* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Author: Kristian Høgsberg <krh@bitplanet.net>
*/
#include "glheader.h"
#include "context.h"
+#include "blend.h"
#include "enable.h"
#include "enums.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
-#include "mfeatures.h"
#include "mtypes.h"
#include "state.h"
#include "texcompress.h"
#include "framebuffer.h"
+#include "samplerobj.h"
+#include "stencil.h"
/* This is a table driven implemetation of the glGet*v() functions.
* The basic idea is that most getters just look up an int somewhere
TYPE_FLOATN_3,
TYPE_FLOATN_4,
TYPE_DOUBLEN,
+ TYPE_DOUBLEN_2,
TYPE_MATRIX,
TYPE_MATRIX_T,
TYPE_CONST
EXTRA_VERSION_30,
EXTRA_VERSION_31,
EXTRA_VERSION_32,
+ EXTRA_VERSION_40,
EXTRA_API_GL,
EXTRA_API_GL_CORE,
EXTRA_API_ES2,
+ EXTRA_API_ES3,
EXTRA_NEW_BUFFERS,
EXTRA_NEW_FRAG_CLAMP,
EXTRA_VALID_DRAW_BUFFER,
EXTRA_VALID_CLIP_DISTANCE,
EXTRA_FLUSH_CURRENT,
EXTRA_GLSL_130,
+ EXTRA_EXT_UBO_GS4,
+ EXTRA_EXT_ATOMICS_GS4,
+ EXTRA_EXT_SHADER_IMAGE_GS4,
};
#define NO_EXTRA NULL
union value {
GLfloat value_float;
GLfloat value_float_4[4];
+ GLdouble value_double_2[2];
GLmatrix *value_matrix;
GLint value_int;
GLint value_int_4[4];
* extensions or specific gl versions) or actions (flush current, new
* buffers) that we need to do before looking up an enum. We need to
* declare them all up front so we can refer to them in the value_desc
- * structs below. */
+ * structs below.
+ *
+ * Each EXTRA_ will be executed. For EXTRA_* enums of extensions and API
+ * versions, listing multiple ones in an array means an error will be thrown
+ * only if none of them are available. If you need to check for "AND"
+ * behavior, you would need to make a custom EXTRA_ enum.
+ */
static const int extra_new_buffers[] = {
EXTRA_NEW_BUFFERS,
EXTRA_END
};
-static const int extra_EXT_secondary_color_flush_current[] = {
- EXT(EXT_secondary_color),
- EXTRA_FLUSH_CURRENT,
- EXTRA_END
-};
-
-static const int extra_EXT_fog_coord_flush_current[] = {
- EXT(EXT_fog_coord),
- EXTRA_FLUSH_CURRENT,
+static const int extra_EXT_texture_integer[] = {
+ EXT(EXT_texture_integer),
EXTRA_END
};
-static const int extra_EXT_texture_integer[] = {
+static const int extra_EXT_texture_integer_and_new_buffers[] = {
EXT(EXT_texture_integer),
+ EXTRA_NEW_BUFFERS,
EXTRA_END
};
-static const int extra_GLSL_130[] = {
+static const int extra_GLSL_130_es3[] = {
EXTRA_GLSL_130,
+ EXTRA_API_ES3,
EXTRA_END
};
EXTRA_END
};
+static const int extra_ARB_transform_feedback2_api_es3[] = {
+ EXT(ARB_transform_feedback2),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
- EXT(ARB_uniform_buffer_object),
- EXT(ARB_geometry_shader4),
+ EXTRA_EXT_UBO_GS4,
+ EXTRA_END
+};
+
+static const int extra_ARB_ES2_compatibility_api_es2[] = {
+ EXT(ARB_ES2_compatibility),
+ EXTRA_API_ES2,
+ EXTRA_END
+};
+
+static const int extra_ARB_ES3_compatibility_api_es3[] = {
+ EXT(ARB_ES3_compatibility),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
+static const int extra_EXT_framebuffer_sRGB_and_new_buffers[] = {
+ EXT(EXT_framebuffer_sRGB),
+ EXTRA_NEW_BUFFERS,
+ EXTRA_END
+};
+
+static const int extra_EXT_packed_float[] = {
+ EXT(EXT_packed_float),
+ EXTRA_NEW_BUFFERS,
EXTRA_END
};
+static const int extra_EXT_texture_array_es3[] = {
+ EXT(EXT_texture_array),
+ EXTRA_API_ES3,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_atomic_counters_and_geometry_shader[] = {
+ EXTRA_EXT_ATOMICS_GS4,
+ EXTRA_END
+};
+
+static const int extra_ARB_shader_image_load_store_and_geometry_shader[] = {
+ EXTRA_EXT_SHADER_IMAGE_GS4,
+ EXTRA_END
+};
-EXTRA_EXT(ARB_ES2_compatibility);
EXTRA_EXT(ARB_texture_cube_map);
-EXTRA_EXT(MESA_texture_array);
-EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
-EXTRA_EXT(EXT_secondary_color);
-EXTRA_EXT(EXT_fog_coord);
+EXTRA_EXT(EXT_texture_array);
EXTRA_EXT(NV_fog_distance);
EXTRA_EXT(EXT_texture_filter_anisotropic);
EXTRA_EXT(NV_point_sprite);
EXTRA_EXT(ARB_depth_clamp);
EXTRA_EXT(ATI_fragment_shader);
EXTRA_EXT(EXT_framebuffer_blit);
-EXTRA_EXT(ARB_shader_objects);
EXTRA_EXT(EXT_provoking_vertex);
EXTRA_EXT(ARB_fragment_shader);
EXTRA_EXT(ARB_fragment_program);
EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
-EXTRA_EXT(EXT_framebuffer_object);
EXTRA_EXT(ARB_seamless_cube_map);
EXTRA_EXT(ARB_sync);
EXTRA_EXT(ARB_vertex_shader);
EXTRA_EXT(EXT_transform_feedback);
-EXTRA_EXT(ARB_transform_feedback2);
EXTRA_EXT(ARB_transform_feedback3);
EXTRA_EXT(EXT_pixel_buffer_object);
EXTRA_EXT(ARB_vertex_program);
EXTRA_EXT(ARB_timer_query);
EXTRA_EXT(ARB_map_buffer_alignment);
EXTRA_EXT(ARB_texture_cube_map_array);
+EXTRA_EXT(ARB_texture_buffer_range);
+EXTRA_EXT(ARB_texture_multisample);
+EXTRA_EXT(ARB_texture_gather);
+EXTRA_EXT(ARB_shader_atomic_counters);
+EXTRA_EXT(ARB_draw_indirect);
+EXTRA_EXT(ARB_shader_image_load_store);
+
+static const int
+extra_ARB_color_buffer_float_or_glcore[] = {
+ EXT(ARB_color_buffer_float),
+ EXTRA_API_GL_CORE,
+ EXTRA_END
+};
static const int
extra_NV_primitive_restart[] = {
static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
+static const int extra_version_40[] = { EXTRA_VERSION_40, EXTRA_END };
+
+static const int extra_gl30_es3[] = {
+ EXTRA_VERSION_30,
+ EXTRA_API_ES3,
+ EXTRA_END,
+};
+
+static const int extra_gl32_es3[] = {
+ EXTRA_VERSION_32,
+ EXTRA_API_ES3,
+ EXTRA_END,
+};
+
+static const int extra_gl32_ARB_geometry_shader4[] = {
+ EXTRA_VERSION_32,
+ EXT(ARB_geometry_shader4),
+ EXTRA_END
+};
+
+static const int extra_gl40_ARB_sample_shading[] = {
+ EXTRA_VERSION_40,
+ EXT(ARB_sample_shading),
+ EXTRA_END
+};
static const int
extra_ARB_vertex_program_api_es2[] = {
EXTRA_END
};
+static const int extra_core_ARB_color_buffer_float_and_new_buffers[] = {
+ EXTRA_API_GL_CORE,
+ EXT(ARB_color_buffer_float),
+ EXTRA_NEW_BUFFERS,
+ EXTRA_END
+};
+
/* This is the big table describing all the enums we accept in
* glGet*v(). The table is partitioned into six parts: enums
* understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
* remaining combinations. To look up the enums valid in a given API
* we will use a hash table specific to that API. These tables are in
* turn generated at build time and included through get_hash.h.
- * The different sections are guarded by #if FEATURE_GL etc to make
- * sure we only compile in the enums we may need. */
+ */
#include "get_hash.h"
void _mesa_init_get_hash(struct gl_context *ctx)
{
#ifdef GET_DEBUG
- print_table_stats();
+ print_table_stats(ctx->API);
+#else
+ (void) ctx;
#endif
}
find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
{
struct gl_buffer_object **buffer_obj;
- struct gl_client_array *array;
+ struct gl_vertex_attrib_array *array;
GLuint unit, *p;
switch (d->pname) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
- case GL_TEXTURE_1D_ARRAY_EXT:
- case GL_TEXTURE_2D_ARRAY_EXT:
case GL_TEXTURE_CUBE_MAP_ARB:
case GL_TEXTURE_RECTANGLE_NV:
case GL_TEXTURE_EXTERNAL_OES:
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:
v->value_int_4[3] = ctx->Viewport.Height;
break;
+ case GL_DEPTH_RANGE:
+ v->value_double_2[0] = ctx->Viewport.Near;
+ v->value_double_2[1] = ctx->Viewport.Far;
+ break;
+
case GL_ACTIVE_STENCIL_FACE_EXT:
v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
break;
v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_REF:
- v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
+ v->value_int = _mesa_get_stencil_ref(ctx, ctx->Stencil.ActiveFace);
+ break;
+ case GL_STENCIL_BACK_REF:
+ v->value_int = _mesa_get_stencil_ref(ctx, 1);
break;
case GL_STENCIL_VALUE_MASK:
v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
v->value_int_n.n =
_mesa_get_compressed_formats(ctx, v->value_int_n.ints);
- ASSERT(v->value_int_n.n <= 100);
+ ASSERT(v->value_int_n.n <= (int) ARRAY_SIZE(v->value_int_n.ints));
break;
case GL_MAX_VARYING_FLOATS_ARB:
case GL_TEXTURE_BINDING_RECTANGLE_NV:
case GL_TEXTURE_BINDING_EXTERNAL_OES:
case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
+ case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
unit = ctx->Texture.CurrentUnit;
v->value_int =
ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
break;
+ /* GL_EXT_packed_float */
+ case GL_RGBA_SIGNED_COMPONENTS_EXT:
+ {
+ /* Note: we only check the 0th color attachment. */
+ const struct gl_renderbuffer *rb =
+ ctx->DrawBuffer->_ColorDrawBuffers[0];
+ if (rb && _mesa_is_format_signed(rb->Format)) {
+ /* Issue 17 of GL_EXT_packed_float: If a component (such as
+ * alpha) has zero bits, the component should not be considered
+ * signed and so the bit for the respective component should be
+ * zeroed.
+ */
+ GLint r_bits =
+ _mesa_get_format_bits(rb->Format, GL_RED_BITS);
+ GLint g_bits =
+ _mesa_get_format_bits(rb->Format, GL_GREEN_BITS);
+ GLint b_bits =
+ _mesa_get_format_bits(rb->Format, GL_BLUE_BITS);
+ GLint a_bits =
+ _mesa_get_format_bits(rb->Format, GL_ALPHA_BITS);
+ GLint l_bits =
+ _mesa_get_format_bits(rb->Format, GL_TEXTURE_LUMINANCE_SIZE);
+ GLint i_bits =
+ _mesa_get_format_bits(rb->Format, GL_TEXTURE_INTENSITY_SIZE);
+
+ v->value_int_4[0] = r_bits + l_bits + i_bits > 0;
+ v->value_int_4[1] = g_bits + l_bits + i_bits > 0;
+ v->value_int_4[2] = b_bits + l_bits + i_bits > 0;
+ v->value_int_4[3] = a_bits + i_bits > 0;
+ }
+ else {
+ v->value_int_4[0] =
+ v->value_int_4[1] =
+ v->value_int_4[2] =
+ v->value_int_4[3] = 0;
+ }
+ }
+ break;
+
/* GL_ARB_vertex_buffer_object */
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
v->value_int =
- ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
+ ctx->Array.ArrayObj->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;
ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
break;
case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
- v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
+ v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
break;
case GL_FOG_COLOR:
- if(ctx->Color._ClampFragmentColor)
+ if (_mesa_get_clamp_fragment_color(ctx))
COPY_4FV(v->value_float_4, ctx->Fog.Color);
else
COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
break;
case GL_COLOR_CLEAR_VALUE:
- if(ctx->Color._ClampFragmentColor) {
+ if (_mesa_get_clamp_fragment_color(ctx)) {
v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
break;
case GL_BLEND_COLOR_EXT:
- if(ctx->Color._ClampFragmentColor)
+ if (_mesa_get_clamp_fragment_color(ctx))
COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
else
COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
break;
case GL_ALPHA_TEST_REF:
- if(ctx->Color._ClampFragmentColor)
+ if (_mesa_get_clamp_fragment_color(ctx))
v->value_float = ctx->Color.AlphaRef;
else
v->value_float = ctx->Color.AlphaRefUnclamped;
break;
case GL_MAX_VERTEX_UNIFORM_VECTORS:
- v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
+ v->value_int = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4;
break;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
- v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
+ v->value_int = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4;
break;
/* GL_ARB_texture_buffer_object */
{
struct gl_sampler_object *samp =
ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
- v->value_int = samp ? samp->Name : 0;
+
+ /*
+ * The sampler object may have been deleted on another context,
+ * so we try to lookup the sampler object before returning its Name.
+ */
+ if (samp && _mesa_lookup_samplerobj(ctx, samp->Name)) {
+ v->value_int = samp->Name;
+ } else {
+ v->value_int = 0;
+ }
}
break;
/* GL_ARB_uniform_buffer_object */
_mesa_problem(ctx, "driver doesn't implement GetTimestamp");
}
break;
+ /* GL_ARB_shader_atomic_counters */
+ case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+ v->value_int = ctx->AtomicBuffer->Name;
+ break;
+ /* GL_ARB_draw_indirect */
+ case GL_DRAW_INDIRECT_BUFFER_BINDING:
+ v->value_int = ctx->DrawIndirectBuffer->Name;
+ break;
}
}
* \param func name of calling glGet*v() function for error reporting
* \param d the struct value_desc that has the extra constraints
*
- * \return GL_FALSE if one of the constraints was not satisfied,
+ * \return GL_FALSE if all of the constraints were not satisfied,
* otherwise GL_TRUE.
*/
static GLboolean
check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
{
const GLuint version = ctx->Version;
- int total, enabled;
+ GLboolean api_check = GL_FALSE;
+ GLboolean api_found = GL_FALSE;
const int *e;
- total = 0;
- enabled = 0;
- for (e = d->extra; *e != EXTRA_END; e++)
+ for (e = d->extra; *e != EXTRA_END; e++) {
switch (*e) {
case EXTRA_VERSION_30:
- if (version >= 30) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 30)
+ api_found = GL_TRUE;
break;
case EXTRA_VERSION_31:
- if (version >= 31) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 31)
+ api_found = GL_TRUE;
break;
case EXTRA_VERSION_32:
- if (version >= 32) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (version >= 32)
+ api_found = GL_TRUE;
break;
case EXTRA_NEW_FRAG_CLAMP:
if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
_mesa_update_state(ctx);
break;
case EXTRA_API_ES2:
- if (ctx->API == API_OPENGLES2) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (ctx->API == API_OPENGLES2)
+ api_found = GL_TRUE;
+ break;
+ case EXTRA_API_ES3:
+ api_check = GL_TRUE;
+ if (_mesa_is_gles3(ctx))
+ api_found = GL_TRUE;
break;
case EXTRA_API_GL:
- if (_mesa_is_desktop_gl(ctx)) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (_mesa_is_desktop_gl(ctx))
+ api_found = GL_TRUE;
break;
case EXTRA_API_GL_CORE:
- if (ctx->API == API_OPENGL_CORE) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (ctx->API == API_OPENGL_CORE)
+ api_found = GL_TRUE;
break;
case EXTRA_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
}
break;
case EXTRA_GLSL_130:
- if (ctx->Const.GLSLVersion >= 130) {
- total++;
- enabled++;
- }
+ api_check = GL_TRUE;
+ if (ctx->Const.GLSLVersion >= 130)
+ api_found = GL_TRUE;
break;
+ case EXTRA_EXT_UBO_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_uniform_buffer_object &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
+ case EXTRA_EXT_ATOMICS_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_shader_atomic_counters &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
+ case EXTRA_EXT_SHADER_IMAGE_GS4:
+ api_check = GL_TRUE;
+ api_found = (ctx->Extensions.ARB_shader_image_load_store &&
+ _mesa_has_geometry_shaders(ctx));
+ break;
case EXTRA_END:
break;
default: /* *e is a offset into the extension struct */
- total++;
+ api_check = GL_TRUE;
if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
- enabled++;
+ api_found = GL_TRUE;
break;
}
+ }
- if (total > 0 && enabled == 0) {
+ if (api_check && !api_found) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(d->pname));
return GL_FALSE;
int api;
api = ctx->API;
+ /* We index into the table_set[] list of per-API hash tables using the API's
+ * value in the gl_api enum. Since GLES 3 doesn't have an API_OPENGL* enum
+ * value since it's compatible with GLES2 its entry in table_set[] is at the
+ * end.
+ */
+ STATIC_ASSERT(Elements(table_set) == API_OPENGL_LAST + 2);
+ if (_mesa_is_gles3(ctx)) {
+ api = API_OPENGL_LAST + 1;
+ }
mask = Elements(table(api)) - 1;
hash = (pname * prime_factor);
while (1) {
GLmatrix *m;
int shift, i;
void *p;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetBooleanv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetFloatv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetIntegerv", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetInteger64v", pname, &p, &v);
switch (d->type) {
GLmatrix *m;
int shift, i;
void *p;
- GET_CURRENT_CONTEXT(ctx);
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
d = find_value("glGetDoublev", pname, &p, &v);
switch (d->type) {
goto invalid_enum;
v->value_int = ctx->UniformBufferBindings[index].Size;
return TYPE_INT;
+
+ /* ARB_texture_multisample / GL3.2 */
+ case GL_SAMPLE_MASK_VALUE:
+ if (index != 0)
+ goto invalid_value;
+ if (!ctx->Extensions.ARB_texture_multisample)
+ goto invalid_enum;
+ v->value_int = ctx->Multisample.SampleMaskValue;
+ return TYPE_INT;
+
+ case GL_ATOMIC_COUNTER_BUFFER_BINDING:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int = ctx->AtomicBufferBindings[index].BufferObject->Name;
+ return TYPE_INT;
+
+ case GL_ATOMIC_COUNTER_BUFFER_START:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int64 = ctx->AtomicBufferBindings[index].Offset;
+ return TYPE_INT64;
+
+ case GL_ATOMIC_COUNTER_BUFFER_SIZE:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxAtomicBufferBindings)
+ goto invalid_value;
+ v->value_int64 = ctx->AtomicBufferBindings[index].Size;
+ return TYPE_INT64;
+
+ case GL_VERTEX_BINDING_DIVISOR:
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_instanced_arrays)
+ goto invalid_enum;
+ if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
+ goto invalid_value;
+ v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
+ return TYPE_INT;
+
+ case GL_VERTEX_BINDING_OFFSET:
+ if (!_mesa_is_desktop_gl(ctx))
+ goto invalid_enum;
+ if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
+ goto invalid_value;
+ v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].Offset;
+ return TYPE_INT;
+
+ case GL_VERTEX_BINDING_STRIDE:
+ if (!_mesa_is_desktop_gl(ctx))
+ goto invalid_enum;
+ if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
+ goto invalid_value;
+ v->value_int = ctx->Array.ArrayObj->VertexBinding[VERT_ATTRIB_GENERIC(index)].Stride;
+
+ /* ARB_shader_image_load_store */
+ case GL_IMAGE_BINDING_NAME: {
+ struct gl_texture_object *t;
+
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ t = ctx->ImageUnits[index].TexObj;
+ v->value_int = (t ? t->Name : 0);
+ return TYPE_INT;
+ }
+
+ case GL_IMAGE_BINDING_LEVEL:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Level;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_LAYERED:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Layered;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_LAYER:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Layer;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_ACCESS:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Access;
+ return TYPE_INT;
+
+ case GL_IMAGE_BINDING_FORMAT:
+ if (!ctx->Extensions.ARB_shader_image_load_store)
+ goto invalid_enum;
+ if (index >= ctx->Const.MaxImageUnits)
+ goto invalid_value;
+
+ v->value_int = ctx->ImageUnits[index].Format;
+ return TYPE_INT;
}
invalid_enum:
{
union value v;
enum value_type type =
- find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
+ find_value_indexed("glGetBooleani_v", pname, index, &v);
switch (type) {
case TYPE_INT:
{
union value v;
enum value_type type =
- find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
+ find_value_indexed("glGetIntegeri_v", pname, index, &v);
switch (type) {
case TYPE_INT:
}
void GLAPIENTRY
-_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
+_mesa_GetInteger64i_v( GLenum pname, GLuint index, GLint64 *params )
{
union value v;
enum value_type type =
- find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
+ find_value_indexed("glGetInteger64i_v", pname, index, &v);
switch (type) {
case TYPE_INT: