mesa: introduce a clear color union to be used for int/unsigned buffers
[mesa.git] / src / mesa / main / get.c
1 /*
2 * Copyright (C) 2010 Brian Paul All Rights Reserved.
3 * Copyright (C) 2010 Intel Corporation
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be included
13 * in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
19 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
20 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 *
22 * Author: Kristian Høgsberg <krh@bitplanet.net>
23 */
24
25 #include "glheader.h"
26 #include "context.h"
27 #include "enable.h"
28 #include "enums.h"
29 #include "extensions.h"
30 #include "get.h"
31 #include "macros.h"
32 #include "mfeatures.h"
33 #include "mtypes.h"
34 #include "state.h"
35 #include "texcompress.h"
36 #include "framebuffer.h"
37
38 /* This is a table driven implemetation of the glGet*v() functions.
39 * The basic idea is that most getters just look up an int somewhere
40 * in struct gl_context and then convert it to a bool or float according to
41 * which of glGetIntegerv() glGetBooleanv() etc is being called.
42 * Instead of generating code to do this, we can just record the enum
43 * value and the offset into struct gl_context in an array of structs. Then
44 * in glGet*(), we lookup the struct for the enum in question, and use
45 * the offset to get the int we need.
46 *
47 * Sometimes we need to look up a float, a boolean, a bit in a
48 * bitfield, a matrix or other types instead, so we need to track the
49 * type of the value in struct gl_context. And sometimes the value isn't in
50 * struct gl_context but in the drawbuffer, the array object, current texture
51 * unit, or maybe it's a computed value. So we need to also track
52 * where or how to find the value. Finally, we sometimes need to
53 * check that one of a number of extensions are enabled, the GL
54 * version or flush or call _mesa_update_state(). This is done by
55 * attaching optional extra information to the value description
56 * struct, it's sort of like an array of opcodes that describe extra
57 * checks or actions.
58 *
59 * Putting all this together we end up with struct value_desc below,
60 * and with a couple of macros to help, the table of struct value_desc
61 * is about as concise as the specification in the old python script.
62 */
63
64 #undef CONST
65
66 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
67 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
68 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
69 (GLint) ((F) * 65536.0f) )
70
71 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
72 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
73 ((I) < SHRT_MIN) ? INT_MIN : \
74 (GLint) ((I) * 65536) )
75
76 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
77 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
78
79 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
80 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
81 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
82 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
83
84 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
85 #define ENUM_TO_FIXED(E) (E)
86
87 enum value_type {
88 TYPE_INVALID,
89 TYPE_API_MASK,
90 TYPE_INT,
91 TYPE_INT_2,
92 TYPE_INT_3,
93 TYPE_INT_4,
94 TYPE_INT_N,
95 TYPE_INT64,
96 TYPE_ENUM,
97 TYPE_ENUM_2,
98 TYPE_BOOLEAN,
99 TYPE_BIT_0,
100 TYPE_BIT_1,
101 TYPE_BIT_2,
102 TYPE_BIT_3,
103 TYPE_BIT_4,
104 TYPE_BIT_5,
105 TYPE_FLOAT,
106 TYPE_FLOAT_2,
107 TYPE_FLOAT_3,
108 TYPE_FLOAT_4,
109 TYPE_FLOATN,
110 TYPE_FLOATN_2,
111 TYPE_FLOATN_3,
112 TYPE_FLOATN_4,
113 TYPE_DOUBLEN,
114 TYPE_MATRIX,
115 TYPE_MATRIX_T,
116 TYPE_CONST
117 };
118
119 enum value_location {
120 LOC_BUFFER,
121 LOC_CONTEXT,
122 LOC_ARRAY,
123 LOC_TEXUNIT,
124 LOC_CUSTOM
125 };
126
127 enum value_extra {
128 EXTRA_END = 0x8000,
129 EXTRA_VERSION_30,
130 EXTRA_VERSION_31,
131 EXTRA_VERSION_32,
132 EXTRA_VERSION_ES2,
133 EXTRA_NEW_BUFFERS,
134 EXTRA_NEW_FRAG_CLAMP,
135 EXTRA_VALID_DRAW_BUFFER,
136 EXTRA_VALID_TEXTURE_UNIT,
137 EXTRA_FLUSH_CURRENT,
138 };
139
140 #define NO_EXTRA NULL
141 #define NO_OFFSET 0
142
143 struct value_desc {
144 GLenum pname;
145 GLubyte location; /**< enum value_location */
146 GLubyte type; /**< enum value_type */
147 int offset;
148 const int *extra;
149 };
150
151 union value {
152 GLfloat value_float;
153 GLfloat value_float_4[4];
154 GLmatrix *value_matrix;
155 GLint value_int;
156 GLint value_int_4[4];
157 GLint64 value_int64;
158 GLenum value_enum;
159
160 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
161 struct {
162 GLint n, ints[100];
163 } value_int_n;
164 GLboolean value_bool;
165 };
166
167 #define BUFFER_FIELD(field, type) \
168 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
169 #define CONTEXT_FIELD(field, type) \
170 LOC_CONTEXT, type, offsetof(struct gl_context, field)
171 #define ARRAY_FIELD(field, type) \
172 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
173 #define CONST(value) \
174 LOC_CONTEXT, TYPE_CONST, value
175
176 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
177 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
178 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
179
180 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
181 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
182 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
183 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
184 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
185 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
186 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
187 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
188 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
189 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
190 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
191 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
192 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
193 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
194 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
195 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
196 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
197 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
198
199 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
200 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
201 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
202
203 #define EXT(f) \
204 offsetof(struct gl_extensions, f)
205
206 #define EXTRA_EXT(e) \
207 static const int extra_##e[] = { \
208 EXT(e), EXTRA_END \
209 }
210
211 #define EXTRA_EXT2(e1, e2) \
212 static const int extra_##e1##_##e2[] = { \
213 EXT(e1), EXT(e2), EXTRA_END \
214 }
215
216 /* The 'extra' mechanism is a way to specify extra checks (such as
217 * extensions or specific gl versions) or actions (flush current, new
218 * buffers) that we need to do before looking up an enum. We need to
219 * declare them all up front so we can refer to them in the value_desc
220 * structs below. */
221
222 static const int extra_new_buffers[] = {
223 EXTRA_NEW_BUFFERS,
224 EXTRA_END
225 };
226
227 static const int extra_new_frag_clamp[] = {
228 EXTRA_NEW_FRAG_CLAMP,
229 EXTRA_END
230 };
231
232 static const int extra_valid_draw_buffer[] = {
233 EXTRA_VALID_DRAW_BUFFER,
234 EXTRA_END
235 };
236
237 static const int extra_valid_texture_unit[] = {
238 EXTRA_VALID_TEXTURE_UNIT,
239 EXTRA_END
240 };
241
242 static const int extra_flush_current_valid_texture_unit[] = {
243 EXTRA_FLUSH_CURRENT,
244 EXTRA_VALID_TEXTURE_UNIT,
245 EXTRA_END
246 };
247
248 static const int extra_flush_current[] = {
249 EXTRA_FLUSH_CURRENT,
250 EXTRA_END
251 };
252
253 static const int extra_new_buffers_OES_read_format[] = {
254 EXTRA_NEW_BUFFERS,
255 EXT(OES_read_format),
256 EXTRA_END
257 };
258
259 static const int extra_EXT_secondary_color_flush_current[] = {
260 EXT(EXT_secondary_color),
261 EXTRA_FLUSH_CURRENT,
262 EXTRA_END
263 };
264
265 static const int extra_EXT_fog_coord_flush_current[] = {
266 EXT(EXT_fog_coord),
267 EXTRA_FLUSH_CURRENT,
268 EXTRA_END
269 };
270
271 static const int extra_EXT_texture_integer[] = {
272 EXT(EXT_texture_integer),
273 EXTRA_END
274 };
275
276 static const int extra_EXT_gpu_shader4[] = {
277 EXT(EXT_gpu_shader4),
278 EXTRA_END
279 };
280
281 static const int extra_ARB_sampler_objects[] = {
282 EXT(ARB_sampler_objects),
283 EXTRA_END
284 };
285
286
287 EXTRA_EXT(ARB_ES2_compatibility);
288 EXTRA_EXT(ARB_multitexture);
289 EXTRA_EXT(ARB_texture_cube_map);
290 EXTRA_EXT(MESA_texture_array);
291 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
292 EXTRA_EXT(EXT_secondary_color);
293 EXTRA_EXT(EXT_fog_coord);
294 EXTRA_EXT(EXT_texture_lod_bias);
295 EXTRA_EXT(EXT_texture_filter_anisotropic);
296 EXTRA_EXT(IBM_rasterpos_clip);
297 EXTRA_EXT(NV_point_sprite);
298 EXTRA_EXT(SGIS_generate_mipmap);
299 EXTRA_EXT(NV_vertex_program);
300 EXTRA_EXT(NV_fragment_program);
301 EXTRA_EXT(NV_texture_rectangle);
302 EXTRA_EXT(EXT_stencil_two_side);
303 EXTRA_EXT(NV_light_max_exponent);
304 EXTRA_EXT(EXT_depth_bounds_test);
305 EXTRA_EXT(ARB_depth_clamp);
306 EXTRA_EXT(ATI_fragment_shader);
307 EXTRA_EXT(EXT_framebuffer_blit);
308 EXTRA_EXT(ARB_shader_objects);
309 EXTRA_EXT(EXT_provoking_vertex);
310 EXTRA_EXT(ARB_fragment_shader);
311 EXTRA_EXT(ARB_fragment_program);
312 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
313 EXTRA_EXT(EXT_framebuffer_object);
314 EXTRA_EXT(APPLE_vertex_array_object);
315 EXTRA_EXT(ARB_seamless_cube_map);
316 EXTRA_EXT(EXT_compiled_vertex_array);
317 EXTRA_EXT(ARB_sync);
318 EXTRA_EXT(ARB_vertex_shader);
319 EXTRA_EXT(EXT_transform_feedback);
320 EXTRA_EXT(ARB_transform_feedback2);
321 EXTRA_EXT(EXT_pixel_buffer_object);
322 EXTRA_EXT(ARB_vertex_program);
323 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
324 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
325 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
326 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
327 EXTRA_EXT(ARB_vertex_buffer_object);
328 EXTRA_EXT(ARB_geometry_shader4);
329 EXTRA_EXT(ARB_copy_buffer);
330 EXTRA_EXT(EXT_framebuffer_sRGB);
331 EXTRA_EXT(ARB_texture_buffer_object);
332
333 static const int
334 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
335 EXT(ARB_vertex_program),
336 EXT(ARB_fragment_program),
337 EXT(NV_vertex_program),
338 EXTRA_END
339 };
340
341 static const int
342 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
343 EXT(NV_vertex_program),
344 EXT(ARB_vertex_program),
345 EXT(ARB_fragment_program),
346 EXT(NV_vertex_program),
347 EXTRA_END
348 };
349
350 static const int
351 extra_NV_primitive_restart[] = {
352 EXT(NV_primitive_restart),
353 EXTRA_END
354 };
355
356 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
357 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
358 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
359
360 static const int
361 extra_ARB_vertex_program_version_es2[] = {
362 EXT(ARB_vertex_program),
363 EXTRA_VERSION_ES2,
364 EXTRA_END
365 };
366
367 #define API_OPENGL_BIT (1 << API_OPENGL)
368 #define API_OPENGLES_BIT (1 << API_OPENGLES)
369 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
370
371 /* This is the big table describing all the enums we accept in
372 * glGet*v(). The table is partitioned into six parts: enums
373 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
374 * between OpenGL and GLES, enums exclusive to GLES, etc for the
375 * remaining combinations. When we add the enums to the hash table in
376 * _mesa_init_get_hash(), we only add the enums for the API we're
377 * instantiating and the different sections are guarded by #if
378 * FEATURE_GL etc to make sure we only compile in the enums we may
379 * need. */
380
381 static const struct value_desc values[] = {
382 /* Enums shared between OpenGL, GLES1 and GLES2 */
383 { 0, 0, TYPE_API_MASK,
384 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
385 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
386 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
387 { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
388 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
389 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
390 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
391 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
392 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
393 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
394 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
395 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
396 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
397 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
398 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
399 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
400 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
401 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
402 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
403 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
404 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
405 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
406 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
407 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
408 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
409 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
410 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
411 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
412 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
413 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
414 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
415 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
416 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
417 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
418 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
419 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
420 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
421 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
422 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
423 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
424 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
425 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
426 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
427 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
428 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
429 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
430 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
431
432 /* GL_ARB_multitexture */
433 { GL_ACTIVE_TEXTURE_ARB,
434 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
435
436 /* Note that all the OES_* extensions require that the Mesa "struct
437 * gl_extensions" include a member with the name of the extension.
438 * That structure does not yet include OES extensions (and we're
439 * not sure whether it will). If it does, all the OES_*
440 * extensions below should mark the dependency. */
441
442 /* GL_ARB_texture_cube_map */
443 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
444 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
445 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
446 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
447 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
448
449 /* XXX: OES_blend_subtract */
450 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
451 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
452 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
453 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
454
455 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
456 * defined identically to GL_BLEND_EQUATION. */
457 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
458 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
459
460 /* GL_ARB_texture_compression */
461 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
462 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
463
464 /* GL_ARB_multisample */
465 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
466 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
467 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
468 { GL_SAMPLE_COVERAGE_VALUE_ARB,
469 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
470 { GL_SAMPLE_COVERAGE_INVERT_ARB,
471 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
472 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
473 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
474
475 /* GL_SGIS_generate_mipmap */
476 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
477 extra_SGIS_generate_mipmap },
478
479 /* GL_ARB_vertex_buffer_object */
480 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
481
482 /* GL_ARB_vertex_buffer_object */
483 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
484 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
485 extra_ARB_vertex_buffer_object },
486
487 /* GL_ARB_copy_buffer */
488 { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
489 { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
490
491 /* GL_OES_read_format */
492 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
493 extra_new_buffers_OES_read_format },
494 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
495 extra_new_buffers_OES_read_format },
496
497 /* GL_EXT_framebuffer_object */
498 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
499 extra_EXT_framebuffer_object },
500 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
501 extra_EXT_framebuffer_object },
502 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
503 extra_EXT_framebuffer_object },
504
505 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
506 * GLSL: */
507 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
508
509 #if FEATURE_GL || FEATURE_ES1
510 /* Enums in OpenGL and GLES1 */
511 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
512 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
513 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
514 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
515 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
516 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
517 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
518 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
519 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
520 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
521 { GL_LIGHT_MODEL_AMBIENT,
522 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
523 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
524 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
525 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
526 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
527 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
528 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
529 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
530 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
531 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
532 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
533 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
534 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
535 { GL_CURRENT_COLOR,
536 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
537 extra_flush_current },
538 { GL_CURRENT_NORMAL,
539 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
540 extra_flush_current },
541 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
542 extra_flush_current_valid_texture_unit },
543 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
544 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
545 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
546 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
547 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
548 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
549 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
550 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
551 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
552 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
553 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
554 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
555 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
556 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
557 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
558 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
559 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
560 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
561 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
562 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
563 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
564 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
565 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
566 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
567 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
568 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
569 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
570 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
571 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
572 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
573 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
574 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
575 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
576 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
577 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
578 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
579 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
580 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
581 extra_valid_texture_unit },
582
583 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
584 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
585 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
586 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
587 { GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA },
588 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
589 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
590 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
591 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
592 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
593 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
594 { GL_TEXTURE_COORD_ARRAY,
595 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
596 { GL_TEXTURE_COORD_ARRAY_SIZE,
597 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
598 { GL_TEXTURE_COORD_ARRAY_TYPE,
599 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
600 { GL_TEXTURE_COORD_ARRAY_STRIDE,
601 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
602
603 /* GL_ARB_ES2_compatibility */
604 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
605 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
606 extra_ARB_ES2_compatibility },
607 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
608 extra_ARB_ES2_compatibility },
609 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
610 extra_ARB_ES2_compatibility },
611
612 /* GL_ARB_multitexture */
613 { GL_MAX_TEXTURE_UNITS_ARB,
614 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
615 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
616 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
617
618 /* GL_ARB_texture_cube_map */
619 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
620 /* S, T, and R are always set at the same time */
621 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
622 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
623
624 /* GL_ARB_multisample */
625 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
626 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
627
628 /* GL_ARB_vertex_buffer_object */
629 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
630 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
631 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
632 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
633 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
634 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
635 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
636
637 /* GL_OES_point_sprite */
638 { GL_POINT_SPRITE_NV,
639 CONTEXT_BOOL(Point.PointSprite),
640 extra_NV_point_sprite_ARB_point_sprite },
641
642 /* GL_ARB_fragment_shader */
643 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
644 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
645 extra_ARB_fragment_shader },
646
647 /* GL_ARB_vertex_shader */
648 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
649 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
650 extra_ARB_vertex_shader },
651 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
652 extra_ARB_vertex_shader },
653
654 /* GL_EXT_texture_lod_bias */
655 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
656 extra_EXT_texture_lod_bias },
657
658 /* GL_EXT_texture_filter_anisotropic */
659 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
660 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
661 extra_EXT_texture_filter_anisotropic },
662 #endif /* FEATURE_GL || FEATURE_ES1 */
663
664 #if FEATURE_ES1
665 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
666 /* XXX: OES_matrix_get */
667 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
668 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
669 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
670
671 /* OES_point_size_array */
672 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
673 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
674 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
675 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
676 #endif /* FEATURE_ES1 */
677
678 #if FEATURE_GL || FEATURE_ES2
679 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
680 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
681 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
682 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
683 CONTEXT_INT(Const.MaxTextureCoordUnits),
684 extra_ARB_fragment_program_NV_fragment_program },
685
686 /* GL_ARB_draw_buffers */
687 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
688
689 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
690 /* GL_ARB_fragment_program */
691 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
692 CONTEXT_INT(Const.MaxTextureImageUnits),
693 extra_ARB_fragment_program_NV_fragment_program },
694 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
695 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
696 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
697 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
698 extra_ARB_vertex_shader },
699
700 /* GL_ARB_shader_objects
701 * Actually, this token isn't part of GL_ARB_shader_objects, but is
702 * close enough for now. */
703 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
704
705 /* OpenGL 2.0 */
706 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
707 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
708 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
709 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
710 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
711 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
712 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
713
714 { GL_MAX_VERTEX_ATTRIBS_ARB,
715 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
716 extra_ARB_vertex_program_version_es2 },
717
718 /* OES_texture_3D */
719 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
720 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
721 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
722
723 /* GL_ARB_fragment_program/OES_standard_derivatives */
724 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
725 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
726 #endif /* FEATURE_GL || FEATURE_ES2 */
727
728 #if FEATURE_ES2
729 /* Enums unique to OpenGL ES 2.0 */
730 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
731 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
732 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
733 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
734 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
735 /* OES_get_program_binary */
736 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
737 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
738 #endif /* FEATURE_ES2 */
739
740 #if FEATURE_GL
741 /* Remaining enums are only in OpenGL */
742 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
743 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
744 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
745 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
746 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
747 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
748 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
749 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
750 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
751 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
752 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
753 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
754 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
755 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
756 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
757 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
758 { GL_CURRENT_INDEX,
759 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
760 extra_flush_current },
761 { GL_CURRENT_RASTER_COLOR,
762 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
763 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
764 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
765 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
766 { GL_CURRENT_RASTER_SECONDARY_COLOR,
767 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
768 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
769 extra_valid_texture_unit },
770 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
771 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
772 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
773 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
774 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
775 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
776 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
777 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
778 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
779 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
780 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
781 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
782 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
783 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
784 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
785 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
786 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
787 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
788 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
789 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
790 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
791 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
792 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
793 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
794 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
795 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
796 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
797 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
798 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
799 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
800 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
801 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
802 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
803 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
804 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
805 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
806 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
807 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
808 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
809 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
810 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
811 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
812 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
813 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
814 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
815 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
816 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
817 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
818 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
819 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
820 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
821 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
822 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
823
824 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
825 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
826 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
827 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
828 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
829 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
830 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
831 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
832 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
833 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
834 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
835 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
836 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
837 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
838 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
839 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
840 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
841 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
842 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
843 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
844 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
845 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
846 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
847 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
848 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
849 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
850 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
851 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
852 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
853 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
854 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
855 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
856 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
857 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
858 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
859 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
860
861 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
862
863 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
864 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
865 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
866 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
867
868 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
869 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
870 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
871 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
872 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
873 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
874 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
875
876 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
877 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
878 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
879 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
880 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
881 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
882 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
883 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
884 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
885 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
886 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
887 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
888 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
889 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
890 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
891 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
892 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
893 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
894
895 /* Vertex arrays */
896 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
897 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
898 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
899 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
900 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
901 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
902 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
903 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
904 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
905 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
906 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
907
908 /* GL_ARB_texture_compression */
909 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
910
911 /* GL_EXT_compiled_vertex_array */
912 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
913 extra_EXT_compiled_vertex_array },
914 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
915 extra_EXT_compiled_vertex_array },
916
917 /* GL_ARB_transpose_matrix */
918 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
919 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
920 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
921 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
922 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
923
924 /* GL_EXT_secondary_color */
925 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
926 extra_EXT_secondary_color_ARB_vertex_program },
927 { GL_CURRENT_SECONDARY_COLOR_EXT,
928 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
929 extra_EXT_secondary_color_flush_current },
930 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
931 extra_EXT_secondary_color },
932 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
933 extra_EXT_secondary_color },
934 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
935 extra_EXT_secondary_color },
936 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
937 extra_EXT_secondary_color },
938
939 /* GL_EXT_fog_coord */
940 { GL_CURRENT_FOG_COORDINATE_EXT,
941 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
942 extra_EXT_fog_coord_flush_current },
943 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
944 extra_EXT_fog_coord },
945 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
946 extra_EXT_fog_coord },
947 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
948 extra_EXT_fog_coord },
949 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
950 extra_EXT_fog_coord },
951
952 /* GL_IBM_rasterpos_clip */
953 { GL_RASTER_POSITION_UNCLIPPED_IBM,
954 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
955 extra_IBM_rasterpos_clip },
956
957 /* GL_NV_point_sprite */
958 { GL_POINT_SPRITE_R_MODE_NV,
959 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
960 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
961 extra_NV_point_sprite_ARB_point_sprite },
962
963 /* GL_NV_vertex_program */
964 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
965 extra_NV_vertex_program },
966 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
967 extra_NV_vertex_program },
968 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
969 extra_NV_vertex_program },
970 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
971 extra_NV_vertex_program },
972 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
973 extra_NV_vertex_program },
974 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
975 extra_NV_vertex_program },
976 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
977 extra_NV_vertex_program },
978 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
979 extra_NV_vertex_program },
980 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
981 extra_NV_vertex_program },
982 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
983 extra_NV_vertex_program },
984 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
985 extra_NV_vertex_program },
986 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
987 extra_NV_vertex_program },
988 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
989 extra_NV_vertex_program },
990 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
991 extra_NV_vertex_program },
992 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
993 extra_NV_vertex_program },
994 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
995 extra_NV_vertex_program },
996 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
997 extra_NV_vertex_program },
998 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
999 extra_NV_vertex_program },
1000 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1001 extra_NV_vertex_program },
1002 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1003 extra_NV_vertex_program },
1004 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1005 extra_NV_vertex_program },
1006 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1007 extra_NV_vertex_program },
1008 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1009 extra_NV_vertex_program },
1010 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1011 extra_NV_vertex_program },
1012 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1013 extra_NV_vertex_program },
1014 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1015 extra_NV_vertex_program },
1016 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1017 extra_NV_vertex_program },
1018 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1019 extra_NV_vertex_program },
1020 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1021 extra_NV_vertex_program },
1022 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1023 extra_NV_vertex_program },
1024 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1025 extra_NV_vertex_program },
1026 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1027 extra_NV_vertex_program },
1028 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1029 extra_NV_vertex_program },
1030
1031 /* GL_NV_fragment_program */
1032 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1033 extra_NV_fragment_program },
1034 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1035 extra_NV_fragment_program },
1036 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1037 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1038 extra_NV_fragment_program },
1039
1040 /* GL_NV_texture_rectangle */
1041 { GL_TEXTURE_RECTANGLE_NV,
1042 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1043 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1044 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1045 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1046 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1047
1048 /* GL_EXT_stencil_two_side */
1049 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1050 extra_EXT_stencil_two_side },
1051 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1052
1053 /* GL_NV_light_max_exponent */
1054 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1055 extra_NV_light_max_exponent },
1056 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1057 extra_NV_light_max_exponent },
1058
1059 /* GL_NV_primitive_restart */
1060 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1061 extra_NV_primitive_restart },
1062 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1063 extra_NV_primitive_restart },
1064
1065 /* GL_ARB_vertex_buffer_object */
1066 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1067 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1068 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1069 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1070 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1071 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1072 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1073 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1074
1075 /* GL_EXT_pixel_buffer_object */
1076 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1077 extra_EXT_pixel_buffer_object },
1078 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1079 extra_EXT_pixel_buffer_object },
1080
1081 /* GL_ARB_vertex_program */
1082 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1083 CONTEXT_BOOL(VertexProgram.Enabled),
1084 extra_ARB_vertex_program_NV_vertex_program },
1085 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1086 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1087 extra_ARB_vertex_program_NV_vertex_program },
1088 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1089 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1090 extra_ARB_vertex_program_NV_vertex_program },
1091 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1092 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1093 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1094 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1095 CONTEXT_INT(Const.MaxProgramMatrices),
1096 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1097 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1098 LOC_CUSTOM, TYPE_INT, 0,
1099 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1100
1101 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1102 LOC_CUSTOM, TYPE_MATRIX, 0,
1103 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1104 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1105 LOC_CUSTOM, TYPE_MATRIX, 0,
1106 extra_ARB_vertex_program_ARB_fragment_program },
1107
1108 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1109 CONTEXT_INT(Program.ErrorPos),
1110 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1111
1112 /* GL_ARB_fragment_program */
1113 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1114 extra_ARB_fragment_program },
1115
1116 /* GL_EXT_depth_bounds_test */
1117 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1118 extra_EXT_depth_bounds_test },
1119 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1120 extra_EXT_depth_bounds_test },
1121
1122 /* GL_ARB_depth_clamp*/
1123 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1124 extra_ARB_depth_clamp },
1125
1126 /* GL_ARB_draw_buffers */
1127 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1128 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1129 extra_valid_draw_buffer },
1130 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1131 extra_valid_draw_buffer },
1132 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1133 extra_valid_draw_buffer },
1134 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
1135 extra_valid_draw_buffer },
1136 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
1137 extra_valid_draw_buffer },
1138 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
1139 extra_valid_draw_buffer },
1140 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
1141 extra_valid_draw_buffer },
1142
1143 /* GL_ATI_fragment_shader */
1144 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1145 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1146 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1147 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1148 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1149 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1150 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1151 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1152 CONST(3), extra_ATI_fragment_shader },
1153
1154 /* GL_EXT_framebuffer_object */
1155 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1156 extra_EXT_framebuffer_object },
1157
1158 /* GL_EXT_framebuffer_blit
1159 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1160 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1161 extra_EXT_framebuffer_blit },
1162
1163 /* GL_EXT_provoking_vertex */
1164 { GL_PROVOKING_VERTEX_EXT,
1165 CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1166 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1167 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1168 extra_EXT_provoking_vertex },
1169
1170 /* GL_ARB_framebuffer_object */
1171 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1172 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1173
1174 /* GL_APPLE_vertex_array_object */
1175 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1176 extra_APPLE_vertex_array_object },
1177
1178 /* GL_ARB_seamless_cube_map */
1179 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1180 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1181
1182 /* GL_ARB_sync */
1183 { GL_MAX_SERVER_WAIT_TIMEOUT,
1184 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1185
1186 /* GL_EXT_texture_integer */
1187 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1188 extra_EXT_texture_integer },
1189
1190 /* GL_EXT_transform_feedback */
1191 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1192 extra_EXT_transform_feedback },
1193 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1194 extra_EXT_transform_feedback },
1195 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1196 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1197 extra_EXT_transform_feedback },
1198 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1199 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1200 extra_EXT_transform_feedback },
1201 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1202 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1203 extra_EXT_transform_feedback },
1204
1205 /* GL_ARB_transform_feedback2 */
1206 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1207 extra_ARB_transform_feedback2 },
1208 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1209 extra_ARB_transform_feedback2 },
1210 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1211 extra_ARB_transform_feedback2 },
1212
1213 /* GL_ARB_geometry_shader4 */
1214 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1215 CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
1216 extra_ARB_geometry_shader4 },
1217 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1218 CONTEXT_INT(Const.MaxGeometryOutputVertices),
1219 extra_ARB_geometry_shader4 },
1220 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1221 CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
1222 extra_ARB_geometry_shader4 },
1223 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1224 CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
1225 extra_ARB_geometry_shader4 },
1226 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1227 CONTEXT_INT(Const.MaxGeometryVaryingComponents),
1228 extra_ARB_geometry_shader4 },
1229 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1230 CONTEXT_INT(Const.MaxVertexVaryingComponents),
1231 extra_ARB_geometry_shader4 },
1232
1233 /* GL_ARB_color_buffer_float */
1234 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1235
1236 /* GL_EXT_gpu_shader4 / GL 3.0 */
1237 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1238 CONTEXT_INT(Const.MinProgramTexelOffset),
1239 extra_EXT_gpu_shader4 },
1240 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1241 CONTEXT_INT(Const.MaxProgramTexelOffset),
1242 extra_EXT_gpu_shader4 },
1243
1244 /* GL_ARB_texture_buffer_object */
1245 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1246 extra_ARB_texture_buffer_object },
1247 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1248 extra_ARB_texture_buffer_object },
1249 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1250 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1251 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1252 extra_ARB_texture_buffer_object },
1253 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1254 extra_ARB_texture_buffer_object },
1255
1256 /* GL_ARB_sampler_objects / GL 3.3 */
1257 { GL_SAMPLER_BINDING,
1258 LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
1259
1260 /* GL 3.0 */
1261 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1262 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1263 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1264 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1265
1266 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1267 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1268 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1269
1270 /* GL 3.1 */
1271 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1272 * vs. GL_PRIMITIVE_RESTART!
1273 */
1274 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1275 extra_version_31 },
1276 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1277 extra_version_31 },
1278
1279
1280 /* GL 3.2 */
1281 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1282 extra_version_32 },
1283
1284 /* GL_ARB_robustness */
1285 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1286 #endif /* FEATURE_GL */
1287 };
1288
1289 /* All we need now is a way to look up the value struct from the enum.
1290 * The code generated by gcc for the old generated big switch
1291 * statement is a big, balanced, open coded if/else tree, essentially
1292 * an unrolled binary search. It would be natural to sort the new
1293 * enum table and use bsearch(), but we will use a read-only hash
1294 * table instead. bsearch() has a nice guaranteed worst case
1295 * performance, but we're also guaranteed to hit that worst case
1296 * (log2(n) iterations) for about half the enums. Instead, using an
1297 * open addressing hash table, we can find the enum on the first try
1298 * for 80% of the enums, 1 collision for 10% and never more than 5
1299 * collisions for any enum (typical numbers). And the code is very
1300 * simple, even though it feels a little magic. */
1301
1302 static unsigned short table[1024];
1303 static const int prime_factor = 89, prime_step = 281;
1304
1305 #ifdef GET_DEBUG
1306 static void
1307 print_table_stats(void)
1308 {
1309 int i, j, collisions[11], count, hash, mask;
1310 const struct value_desc *d;
1311
1312 count = 0;
1313 mask = Elements(table) - 1;
1314 memset(collisions, 0, sizeof collisions);
1315
1316 for (i = 0; i < Elements(table); i++) {
1317 if (!table[i])
1318 continue;
1319 count++;
1320 d = &values[table[i]];
1321 hash = (d->pname * prime_factor);
1322 j = 0;
1323 while (1) {
1324 if (values[table[hash & mask]].pname == d->pname)
1325 break;
1326 hash += prime_step;
1327 j++;
1328 }
1329
1330 if (j < 10)
1331 collisions[j]++;
1332 else
1333 collisions[10]++;
1334 }
1335
1336 printf("number of enums: %d (total %d)\n", count, Elements(values));
1337 for (i = 0; i < Elements(collisions) - 1; i++)
1338 if (collisions[i] > 0)
1339 printf(" %d enums with %d %scollisions\n",
1340 collisions[i], i, i == 10 ? "or more " : "");
1341 }
1342 #endif
1343
1344 /**
1345 * Initialize the enum hash for a given API
1346 *
1347 * This is called from one_time_init() to insert the enum values that
1348 * are valid for the API in question into the enum hash table.
1349 *
1350 * \param the current context, for determining the API in question
1351 */
1352 void _mesa_init_get_hash(struct gl_context *ctx)
1353 {
1354 int i, hash, index, mask;
1355 int api_mask = 0, api_bit;
1356
1357 mask = Elements(table) - 1;
1358 api_bit = 1 << ctx->API;
1359
1360 for (i = 0; i < Elements(values); i++) {
1361 if (values[i].type == TYPE_API_MASK) {
1362 api_mask = values[i].offset;
1363 continue;
1364 }
1365 if (!(api_mask & api_bit))
1366 continue;
1367
1368 hash = (values[i].pname * prime_factor) & mask;
1369 while (1) {
1370 index = hash & mask;
1371 if (!table[index]) {
1372 table[index] = i;
1373 break;
1374 }
1375 hash += prime_step;
1376 }
1377 }
1378
1379 #ifdef GET_DEBUG
1380 print_table_stats();
1381 #endif
1382 }
1383
1384 /**
1385 * Handle irregular enums
1386 *
1387 * Some values don't conform to the "well-known type at context
1388 * pointer + offset" pattern, so we have this function to catch all
1389 * the corner cases. Typically, it's a computed value or a one-off
1390 * pointer to a custom struct or something.
1391 *
1392 * In this case we can't return a pointer to the value, so we'll have
1393 * to use the temporary variable 'v' declared back in the calling
1394 * glGet*v() function to store the result.
1395 *
1396 * \param ctx the current context
1397 * \param d the struct value_desc that describes the enum
1398 * \param v pointer to the tmp declared in the calling glGet*v() function
1399 */
1400 static void
1401 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1402 {
1403 struct gl_buffer_object **buffer_obj;
1404 struct gl_client_array *array;
1405 GLuint unit, *p;
1406
1407 switch (d->pname) {
1408 case GL_TEXTURE_1D:
1409 case GL_TEXTURE_2D:
1410 case GL_TEXTURE_3D:
1411 case GL_TEXTURE_1D_ARRAY_EXT:
1412 case GL_TEXTURE_2D_ARRAY_EXT:
1413 case GL_TEXTURE_CUBE_MAP_ARB:
1414 case GL_TEXTURE_RECTANGLE_NV:
1415 v->value_bool = _mesa_IsEnabled(d->pname);
1416 break;
1417
1418 case GL_LINE_STIPPLE_PATTERN:
1419 /* This is the only GLushort, special case it here by promoting
1420 * to an int rather than introducing a new type. */
1421 v->value_int = ctx->Line.StipplePattern;
1422 break;
1423
1424 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1425 unit = ctx->Texture.CurrentUnit;
1426 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1427 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1428 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1429 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1430 break;
1431
1432 case GL_CURRENT_TEXTURE_COORDS:
1433 unit = ctx->Texture.CurrentUnit;
1434 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1435 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1436 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1437 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1438 break;
1439
1440 case GL_COLOR_WRITEMASK:
1441 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1442 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1443 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1444 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1445 break;
1446
1447 case GL_EDGE_FLAG:
1448 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1449 break;
1450
1451 case GL_READ_BUFFER:
1452 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1453 break;
1454
1455 case GL_MAP2_GRID_DOMAIN:
1456 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1457 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1458 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1459 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1460 break;
1461
1462 case GL_TEXTURE_STACK_DEPTH:
1463 unit = ctx->Texture.CurrentUnit;
1464 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1465 break;
1466 case GL_TEXTURE_MATRIX:
1467 unit = ctx->Texture.CurrentUnit;
1468 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1469 break;
1470
1471 case GL_TEXTURE_COORD_ARRAY:
1472 case GL_TEXTURE_COORD_ARRAY_SIZE:
1473 case GL_TEXTURE_COORD_ARRAY_TYPE:
1474 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1475 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1476 v->value_int = *(GLuint *) ((char *) array + d->offset);
1477 break;
1478
1479 case GL_ACTIVE_TEXTURE_ARB:
1480 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1481 break;
1482 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1483 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1484 break;
1485
1486 case GL_MODELVIEW_STACK_DEPTH:
1487 case GL_PROJECTION_STACK_DEPTH:
1488 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1489 break;
1490
1491 case GL_MAX_TEXTURE_SIZE:
1492 case GL_MAX_3D_TEXTURE_SIZE:
1493 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1494 p = (GLuint *) ((char *) ctx + d->offset);
1495 v->value_int = 1 << (*p - 1);
1496 break;
1497
1498 case GL_SCISSOR_BOX:
1499 v->value_int_4[0] = ctx->Scissor.X;
1500 v->value_int_4[1] = ctx->Scissor.Y;
1501 v->value_int_4[2] = ctx->Scissor.Width;
1502 v->value_int_4[3] = ctx->Scissor.Height;
1503 break;
1504
1505 case GL_LIST_INDEX:
1506 v->value_int =
1507 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1508 break;
1509 case GL_LIST_MODE:
1510 if (!ctx->CompileFlag)
1511 v->value_enum = 0;
1512 else if (ctx->ExecuteFlag)
1513 v->value_enum = GL_COMPILE_AND_EXECUTE;
1514 else
1515 v->value_enum = GL_COMPILE;
1516 break;
1517
1518 case GL_VIEWPORT:
1519 v->value_int_4[0] = ctx->Viewport.X;
1520 v->value_int_4[1] = ctx->Viewport.Y;
1521 v->value_int_4[2] = ctx->Viewport.Width;
1522 v->value_int_4[3] = ctx->Viewport.Height;
1523 break;
1524
1525 case GL_ACTIVE_STENCIL_FACE_EXT:
1526 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1527 break;
1528
1529 case GL_STENCIL_FAIL:
1530 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1531 break;
1532 case GL_STENCIL_FUNC:
1533 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1534 break;
1535 case GL_STENCIL_PASS_DEPTH_FAIL:
1536 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1537 break;
1538 case GL_STENCIL_PASS_DEPTH_PASS:
1539 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1540 break;
1541 case GL_STENCIL_REF:
1542 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1543 break;
1544 case GL_STENCIL_VALUE_MASK:
1545 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1546 break;
1547 case GL_STENCIL_WRITEMASK:
1548 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1549 break;
1550
1551 case GL_NUM_EXTENSIONS:
1552 v->value_int = _mesa_get_extension_count(ctx);
1553 break;
1554
1555 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1556 v->value_int = _mesa_get_color_read_type(ctx);
1557 break;
1558 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1559 v->value_int = _mesa_get_color_read_format(ctx);
1560 break;
1561
1562 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1563 v->value_int = ctx->CurrentStack->Depth + 1;
1564 break;
1565 case GL_CURRENT_MATRIX_ARB:
1566 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1567 v->value_matrix = ctx->CurrentStack->Top;
1568 break;
1569
1570 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1571 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1572 break;
1573 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1574 v->value_int_n.n =
1575 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1576 ASSERT(v->value_int_n.n <= 100);
1577 break;
1578
1579 case GL_MAX_VARYING_FLOATS_ARB:
1580 v->value_int = ctx->Const.MaxVarying * 4;
1581 break;
1582
1583 /* Various object names */
1584
1585 case GL_TEXTURE_BINDING_1D:
1586 case GL_TEXTURE_BINDING_2D:
1587 case GL_TEXTURE_BINDING_3D:
1588 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1589 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1590 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1591 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1592 unit = ctx->Texture.CurrentUnit;
1593 v->value_int =
1594 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1595 break;
1596
1597 /* GL_ARB_vertex_buffer_object */
1598 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1599 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1600 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1601 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1602 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1603 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1604 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1605 buffer_obj = (struct gl_buffer_object **)
1606 ((char *) ctx->Array.ArrayObj + d->offset);
1607 v->value_int = (*buffer_obj)->Name;
1608 break;
1609 case GL_ARRAY_BUFFER_BINDING_ARB:
1610 v->value_int = ctx->Array.ArrayBufferObj->Name;
1611 break;
1612 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1613 v->value_int =
1614 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1615 break;
1616 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1617 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1618 break;
1619
1620 /* ARB_copy_buffer */
1621 case GL_COPY_READ_BUFFER:
1622 v->value_int = ctx->CopyReadBuffer->Name;
1623 break;
1624 case GL_COPY_WRITE_BUFFER:
1625 v->value_int = ctx->CopyWriteBuffer->Name;
1626 break;
1627
1628 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1629 v->value_int =
1630 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1631 break;
1632 case GL_VERTEX_PROGRAM_BINDING_NV:
1633 v->value_int =
1634 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1635 break;
1636 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1637 v->value_int = ctx->Pack.BufferObj->Name;
1638 break;
1639 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1640 v->value_int = ctx->Unpack.BufferObj->Name;
1641 break;
1642 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1643 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1644 break;
1645 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1646 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1647 break;
1648 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1649 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1650 break;
1651 case GL_TRANSFORM_FEEDBACK_BINDING:
1652 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1653 break;
1654 case GL_CURRENT_PROGRAM:
1655 v->value_int =
1656 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1657 break;
1658 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1659 v->value_int = ctx->ReadBuffer->Name;
1660 break;
1661 case GL_RENDERBUFFER_BINDING_EXT:
1662 v->value_int =
1663 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1664 break;
1665 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1666 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1667 break;
1668
1669 case GL_FOG_COLOR:
1670 if(ctx->Color._ClampFragmentColor)
1671 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1672 else
1673 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1674 break;
1675 case GL_COLOR_CLEAR_VALUE:
1676 if(ctx->Color._ClampFragmentColor) {
1677 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
1678 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
1679 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
1680 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
1681 } else
1682 COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
1683 break;
1684 case GL_BLEND_COLOR_EXT:
1685 if(ctx->Color._ClampFragmentColor)
1686 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1687 else
1688 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1689 break;
1690 case GL_ALPHA_TEST_REF:
1691 if(ctx->Color._ClampFragmentColor)
1692 v->value_float = ctx->Color.AlphaRef;
1693 else
1694 v->value_float = ctx->Color.AlphaRefUnclamped;
1695 break;
1696 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1697 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1698 break;
1699
1700 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1701 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1702 break;
1703
1704 /* GL_ARB_texture_buffer_object */
1705 case GL_TEXTURE_BUFFER_ARB:
1706 v->value_int = ctx->Texture.BufferObject->Name;
1707 break;
1708 case GL_TEXTURE_BINDING_BUFFER_ARB:
1709 unit = ctx->Texture.CurrentUnit;
1710 v->value_int =
1711 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1712 break;
1713 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1714 {
1715 struct gl_buffer_object *buf =
1716 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1717 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1718 v->value_int = buf ? buf->Name : 0;
1719 }
1720 break;
1721 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1722 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1723 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1724 break;
1725
1726 /* GL_ARB_sampler_objects */
1727 case GL_SAMPLER_BINDING:
1728 {
1729 struct gl_sampler_object *samp =
1730 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1731 v->value_int = samp ? samp->Name : 0;
1732 }
1733 break;
1734 }
1735 }
1736
1737 /**
1738 * Check extra constraints on a struct value_desc descriptor
1739 *
1740 * If a struct value_desc has a non-NULL extra pointer, it means that
1741 * there are a number of extra constraints to check or actions to
1742 * perform. The extras is just an integer array where each integer
1743 * encode different constraints or actions.
1744 *
1745 * \param ctx current context
1746 * \param func name of calling glGet*v() function for error reporting
1747 * \param d the struct value_desc that has the extra constraints
1748 *
1749 * \return GL_FALSE if one of the constraints was not satisfied,
1750 * otherwise GL_TRUE.
1751 */
1752 static GLboolean
1753 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1754 {
1755 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1756 int total, enabled;
1757 const int *e;
1758
1759 total = 0;
1760 enabled = 0;
1761 for (e = d->extra; *e != EXTRA_END; e++)
1762 switch (*e) {
1763 case EXTRA_VERSION_30:
1764 if (version >= 30) {
1765 total++;
1766 enabled++;
1767 }
1768 break;
1769 case EXTRA_VERSION_31:
1770 if (version >= 31) {
1771 total++;
1772 enabled++;
1773 }
1774 break;
1775 case EXTRA_VERSION_32:
1776 if (version >= 32) {
1777 total++;
1778 enabled++;
1779 }
1780 break;
1781 case EXTRA_NEW_FRAG_CLAMP:
1782 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1783 _mesa_update_state(ctx);
1784 break;
1785 case EXTRA_VERSION_ES2:
1786 if (ctx->API == API_OPENGLES2) {
1787 total++;
1788 enabled++;
1789 }
1790 break;
1791 case EXTRA_NEW_BUFFERS:
1792 if (ctx->NewState & _NEW_BUFFERS)
1793 _mesa_update_state(ctx);
1794 break;
1795 case EXTRA_FLUSH_CURRENT:
1796 FLUSH_CURRENT(ctx, 0);
1797 break;
1798 case EXTRA_VALID_DRAW_BUFFER:
1799 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1800 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1801 func, d->pname - GL_DRAW_BUFFER0_ARB);
1802 return GL_FALSE;
1803 }
1804 break;
1805 case EXTRA_VALID_TEXTURE_UNIT:
1806 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1807 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1808 func, ctx->Texture.CurrentUnit);
1809 return GL_FALSE;
1810 }
1811 break;
1812 case EXTRA_END:
1813 break;
1814 default: /* *e is a offset into the extension struct */
1815 total++;
1816 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1817 enabled++;
1818 break;
1819 }
1820
1821 if (total > 0 && enabled == 0) {
1822 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1823 _mesa_lookup_enum_by_nr(d->pname));
1824 return GL_FALSE;
1825 }
1826
1827 return GL_TRUE;
1828 }
1829
1830 static const struct value_desc error_value =
1831 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1832
1833 /**
1834 * Find the struct value_desc corresponding to the enum 'pname'.
1835 *
1836 * We hash the enum value to get an index into the 'table' array,
1837 * which holds the index in the 'values' array of struct value_desc.
1838 * Once we've found the entry, we do the extra checks, if any, then
1839 * look up the value and return a pointer to it.
1840 *
1841 * If the value has to be computed (for example, it's the result of a
1842 * function call or we need to add 1 to it), we use the tmp 'v' to
1843 * store the result.
1844 *
1845 * \param func name of glGet*v() func for error reporting
1846 * \param pname the enum value we're looking up
1847 * \param p is were we return the pointer to the value
1848 * \param v a tmp union value variable in the calling glGet*v() function
1849 *
1850 * \return the struct value_desc corresponding to the enum or a struct
1851 * value_desc of TYPE_INVALID if not found. This lets the calling
1852 * glGet*v() function jump right into a switch statement and
1853 * handle errors there instead of having to check for NULL.
1854 */
1855 static const struct value_desc *
1856 find_value(const char *func, GLenum pname, void **p, union value *v)
1857 {
1858 GET_CURRENT_CONTEXT(ctx);
1859 struct gl_texture_unit *unit;
1860 int mask, hash;
1861 const struct value_desc *d;
1862
1863 mask = Elements(table) - 1;
1864 hash = (pname * prime_factor);
1865 while (1) {
1866 d = &values[table[hash & mask]];
1867
1868 /* If the enum isn't valid, the hash walk ends with index 0,
1869 * which is the API mask entry at the beginning of values[]. */
1870 if (unlikely(d->type == TYPE_API_MASK)) {
1871 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1872 _mesa_lookup_enum_by_nr(pname));
1873 return &error_value;
1874 }
1875
1876 if (likely(d->pname == pname))
1877 break;
1878
1879 hash += prime_step;
1880 }
1881
1882 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1883 return &error_value;
1884
1885 switch (d->location) {
1886 case LOC_BUFFER:
1887 *p = ((char *) ctx->DrawBuffer + d->offset);
1888 return d;
1889 case LOC_CONTEXT:
1890 *p = ((char *) ctx + d->offset);
1891 return d;
1892 case LOC_ARRAY:
1893 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1894 return d;
1895 case LOC_TEXUNIT:
1896 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1897 *p = ((char *) unit + d->offset);
1898 return d;
1899 case LOC_CUSTOM:
1900 find_custom_value(ctx, d, v);
1901 *p = v;
1902 return d;
1903 default:
1904 assert(0);
1905 break;
1906 }
1907
1908 /* silence warning */
1909 return &error_value;
1910 }
1911
1912 static const int transpose[] = {
1913 0, 4, 8, 12,
1914 1, 5, 9, 13,
1915 2, 6, 10, 14,
1916 3, 7, 11, 15
1917 };
1918
1919 void GLAPIENTRY
1920 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1921 {
1922 const struct value_desc *d;
1923 union value v;
1924 GLmatrix *m;
1925 int shift, i;
1926 void *p;
1927
1928 d = find_value("glGetBooleanv", pname, &p, &v);
1929 switch (d->type) {
1930 case TYPE_INVALID:
1931 break;
1932 case TYPE_CONST:
1933 params[0] = INT_TO_BOOLEAN(d->offset);
1934 break;
1935
1936 case TYPE_FLOAT_4:
1937 case TYPE_FLOATN_4:
1938 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1939 case TYPE_FLOAT_3:
1940 case TYPE_FLOATN_3:
1941 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1942 case TYPE_FLOAT_2:
1943 case TYPE_FLOATN_2:
1944 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1945 case TYPE_FLOAT:
1946 case TYPE_FLOATN:
1947 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1948 break;
1949
1950 case TYPE_DOUBLEN:
1951 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1952 break;
1953
1954 case TYPE_INT_4:
1955 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1956 case TYPE_INT_3:
1957 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1958 case TYPE_INT_2:
1959 case TYPE_ENUM_2:
1960 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1961 case TYPE_INT:
1962 case TYPE_ENUM:
1963 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1964 break;
1965
1966 case TYPE_INT_N:
1967 for (i = 0; i < v.value_int_n.n; i++)
1968 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1969 break;
1970
1971 case TYPE_INT64:
1972 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1973 break;
1974
1975 case TYPE_BOOLEAN:
1976 params[0] = ((GLboolean*) p)[0];
1977 break;
1978
1979 case TYPE_MATRIX:
1980 m = *(GLmatrix **) p;
1981 for (i = 0; i < 16; i++)
1982 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1983 break;
1984
1985 case TYPE_MATRIX_T:
1986 m = *(GLmatrix **) p;
1987 for (i = 0; i < 16; i++)
1988 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1989 break;
1990
1991 case TYPE_BIT_0:
1992 case TYPE_BIT_1:
1993 case TYPE_BIT_2:
1994 case TYPE_BIT_3:
1995 case TYPE_BIT_4:
1996 case TYPE_BIT_5:
1997 shift = d->type - TYPE_BIT_0;
1998 params[0] = (*(GLbitfield *) p >> shift) & 1;
1999 break;
2000 }
2001 }
2002
2003 void GLAPIENTRY
2004 _mesa_GetFloatv(GLenum pname, GLfloat *params)
2005 {
2006 const struct value_desc *d;
2007 union value v;
2008 GLmatrix *m;
2009 int shift, i;
2010 void *p;
2011
2012 d = find_value("glGetFloatv", pname, &p, &v);
2013 switch (d->type) {
2014 case TYPE_INVALID:
2015 break;
2016 case TYPE_CONST:
2017 params[0] = (GLfloat) d->offset;
2018 break;
2019
2020 case TYPE_FLOAT_4:
2021 case TYPE_FLOATN_4:
2022 params[3] = ((GLfloat *) p)[3];
2023 case TYPE_FLOAT_3:
2024 case TYPE_FLOATN_3:
2025 params[2] = ((GLfloat *) p)[2];
2026 case TYPE_FLOAT_2:
2027 case TYPE_FLOATN_2:
2028 params[1] = ((GLfloat *) p)[1];
2029 case TYPE_FLOAT:
2030 case TYPE_FLOATN:
2031 params[0] = ((GLfloat *) p)[0];
2032 break;
2033
2034 case TYPE_DOUBLEN:
2035 params[0] = ((GLdouble *) p)[0];
2036 break;
2037
2038 case TYPE_INT_4:
2039 params[3] = (GLfloat) (((GLint *) p)[3]);
2040 case TYPE_INT_3:
2041 params[2] = (GLfloat) (((GLint *) p)[2]);
2042 case TYPE_INT_2:
2043 case TYPE_ENUM_2:
2044 params[1] = (GLfloat) (((GLint *) p)[1]);
2045 case TYPE_INT:
2046 case TYPE_ENUM:
2047 params[0] = (GLfloat) (((GLint *) p)[0]);
2048 break;
2049
2050 case TYPE_INT_N:
2051 for (i = 0; i < v.value_int_n.n; i++)
2052 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2053 break;
2054
2055 case TYPE_INT64:
2056 params[0] = ((GLint64 *) p)[0];
2057 break;
2058
2059 case TYPE_BOOLEAN:
2060 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
2061 break;
2062
2063 case TYPE_MATRIX:
2064 m = *(GLmatrix **) p;
2065 for (i = 0; i < 16; i++)
2066 params[i] = m->m[i];
2067 break;
2068
2069 case TYPE_MATRIX_T:
2070 m = *(GLmatrix **) p;
2071 for (i = 0; i < 16; i++)
2072 params[i] = m->m[transpose[i]];
2073 break;
2074
2075 case TYPE_BIT_0:
2076 case TYPE_BIT_1:
2077 case TYPE_BIT_2:
2078 case TYPE_BIT_3:
2079 case TYPE_BIT_4:
2080 case TYPE_BIT_5:
2081 shift = d->type - TYPE_BIT_0;
2082 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2083 break;
2084 }
2085 }
2086
2087 void GLAPIENTRY
2088 _mesa_GetIntegerv(GLenum pname, GLint *params)
2089 {
2090 const struct value_desc *d;
2091 union value v;
2092 GLmatrix *m;
2093 int shift, i;
2094 void *p;
2095
2096 d = find_value("glGetIntegerv", pname, &p, &v);
2097 switch (d->type) {
2098 case TYPE_INVALID:
2099 break;
2100 case TYPE_CONST:
2101 params[0] = d->offset;
2102 break;
2103
2104 case TYPE_FLOAT_4:
2105 params[3] = IROUND(((GLfloat *) p)[3]);
2106 case TYPE_FLOAT_3:
2107 params[2] = IROUND(((GLfloat *) p)[2]);
2108 case TYPE_FLOAT_2:
2109 params[1] = IROUND(((GLfloat *) p)[1]);
2110 case TYPE_FLOAT:
2111 params[0] = IROUND(((GLfloat *) p)[0]);
2112 break;
2113
2114 case TYPE_FLOATN_4:
2115 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2116 case TYPE_FLOATN_3:
2117 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2118 case TYPE_FLOATN_2:
2119 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2120 case TYPE_FLOATN:
2121 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2122 break;
2123
2124 case TYPE_DOUBLEN:
2125 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2126 break;
2127
2128 case TYPE_INT_4:
2129 params[3] = ((GLint *) p)[3];
2130 case TYPE_INT_3:
2131 params[2] = ((GLint *) p)[2];
2132 case TYPE_INT_2:
2133 case TYPE_ENUM_2:
2134 params[1] = ((GLint *) p)[1];
2135 case TYPE_INT:
2136 case TYPE_ENUM:
2137 params[0] = ((GLint *) p)[0];
2138 break;
2139
2140 case TYPE_INT_N:
2141 for (i = 0; i < v.value_int_n.n; i++)
2142 params[i] = v.value_int_n.ints[i];
2143 break;
2144
2145 case TYPE_INT64:
2146 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2147 break;
2148
2149 case TYPE_BOOLEAN:
2150 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2151 break;
2152
2153 case TYPE_MATRIX:
2154 m = *(GLmatrix **) p;
2155 for (i = 0; i < 16; i++)
2156 params[i] = FLOAT_TO_INT(m->m[i]);
2157 break;
2158
2159 case TYPE_MATRIX_T:
2160 m = *(GLmatrix **) p;
2161 for (i = 0; i < 16; i++)
2162 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2163 break;
2164
2165 case TYPE_BIT_0:
2166 case TYPE_BIT_1:
2167 case TYPE_BIT_2:
2168 case TYPE_BIT_3:
2169 case TYPE_BIT_4:
2170 case TYPE_BIT_5:
2171 shift = d->type - TYPE_BIT_0;
2172 params[0] = (*(GLbitfield *) p >> shift) & 1;
2173 break;
2174 }
2175 }
2176
2177 #if FEATURE_ARB_sync
2178 void GLAPIENTRY
2179 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2180 {
2181 const struct value_desc *d;
2182 union value v;
2183 GLmatrix *m;
2184 int shift, i;
2185 void *p;
2186
2187 d = find_value("glGetInteger64v", pname, &p, &v);
2188 switch (d->type) {
2189 case TYPE_INVALID:
2190 break;
2191 case TYPE_CONST:
2192 params[0] = d->offset;
2193 break;
2194
2195 case TYPE_FLOAT_4:
2196 params[3] = IROUND64(((GLfloat *) p)[3]);
2197 case TYPE_FLOAT_3:
2198 params[2] = IROUND64(((GLfloat *) p)[2]);
2199 case TYPE_FLOAT_2:
2200 params[1] = IROUND64(((GLfloat *) p)[1]);
2201 case TYPE_FLOAT:
2202 params[0] = IROUND64(((GLfloat *) p)[0]);
2203 break;
2204
2205 case TYPE_FLOATN_4:
2206 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2207 case TYPE_FLOATN_3:
2208 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2209 case TYPE_FLOATN_2:
2210 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2211 case TYPE_FLOATN:
2212 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2213 break;
2214
2215 case TYPE_DOUBLEN:
2216 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2217 break;
2218
2219 case TYPE_INT_4:
2220 params[3] = ((GLint *) p)[3];
2221 case TYPE_INT_3:
2222 params[2] = ((GLint *) p)[2];
2223 case TYPE_INT_2:
2224 case TYPE_ENUM_2:
2225 params[1] = ((GLint *) p)[1];
2226 case TYPE_INT:
2227 case TYPE_ENUM:
2228 params[0] = ((GLint *) p)[0];
2229 break;
2230
2231 case TYPE_INT_N:
2232 for (i = 0; i < v.value_int_n.n; i++)
2233 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2234 break;
2235
2236 case TYPE_INT64:
2237 params[0] = ((GLint64 *) p)[0];
2238 break;
2239
2240 case TYPE_BOOLEAN:
2241 params[0] = ((GLboolean*) p)[0];
2242 break;
2243
2244 case TYPE_MATRIX:
2245 m = *(GLmatrix **) p;
2246 for (i = 0; i < 16; i++)
2247 params[i] = FLOAT_TO_INT64(m->m[i]);
2248 break;
2249
2250 case TYPE_MATRIX_T:
2251 m = *(GLmatrix **) p;
2252 for (i = 0; i < 16; i++)
2253 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2254 break;
2255
2256 case TYPE_BIT_0:
2257 case TYPE_BIT_1:
2258 case TYPE_BIT_2:
2259 case TYPE_BIT_3:
2260 case TYPE_BIT_4:
2261 case TYPE_BIT_5:
2262 shift = d->type - TYPE_BIT_0;
2263 params[0] = (*(GLbitfield *) p >> shift) & 1;
2264 break;
2265 }
2266 }
2267 #endif /* FEATURE_ARB_sync */
2268
2269 void GLAPIENTRY
2270 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2271 {
2272 const struct value_desc *d;
2273 union value v;
2274 GLmatrix *m;
2275 int shift, i;
2276 void *p;
2277
2278 d = find_value("glGetDoublev", pname, &p, &v);
2279 switch (d->type) {
2280 case TYPE_INVALID:
2281 break;
2282 case TYPE_CONST:
2283 params[0] = d->offset;
2284 break;
2285
2286 case TYPE_FLOAT_4:
2287 case TYPE_FLOATN_4:
2288 params[3] = ((GLfloat *) p)[3];
2289 case TYPE_FLOAT_3:
2290 case TYPE_FLOATN_3:
2291 params[2] = ((GLfloat *) p)[2];
2292 case TYPE_FLOAT_2:
2293 case TYPE_FLOATN_2:
2294 params[1] = ((GLfloat *) p)[1];
2295 case TYPE_FLOAT:
2296 case TYPE_FLOATN:
2297 params[0] = ((GLfloat *) p)[0];
2298 break;
2299
2300 case TYPE_DOUBLEN:
2301 params[0] = ((GLdouble *) p)[0];
2302 break;
2303
2304 case TYPE_INT_4:
2305 params[3] = ((GLint *) p)[3];
2306 case TYPE_INT_3:
2307 params[2] = ((GLint *) p)[2];
2308 case TYPE_INT_2:
2309 case TYPE_ENUM_2:
2310 params[1] = ((GLint *) p)[1];
2311 case TYPE_INT:
2312 case TYPE_ENUM:
2313 params[0] = ((GLint *) p)[0];
2314 break;
2315
2316 case TYPE_INT_N:
2317 for (i = 0; i < v.value_int_n.n; i++)
2318 params[i] = v.value_int_n.ints[i];
2319 break;
2320
2321 case TYPE_INT64:
2322 params[0] = ((GLint64 *) p)[0];
2323 break;
2324
2325 case TYPE_BOOLEAN:
2326 params[0] = *(GLboolean*) p;
2327 break;
2328
2329 case TYPE_MATRIX:
2330 m = *(GLmatrix **) p;
2331 for (i = 0; i < 16; i++)
2332 params[i] = m->m[i];
2333 break;
2334
2335 case TYPE_MATRIX_T:
2336 m = *(GLmatrix **) p;
2337 for (i = 0; i < 16; i++)
2338 params[i] = m->m[transpose[i]];
2339 break;
2340
2341 case TYPE_BIT_0:
2342 case TYPE_BIT_1:
2343 case TYPE_BIT_2:
2344 case TYPE_BIT_3:
2345 case TYPE_BIT_4:
2346 case TYPE_BIT_5:
2347 shift = d->type - TYPE_BIT_0;
2348 params[0] = (*(GLbitfield *) p >> shift) & 1;
2349 break;
2350 }
2351 }
2352
2353 static enum value_type
2354 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2355 {
2356 GET_CURRENT_CONTEXT(ctx);
2357
2358 switch (pname) {
2359
2360 case GL_BLEND:
2361 if (index >= ctx->Const.MaxDrawBuffers)
2362 goto invalid_value;
2363 if (!ctx->Extensions.EXT_draw_buffers2)
2364 goto invalid_enum;
2365 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2366 return TYPE_INT;
2367
2368 case GL_BLEND_SRC:
2369 /* fall-through */
2370 case GL_BLEND_SRC_RGB:
2371 if (index >= ctx->Const.MaxDrawBuffers)
2372 goto invalid_value;
2373 if (!ctx->Extensions.ARB_draw_buffers_blend)
2374 goto invalid_enum;
2375 v->value_int = ctx->Color.Blend[index].SrcRGB;
2376 return TYPE_INT;
2377 case GL_BLEND_SRC_ALPHA:
2378 if (index >= ctx->Const.MaxDrawBuffers)
2379 goto invalid_value;
2380 if (!ctx->Extensions.ARB_draw_buffers_blend)
2381 goto invalid_enum;
2382 v->value_int = ctx->Color.Blend[index].SrcA;
2383 return TYPE_INT;
2384 case GL_BLEND_DST:
2385 /* fall-through */
2386 case GL_BLEND_DST_RGB:
2387 if (index >= ctx->Const.MaxDrawBuffers)
2388 goto invalid_value;
2389 if (!ctx->Extensions.ARB_draw_buffers_blend)
2390 goto invalid_enum;
2391 v->value_int = ctx->Color.Blend[index].DstRGB;
2392 return TYPE_INT;
2393 case GL_BLEND_DST_ALPHA:
2394 if (index >= ctx->Const.MaxDrawBuffers)
2395 goto invalid_value;
2396 if (!ctx->Extensions.ARB_draw_buffers_blend)
2397 goto invalid_enum;
2398 v->value_int = ctx->Color.Blend[index].DstA;
2399 return TYPE_INT;
2400 case GL_BLEND_EQUATION_RGB:
2401 if (index >= ctx->Const.MaxDrawBuffers)
2402 goto invalid_value;
2403 if (!ctx->Extensions.ARB_draw_buffers_blend)
2404 goto invalid_enum;
2405 v->value_int = ctx->Color.Blend[index].EquationRGB;
2406 return TYPE_INT;
2407 case GL_BLEND_EQUATION_ALPHA:
2408 if (index >= ctx->Const.MaxDrawBuffers)
2409 goto invalid_value;
2410 if (!ctx->Extensions.ARB_draw_buffers_blend)
2411 goto invalid_enum;
2412 v->value_int = ctx->Color.Blend[index].EquationA;
2413 return TYPE_INT;
2414
2415 case GL_COLOR_WRITEMASK:
2416 if (index >= ctx->Const.MaxDrawBuffers)
2417 goto invalid_value;
2418 if (!ctx->Extensions.EXT_draw_buffers2)
2419 goto invalid_enum;
2420 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2421 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2422 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2423 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2424 return TYPE_INT_4;
2425
2426 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2427 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2428 goto invalid_value;
2429 if (!ctx->Extensions.EXT_transform_feedback)
2430 goto invalid_enum;
2431 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2432 return TYPE_INT64;
2433
2434 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2435 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2436 goto invalid_value;
2437 if (!ctx->Extensions.EXT_transform_feedback)
2438 goto invalid_enum;
2439 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2440 return TYPE_INT64;
2441
2442 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2443 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2444 goto invalid_value;
2445 if (!ctx->Extensions.EXT_transform_feedback)
2446 goto invalid_enum;
2447 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2448 return TYPE_INT;
2449 }
2450
2451 invalid_enum:
2452 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2453 _mesa_lookup_enum_by_nr(pname));
2454 return TYPE_INVALID;
2455 invalid_value:
2456 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2457 _mesa_lookup_enum_by_nr(pname));
2458 return TYPE_INVALID;
2459 }
2460
2461 void GLAPIENTRY
2462 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2463 {
2464 union value v;
2465 enum value_type type =
2466 find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
2467
2468 switch (type) {
2469 case TYPE_INT:
2470 params[0] = INT_TO_BOOLEAN(v.value_int);
2471 break;
2472 case TYPE_INT_4:
2473 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2474 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2475 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2476 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2477 break;
2478 case TYPE_INT64:
2479 params[0] = INT64_TO_BOOLEAN(v.value_int);
2480 break;
2481 default:
2482 ; /* nothing - GL error was recorded */
2483 }
2484 }
2485
2486 void GLAPIENTRY
2487 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2488 {
2489 union value v;
2490 enum value_type type =
2491 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2492
2493 switch (type) {
2494 case TYPE_INT:
2495 params[0] = v.value_int;
2496 break;
2497 case TYPE_INT_4:
2498 params[0] = v.value_int_4[0];
2499 params[1] = v.value_int_4[1];
2500 params[2] = v.value_int_4[2];
2501 params[3] = v.value_int_4[3];
2502 break;
2503 case TYPE_INT64:
2504 params[0] = INT64_TO_INT(v.value_int);
2505 break;
2506 default:
2507 ; /* nothing - GL error was recorded */
2508 }
2509 }
2510
2511 #if FEATURE_ARB_sync
2512 void GLAPIENTRY
2513 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2514 {
2515 union value v;
2516 enum value_type type =
2517 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2518
2519 switch (type) {
2520 case TYPE_INT:
2521 params[0] = v.value_int;
2522 break;
2523 case TYPE_INT_4:
2524 params[0] = v.value_int_4[0];
2525 params[1] = v.value_int_4[1];
2526 params[2] = v.value_int_4[2];
2527 params[3] = v.value_int_4[3];
2528 break;
2529 case TYPE_INT64:
2530 params[0] = v.value_int;
2531 break;
2532 default:
2533 ; /* nothing - GL error was recorded */
2534 }
2535 }
2536 #endif /* FEATURE_ARB_sync */
2537
2538 #if FEATURE_ES1
2539 void GLAPIENTRY
2540 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2541 {
2542 const struct value_desc *d;
2543 union value v;
2544 GLmatrix *m;
2545 int shift, i;
2546 void *p;
2547
2548 d = find_value("glGetDoublev", pname, &p, &v);
2549 switch (d->type) {
2550 case TYPE_INVALID:
2551 break;
2552 case TYPE_CONST:
2553 params[0] = INT_TO_FIXED(d->offset);
2554 break;
2555
2556 case TYPE_FLOAT_4:
2557 case TYPE_FLOATN_4:
2558 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2559 case TYPE_FLOAT_3:
2560 case TYPE_FLOATN_3:
2561 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2562 case TYPE_FLOAT_2:
2563 case TYPE_FLOATN_2:
2564 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2565 case TYPE_FLOAT:
2566 case TYPE_FLOATN:
2567 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2568 break;
2569
2570 case TYPE_DOUBLEN:
2571 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2572 break;
2573
2574 case TYPE_INT_4:
2575 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2576 case TYPE_INT_3:
2577 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2578 case TYPE_INT_2:
2579 case TYPE_ENUM_2:
2580 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2581 case TYPE_INT:
2582 case TYPE_ENUM:
2583 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2584 break;
2585
2586 case TYPE_INT_N:
2587 for (i = 0; i < v.value_int_n.n; i++)
2588 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2589 break;
2590
2591 case TYPE_INT64:
2592 params[0] = ((GLint64 *) p)[0];
2593 break;
2594
2595 case TYPE_BOOLEAN:
2596 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2597 break;
2598
2599 case TYPE_MATRIX:
2600 m = *(GLmatrix **) p;
2601 for (i = 0; i < 16; i++)
2602 params[i] = FLOAT_TO_FIXED(m->m[i]);
2603 break;
2604
2605 case TYPE_MATRIX_T:
2606 m = *(GLmatrix **) p;
2607 for (i = 0; i < 16; i++)
2608 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2609 break;
2610
2611 case TYPE_BIT_0:
2612 case TYPE_BIT_1:
2613 case TYPE_BIT_2:
2614 case TYPE_BIT_3:
2615 case TYPE_BIT_4:
2616 case TYPE_BIT_5:
2617 shift = d->type - TYPE_BIT_0;
2618 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2619 break;
2620 }
2621 }
2622 #endif