER_STORAGE_BUFFER_BINDING:
+ if (!ctx->Extensions.ARB_shader_storage_buffer_object)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxShaderStorageBufferBindings)
+ goto invalid_value;
+ v->value_int = ctx->ShaderStorageBufferBindings[index].BufferObject->Name;
+ return TYPE_INT;
+
+ case GL_SHADER_STORAGE_BUFFER_START:
+ if (!ctx->Extensions.ARB_shader_storage_buffer_object)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxShaderStorageBufferBindings)
+ goto invalid_value;
+ v->value_int = ctx->ShaderStorageBufferBindings[index].Offset < 0 ? 0 :
+ ctx->ShaderStorageBufferBindings[index].Offset;
+ return TYPE_INT;
+
+ case GL_SHADER_STORAGE_BUFFER_SIZE:
+ if (!ctx->Extensions.ARB_shader_storage_buffer_object)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxShaderStorageBufferBindings)
+ goto invalid_value;
+ v->value_int = ctx->ShaderStorageBufferBindings[index].Size < 0 ? 0 :
+ ctx->ShaderStorageBufferBindings[index].Size;
return TYPE_INT;
/* ARB_texture_multisample / GL3.2 */
return TYPE_INT64;
case GL_VERTEX_BINDING_DIVISOR:
- if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_instanced_arrays)
+ if ((!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_instanced_arrays) &&
+ !_mesa_is_gles31(ctx))
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:
- if (!_mesa_is_desktop_gl(ctx))
+ if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles31(ctx))
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:
- if (!_mesa_is_desktop_gl(ctx))
+ if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles31(ctx))
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;
+ return TYPE_INT;
+
+ case GL_VERTEX_BINDING_BUFFER:
+ if (ctx->API == API_OPENGLES2 && ctx->Version < 31)
+ goto invalid_enum;
+ if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
+ goto invalid_value;
+ v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].BufferObj->Name;
+ return TYPE_INT;
/* ARB_shader_image_load_store */
case GL_IMAGE_BINDING_NAME: {
v->value_int = ctx->ImageUnits[index].Format;
return TYPE_INT;
+
+ /* ARB_direct_state_access */
+ case GL_TEXTURE_BINDING_1D:
+ case GL_TEXTURE_BINDING_1D_ARRAY:
+ case GL_TEXTURE_BINDING_2D:
+ case GL_TEXTURE_BINDING_2D_ARRAY:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
+ case GL_TEXTURE_BINDING_3D:
+ case GL_TEXTURE_BINDING_BUFFER:
+ case GL_TEXTURE_BINDING_CUBE_MAP:
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_BINDING_RECTANGLE: {
+ int target;
+
+ if (ctx->API != API_OPENGL_CORE)
+ goto invalid_enum;
+ target = tex_binding_to_index(ctx, pname);
+ if (target < 0)
+ goto invalid_enum;
+ if (index >= _mesa_max_tex_unit(ctx))
+ goto invalid_value;
+
+ v->value_int = ctx->Texture.Unit[index].CurrentTex[target]->Name;
+ return TYPE_INT;
+ }
+
+ case GL_SAMPLER_BINDING: {
+ struct gl_sampler_object *samp;
+
+ if (ctx->API != API_OPENGL_CORE)
+ goto invalid_enum;
+ if (index >= _mesa_max_tex_unit(ctx))
+ goto invalid_value;
+
+ samp = ctx->Texture.Unit[index].Sampler;
+ v->value_int = samp ? samp->Name : 0;
+ return TYPE_INT;
+ }
+
+ case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
+ if (!_mesa_has_compute_shaders(ctx))
+ 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_has_compute_shaders(ctx))
+ goto invalid_enum;
+ if (index >= 3)
+ goto invalid_value;
+ v->value_int = ctx->Const.MaxComputeWorkGroupSize[index];
+ return TYPE_INT;
}
invalid_enum:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
- _mesa_lookup_enum_by_nr(pname));
+ _mesa_enum_to_string(pname));
return TYPE_INVALID;
invalid_value:
_mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
- _mesa_lookup_enum_by_nr(pname));
+ _mesa_enum_to_string(pname));
return TYPE_INVALID;
}
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 */
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 */
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 */
}
}
+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;