2 * Copyright (C) 2010 Brian Paul All Rights Reserved.
3 * Copyright (C) 2010 Intel Corporation
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:
12 * The above copyright notice and this permission notice shall be included
13 * in all copies or substantial portions of the Software.
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
19 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
20 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
21 * OTHER DEALINGS IN THE SOFTWARE.
23 * Author: Kristian Høgsberg <krh@bitplanet.net>
29 #include "debug_output.h"
33 #include "extensions.h"
38 #include "texcompress.h"
40 #include "framebuffer.h"
41 #include "samplerobj.h"
44 /* This is a table driven implemetation of the glGet*v() functions.
45 * The basic idea is that most getters just look up an int somewhere
46 * in struct gl_context and then convert it to a bool or float according to
47 * which of glGetIntegerv() glGetBooleanv() etc is being called.
48 * Instead of generating code to do this, we can just record the enum
49 * value and the offset into struct gl_context in an array of structs. Then
50 * in glGet*(), we lookup the struct for the enum in question, and use
51 * the offset to get the int we need.
53 * Sometimes we need to look up a float, a boolean, a bit in a
54 * bitfield, a matrix or other types instead, so we need to track the
55 * type of the value in struct gl_context. And sometimes the value isn't in
56 * struct gl_context but in the drawbuffer, the array object, current texture
57 * unit, or maybe it's a computed value. So we need to also track
58 * where or how to find the value. Finally, we sometimes need to
59 * check that one of a number of extensions are enabled, the GL
60 * version or flush or call _mesa_update_state(). This is done by
61 * attaching optional extra information to the value description
62 * struct, it's sort of like an array of opcodes that describe extra
65 * Putting all this together we end up with struct value_desc below,
66 * and with a couple of macros to help, the table of struct value_desc
67 * is about as concise as the specification in the old python script.
70 #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
71 #define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
72 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
73 (GLint) ((F) * 65536.0f) )
75 #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
76 #define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \
77 ((I) < SHRT_MIN) ? INT_MIN : \
78 (GLint) ((I) * 65536) )
80 #define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
81 #define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
83 #define BOOLEAN_TO_INT(B) ( (GLint) (B) )
84 #define BOOLEAN_TO_INT64(B) ( (GLint64) (B) )
85 #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
86 #define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
88 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
89 #define ENUM_TO_FIXED(E) (E)
125 enum value_location {
145 EXTRA_NEW_FRAG_CLAMP,
146 EXTRA_VALID_DRAW_BUFFER,
147 EXTRA_VALID_TEXTURE_UNIT,
148 EXTRA_VALID_CLIP_DISTANCE,
152 EXTRA_EXT_ATOMICS_GS,
153 EXTRA_EXT_SHADER_IMAGE_GS,
154 EXTRA_EXT_ATOMICS_TESS,
155 EXTRA_EXT_SHADER_IMAGE_TESS,
157 EXTRA_EXT_FB_NO_ATTACH_GS,
161 #define NO_EXTRA NULL
166 GLubyte location; /**< enum value_location */
167 GLubyte type; /**< enum value_type */
174 GLfloat value_float_4[4];
175 GLdouble value_double_2[2];
176 GLmatrix *value_matrix;
178 GLint value_int_4[4];
182 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
186 GLboolean value_bool;
189 #define BUFFER_FIELD(field, type) \
190 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
191 #define CONTEXT_FIELD(field, type) \
192 LOC_CONTEXT, type, offsetof(struct gl_context, field)
193 #define ARRAY_FIELD(field, type) \
194 LOC_ARRAY, type, offsetof(struct gl_vertex_array_object, field)
195 #undef CONST /* already defined through windows.h */
196 #define CONST(value) \
197 LOC_CONTEXT, TYPE_CONST, value
199 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
200 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
201 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
203 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
204 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
205 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
206 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
207 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
208 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
209 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
210 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
211 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
212 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
213 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
214 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
215 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
216 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
217 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
218 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
219 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
220 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
221 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
222 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
224 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
225 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
226 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
229 offsetof(struct gl_extensions, f)
231 #define EXTRA_EXT(e) \
232 static const int extra_##e[] = { \
236 #define EXTRA_EXT2(e1, e2) \
237 static const int extra_##e1##_##e2[] = { \
238 EXT(e1), EXT(e2), EXTRA_END \
241 /* The 'extra' mechanism is a way to specify extra checks (such as
242 * extensions or specific gl versions) or actions (flush current, new
243 * buffers) that we need to do before looking up an enum. We need to
244 * declare them all up front so we can refer to them in the value_desc
247 * Each EXTRA_ will be executed. For EXTRA_* enums of extensions and API
248 * versions, listing multiple ones in an array means an error will be thrown
249 * only if none of them are available. If you need to check for "AND"
250 * behavior, you would need to make a custom EXTRA_ enum.
253 static const int extra_new_buffers[] = {
258 static const int extra_new_frag_clamp[] = {
259 EXTRA_NEW_FRAG_CLAMP,
263 static const int extra_valid_draw_buffer[] = {
264 EXTRA_VALID_DRAW_BUFFER,
268 static const int extra_valid_texture_unit[] = {
269 EXTRA_VALID_TEXTURE_UNIT,
273 static const int extra_valid_clip_distance[] = {
274 EXTRA_VALID_CLIP_DISTANCE,
278 static const int extra_flush_current_valid_texture_unit[] = {
280 EXTRA_VALID_TEXTURE_UNIT,
284 static const int extra_flush_current[] = {
289 static const int extra_EXT_texture_integer_and_new_buffers[] = {
290 EXT(EXT_texture_integer),
295 static const int extra_GLSL_130_es3[] = {
301 static const int extra_texture_buffer_object[] = {
304 EXT(ARB_texture_buffer_object),
308 static const int extra_ARB_transform_feedback2_api_es3[] = {
309 EXT(ARB_transform_feedback2),
314 static const int extra_ARB_uniform_buffer_object_and_geometry_shader[] = {
319 static const int extra_ARB_ES2_compatibility_api_es2[] = {
320 EXT(ARB_ES2_compatibility),
325 static const int extra_ARB_ES3_compatibility_api_es3[] = {
326 EXT(ARB_ES3_compatibility),
331 static const int extra_EXT_framebuffer_sRGB_and_new_buffers[] = {
332 EXT(EXT_framebuffer_sRGB),
337 static const int extra_EXT_packed_float[] = {
338 EXT(EXT_packed_float),
343 static const int extra_EXT_texture_array_es3[] = {
344 EXT(EXT_texture_array),
349 static const int extra_ARB_shader_atomic_counters_and_geometry_shader[] = {
350 EXTRA_EXT_ATOMICS_GS,
354 static const int extra_ARB_shader_image_load_store_and_geometry_shader[] = {
355 EXTRA_EXT_SHADER_IMAGE_GS,
359 static const int extra_ARB_shader_atomic_counters_and_tessellation[] = {
360 EXTRA_EXT_ATOMICS_TESS,
364 static const int extra_ARB_shader_image_load_store_and_tessellation[] = {
365 EXTRA_EXT_SHADER_IMAGE_TESS,
369 /* HACK: remove when ARB_compute_shader is actually supported */
370 static const int extra_ARB_compute_shader_es31[] = {
371 EXT(ARB_compute_shader),
376 static const int extra_ARB_shader_storage_buffer_object_es31[] = {
377 EXT(ARB_shader_storage_buffer_object),
382 static const int extra_ARB_shader_storage_buffer_object_and_geometry_shader[] = {
387 static const int extra_ARB_shader_image_load_store_shader_storage_buffer_object_es31[] = {
388 EXT(ARB_shader_image_load_store),
389 EXT(ARB_shader_storage_buffer_object),
394 static const int extra_ARB_framebuffer_no_attachments_and_geometry_shader[] = {
395 EXTRA_EXT_FB_NO_ATTACH_GS,
399 static const int extra_ARB_viewport_array_or_oes_geometry_shader[] = {
400 EXT(ARB_viewport_array),
405 static const int extra_ARB_gpu_shader5_or_oes_geometry_shader[] = {
406 EXT(ARB_gpu_shader5),
411 static const int extra_ARB_gpu_shader5_or_OES_sample_variables[] = {
412 EXT(ARB_gpu_shader5),
413 EXT(OES_sample_variables),
416 EXTRA_EXT(ARB_texture_cube_map);
417 EXTRA_EXT(EXT_texture_array);
418 EXTRA_EXT(NV_fog_distance);
419 EXTRA_EXT(EXT_texture_filter_anisotropic);
420 EXTRA_EXT(NV_point_sprite);
421 EXTRA_EXT(NV_texture_rectangle);
422 EXTRA_EXT(EXT_stencil_two_side);
423 EXTRA_EXT(EXT_depth_bounds_test);
424 EXTRA_EXT(ARB_depth_clamp);
425 EXTRA_EXT(ATI_fragment_shader);
426 EXTRA_EXT(EXT_provoking_vertex);
427 EXTRA_EXT(ARB_fragment_shader);
428 EXTRA_EXT(ARB_fragment_program);
429 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
430 EXTRA_EXT(ARB_seamless_cube_map);
432 EXTRA_EXT(ARB_vertex_shader);
433 EXTRA_EXT(EXT_transform_feedback);
434 EXTRA_EXT(ARB_transform_feedback3);
435 EXTRA_EXT(EXT_pixel_buffer_object);
436 EXTRA_EXT(ARB_vertex_program);
437 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
438 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
439 EXTRA_EXT(ARB_color_buffer_float);
440 EXTRA_EXT(EXT_framebuffer_sRGB);
441 EXTRA_EXT(OES_EGL_image_external);
442 EXTRA_EXT(ARB_blend_func_extended);
443 EXTRA_EXT(ARB_uniform_buffer_object);
444 EXTRA_EXT(ARB_timer_query);
445 EXTRA_EXT(ARB_texture_cube_map_array);
446 EXTRA_EXT(ARB_texture_buffer_range);
447 EXTRA_EXT(ARB_texture_multisample);
448 EXTRA_EXT(ARB_texture_gather);
449 EXTRA_EXT(ARB_shader_atomic_counters);
450 EXTRA_EXT(ARB_draw_indirect);
451 EXTRA_EXT(ARB_shader_image_load_store);
452 EXTRA_EXT(ARB_viewport_array);
453 EXTRA_EXT(ARB_query_buffer_object);
454 EXTRA_EXT2(ARB_transform_feedback3, ARB_gpu_shader5);
455 EXTRA_EXT(INTEL_performance_query);
456 EXTRA_EXT(ARB_explicit_uniform_location);
457 EXTRA_EXT(ARB_clip_control);
458 EXTRA_EXT(EXT_polygon_offset_clamp);
459 EXTRA_EXT(ARB_framebuffer_no_attachments);
460 EXTRA_EXT(ARB_tessellation_shader);
461 EXTRA_EXT(ARB_shader_subroutine);
462 EXTRA_EXT(ARB_shader_storage_buffer_object);
463 EXTRA_EXT(ARB_indirect_parameters);
464 EXTRA_EXT(ATI_meminfo);
465 EXTRA_EXT(NVX_gpu_memory_info);
466 EXTRA_EXT(ARB_cull_distance);
469 extra_ARB_color_buffer_float_or_glcore[] = {
470 EXT(ARB_color_buffer_float),
476 extra_NV_primitive_restart[] = {
477 EXT(NV_primitive_restart),
481 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
482 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
483 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
485 static const int extra_gl30_es3[] = {
491 static const int extra_gl32_es3[] = {
497 static const int extra_version_32_OES_geometry_shader[] = {
503 static const int extra_gl40_ARB_sample_shading[] = {
505 EXT(ARB_sample_shading),
510 extra_ARB_vertex_program_api_es2[] = {
511 EXT(ARB_vertex_program),
516 /* The ReadBuffer get token is valid under either full GL or under
517 * GLES2 if the NV_read_buffer extension is available. */
519 extra_NV_read_buffer_api_gl[] = {
525 static const int extra_core_ARB_color_buffer_float_and_new_buffers[] = {
527 EXT(ARB_color_buffer_float),
532 /* This is the big table describing all the enums we accept in
533 * glGet*v(). The table is partitioned into six parts: enums
534 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
535 * between OpenGL and GLES, enums exclusive to GLES, etc for the
536 * remaining combinations. To look up the enums valid in a given API
537 * we will use a hash table specific to that API. These tables are in
538 * turn generated at build time and included through get_hash.h.
541 #include "get_hash.h"
543 /* All we need now is a way to look up the value struct from the enum.
544 * The code generated by gcc for the old generated big switch
545 * statement is a big, balanced, open coded if/else tree, essentially
546 * an unrolled binary search. It would be natural to sort the new
547 * enum table and use bsearch(), but we will use a read-only hash
548 * table instead. bsearch() has a nice guaranteed worst case
549 * performance, but we're also guaranteed to hit that worst case
550 * (log2(n) iterations) for about half the enums. Instead, using an
551 * open addressing hash table, we can find the enum on the first try
552 * for 80% of the enums, 1 collision for 10% and never more than 5
553 * collisions for any enum (typical numbers). And the code is very
554 * simple, even though it feels a little magic. */
558 print_table_stats(int api)
560 int i, j, collisions[11], count, hash, mask;
561 const struct value_desc *d;
562 const char *api_names[] = {
563 [API_OPENGL_COMPAT] = "GL",
564 [API_OPENGL_CORE] = "GL_CORE",
565 [API_OPENGLES] = "GLES",
566 [API_OPENGLES2] = "GLES2",
568 const char *api_name;
570 api_name = api < ARRAY_SIZE(api_names) ? api_names[api] : "N/A";
572 mask = ARRAY_SIZE(table(api)) - 1;
573 memset(collisions, 0, sizeof collisions);
575 for (i = 0; i < ARRAY_SIZE(table(api)); i++) {
579 d = &values[table(api)[i]];
580 hash = (d->pname * prime_factor);
583 if (values[table(api)[hash & mask]].pname == d->pname)
595 printf("number of enums for %s: %d (total %ld)\n",
596 api_name, count, ARRAY_SIZE(values));
597 for (i = 0; i < ARRAY_SIZE(collisions) - 1; i++)
598 if (collisions[i] > 0)
599 printf(" %d enums with %d %scollisions\n",
600 collisions[i], i, i == 10 ? "or more " : "");
605 * Initialize the enum hash for a given API
607 * This is called from one_time_init() to insert the enum values that
608 * are valid for the API in question into the enum hash table.
610 * \param the current context, for determining the API in question
612 void _mesa_init_get_hash(struct gl_context *ctx)
615 print_table_stats(ctx->API);
622 * Handle irregular enums
624 * Some values don't conform to the "well-known type at context
625 * pointer + offset" pattern, so we have this function to catch all
626 * the corner cases. Typically, it's a computed value or a one-off
627 * pointer to a custom struct or something.
629 * In this case we can't return a pointer to the value, so we'll have
630 * to use the temporary variable 'v' declared back in the calling
631 * glGet*v() function to store the result.
633 * \param ctx the current context
634 * \param d the struct value_desc that describes the enum
635 * \param v pointer to the tmp declared in the calling glGet*v() function
638 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
640 struct gl_buffer_object **buffer_obj;
641 struct gl_vertex_attrib_array *array;
645 case GL_MAJOR_VERSION:
646 v->value_int = ctx->Version / 10;
648 case GL_MINOR_VERSION:
649 v->value_int = ctx->Version % 10;
655 case GL_TEXTURE_CUBE_MAP:
656 case GL_TEXTURE_RECTANGLE_NV:
657 case GL_TEXTURE_EXTERNAL_OES:
658 v->value_bool = _mesa_IsEnabled(d->pname);
661 case GL_LINE_STIPPLE_PATTERN:
662 /* This is the only GLushort, special case it here by promoting
663 * to an int rather than introducing a new type. */
664 v->value_int = ctx->Line.StipplePattern;
667 case GL_CURRENT_RASTER_TEXTURE_COORDS:
668 unit = ctx->Texture.CurrentUnit;
669 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
670 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
671 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
672 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
675 case GL_CURRENT_TEXTURE_COORDS:
676 unit = ctx->Texture.CurrentUnit;
677 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
678 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
679 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
680 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
683 case GL_COLOR_WRITEMASK:
684 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
685 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
686 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
687 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
691 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0F;
695 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
698 case GL_MAP2_GRID_DOMAIN:
699 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
700 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
701 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
702 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
705 case GL_TEXTURE_STACK_DEPTH:
706 unit = ctx->Texture.CurrentUnit;
707 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
709 case GL_TEXTURE_MATRIX:
710 unit = ctx->Texture.CurrentUnit;
711 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
714 case GL_TEXTURE_COORD_ARRAY:
715 case GL_TEXTURE_COORD_ARRAY_SIZE:
716 case GL_TEXTURE_COORD_ARRAY_TYPE:
717 case GL_TEXTURE_COORD_ARRAY_STRIDE:
718 array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
719 v->value_int = *(GLuint *) ((char *) array + d->offset);
722 case GL_ACTIVE_TEXTURE_ARB:
723 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
725 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
726 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
729 case GL_MODELVIEW_STACK_DEPTH:
730 case GL_PROJECTION_STACK_DEPTH:
731 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
734 case GL_MAX_TEXTURE_SIZE:
735 case GL_MAX_3D_TEXTURE_SIZE:
736 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
737 p = (GLuint *) ((char *) ctx + d->offset);
738 v->value_int = 1 << (*p - 1);
742 v->value_int_4[0] = ctx->Scissor.ScissorArray[0].X;
743 v->value_int_4[1] = ctx->Scissor.ScissorArray[0].Y;
744 v->value_int_4[2] = ctx->Scissor.ScissorArray[0].Width;
745 v->value_int_4[3] = ctx->Scissor.ScissorArray[0].Height;
748 case GL_SCISSOR_TEST:
749 v->value_bool = ctx->Scissor.EnableFlags & 1;
754 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
757 if (!ctx->CompileFlag)
759 else if (ctx->ExecuteFlag)
760 v->value_enum = GL_COMPILE_AND_EXECUTE;
762 v->value_enum = GL_COMPILE;
766 v->value_float_4[0] = ctx->ViewportArray[0].X;
767 v->value_float_4[1] = ctx->ViewportArray[0].Y;
768 v->value_float_4[2] = ctx->ViewportArray[0].Width;
769 v->value_float_4[3] = ctx->ViewportArray[0].Height;
773 v->value_double_2[0] = ctx->ViewportArray[0].Near;
774 v->value_double_2[1] = ctx->ViewportArray[0].Far;
777 case GL_ACTIVE_STENCIL_FACE_EXT:
778 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
781 case GL_STENCIL_FAIL:
782 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
784 case GL_STENCIL_FUNC:
785 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
787 case GL_STENCIL_PASS_DEPTH_FAIL:
788 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
790 case GL_STENCIL_PASS_DEPTH_PASS:
791 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
794 v->value_int = _mesa_get_stencil_ref(ctx, ctx->Stencil.ActiveFace);
796 case GL_STENCIL_BACK_REF:
797 v->value_int = _mesa_get_stencil_ref(ctx, 1);
799 case GL_STENCIL_VALUE_MASK:
800 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
802 case GL_STENCIL_WRITEMASK:
803 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
806 case GL_NUM_EXTENSIONS:
807 v->value_int = _mesa_get_extension_count(ctx);
810 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
811 v->value_int = _mesa_get_color_read_type(ctx);
813 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
814 v->value_int = _mesa_get_color_read_format(ctx);
817 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
818 v->value_int = ctx->CurrentStack->Depth + 1;
820 case GL_CURRENT_MATRIX_ARB:
821 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
822 v->value_matrix = ctx->CurrentStack->Top;
825 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
826 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
828 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
830 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
831 assert(v->value_int_n.n <= (int) ARRAY_SIZE(v->value_int_n.ints));
834 case GL_MAX_VARYING_FLOATS_ARB:
835 v->value_int = ctx->Const.MaxVarying * 4;
838 /* Various object names */
840 case GL_TEXTURE_BINDING_1D:
841 case GL_TEXTURE_BINDING_2D:
842 case GL_TEXTURE_BINDING_3D:
843 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
844 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
845 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
846 case GL_TEXTURE_BINDING_RECTANGLE_NV:
847 case GL_TEXTURE_BINDING_EXTERNAL_OES:
848 case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
849 case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
850 case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
851 unit = ctx->Texture.CurrentUnit;
853 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
856 /* GL_EXT_packed_float */
857 case GL_RGBA_SIGNED_COMPONENTS_EXT:
859 /* Note: we only check the 0th color attachment. */
860 const struct gl_renderbuffer *rb =
861 ctx->DrawBuffer->_ColorDrawBuffers[0];
862 if (rb && _mesa_is_format_signed(rb->Format)) {
863 /* Issue 17 of GL_EXT_packed_float: If a component (such as
864 * alpha) has zero bits, the component should not be considered
865 * signed and so the bit for the respective component should be
869 _mesa_get_format_bits(rb->Format, GL_RED_BITS);
871 _mesa_get_format_bits(rb->Format, GL_GREEN_BITS);
873 _mesa_get_format_bits(rb->Format, GL_BLUE_BITS);
875 _mesa_get_format_bits(rb->Format, GL_ALPHA_BITS);
877 _mesa_get_format_bits(rb->Format, GL_TEXTURE_LUMINANCE_SIZE);
879 _mesa_get_format_bits(rb->Format, GL_TEXTURE_INTENSITY_SIZE);
881 v->value_int_4[0] = r_bits + l_bits + i_bits > 0;
882 v->value_int_4[1] = g_bits + l_bits + i_bits > 0;
883 v->value_int_4[2] = b_bits + l_bits + i_bits > 0;
884 v->value_int_4[3] = a_bits + i_bits > 0;
890 v->value_int_4[3] = 0;
895 /* GL_ARB_vertex_buffer_object */
896 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
897 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
898 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
899 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
900 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
901 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
902 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
903 buffer_obj = (struct gl_buffer_object **)
904 ((char *) ctx->Array.VAO + d->offset);
905 v->value_int = (*buffer_obj)->Name;
907 case GL_ARRAY_BUFFER_BINDING_ARB:
908 v->value_int = ctx->Array.ArrayBufferObj->Name;
910 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
912 ctx->Array.VAO->VertexBinding[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
914 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
915 v->value_int = ctx->Array.VAO->IndexBufferObj->Name;
918 /* ARB_vertex_array_bgra */
919 case GL_COLOR_ARRAY_SIZE:
920 array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_COLOR0];
921 v->value_int = array->Format == GL_BGRA ? GL_BGRA : array->Size;
923 case GL_SECONDARY_COLOR_ARRAY_SIZE:
924 array = &ctx->Array.VAO->VertexAttrib[VERT_ATTRIB_COLOR1];
925 v->value_int = array->Format == GL_BGRA ? GL_BGRA : array->Size;
928 /* ARB_copy_buffer */
929 case GL_COPY_READ_BUFFER:
930 v->value_int = ctx->CopyReadBuffer->Name;
932 case GL_COPY_WRITE_BUFFER:
933 v->value_int = ctx->CopyWriteBuffer->Name;
936 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
937 v->value_int = ctx->Pack.BufferObj->Name;
939 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
940 v->value_int = ctx->Unpack.BufferObj->Name;
942 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
943 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
945 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
946 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
948 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
949 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
951 case GL_TRANSFORM_FEEDBACK_BINDING:
952 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
954 case GL_CURRENT_PROGRAM:
955 /* The Changelog of the ARB_separate_shader_objects spec says:
957 * 24 25 Jul 2011 pbrown Remove the language erroneously deleting
958 * CURRENT_PROGRAM. In the EXT extension, this
959 * token was aliased to ACTIVE_PROGRAM_EXT, and
960 * was used to indicate the last program set by
961 * either ActiveProgramEXT or UseProgram. In
962 * the ARB extension, the SSO active programs
963 * are now program pipeline object state and
964 * CURRENT_PROGRAM should still be used to query
965 * the last program set by UseProgram (bug 7822).
968 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
970 case GL_READ_FRAMEBUFFER_BINDING_EXT:
971 v->value_int = ctx->ReadBuffer->Name;
973 case GL_RENDERBUFFER_BINDING_EXT:
975 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
977 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
978 v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
982 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
983 COPY_4FV(v->value_float_4, ctx->Fog.Color);
985 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
987 case GL_COLOR_CLEAR_VALUE:
988 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer)) {
989 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
990 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
991 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
992 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
994 COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
996 case GL_BLEND_COLOR_EXT:
997 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
998 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1000 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1002 case GL_ALPHA_TEST_REF:
1003 if (_mesa_get_clamp_fragment_color(ctx, ctx->DrawBuffer))
1004 v->value_float = ctx->Color.AlphaRef;
1006 v->value_float = ctx->Color.AlphaRefUnclamped;
1008 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1009 v->value_int = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4;
1012 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1013 v->value_int = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4;
1016 /* GL_ARB_texture_buffer_object */
1017 case GL_TEXTURE_BUFFER_ARB:
1018 v->value_int = ctx->Texture.BufferObject->Name;
1020 case GL_TEXTURE_BINDING_BUFFER_ARB:
1021 unit = ctx->Texture.CurrentUnit;
1023 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1025 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1027 struct gl_buffer_object *buf =
1028 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1029 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1030 v->value_int = buf ? buf->Name : 0;
1033 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1034 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1035 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1038 /* GL_ARB_sampler_objects */
1039 case GL_SAMPLER_BINDING:
1041 struct gl_sampler_object *samp =
1042 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1043 v->value_int = samp ? samp->Name : 0;
1046 /* GL_ARB_uniform_buffer_object */
1047 case GL_UNIFORM_BUFFER_BINDING:
1048 v->value_int = ctx->UniformBuffer->Name;
1050 /* GL_ARB_shader_storage_buffer_object */
1051 case GL_SHADER_STORAGE_BUFFER_BINDING:
1052 v->value_int = ctx->ShaderStorageBuffer->Name;
1054 /* GL_ARB_query_buffer_object */
1055 case GL_QUERY_BUFFER_BINDING:
1056 v->value_int = ctx->QueryBuffer->Name;
1058 /* GL_ARB_timer_query */
1060 if (ctx->Driver.GetTimestamp) {
1061 v->value_int64 = ctx->Driver.GetTimestamp(ctx);
1064 _mesa_problem(ctx, "driver doesn't implement GetTimestamp");
1068 case GL_DEBUG_OUTPUT:
1069 case GL_DEBUG_OUTPUT_SYNCHRONOUS:
1070 case GL_DEBUG_LOGGED_MESSAGES:
1071 case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH:
1072 case GL_DEBUG_GROUP_STACK_DEPTH:
1073 v->value_int = _mesa_get_debug_state_int(ctx, d->pname);
1075 /* GL_ARB_shader_atomic_counters */
1076 case GL_ATOMIC_COUNTER_BUFFER_BINDING:
1077 if (ctx->AtomicBuffer) {
1078 v->value_int = ctx->AtomicBuffer->Name;
1083 /* GL_ARB_draw_indirect */
1084 case GL_DRAW_INDIRECT_BUFFER_BINDING:
1085 v->value_int = ctx->DrawIndirectBuffer->Name;
1087 /* GL_ARB_indirect_parameters */
1088 case GL_PARAMETER_BUFFER_BINDING_ARB:
1089 v->value_int = ctx->ParameterBuffer->Name;
1091 /* GL_ARB_separate_shader_objects */
1092 case GL_PROGRAM_PIPELINE_BINDING:
1093 if (ctx->Pipeline.Current) {
1094 v->value_int = ctx->Pipeline.Current->Name;
1099 /* GL_ARB_compute_shader */
1100 case GL_DISPATCH_INDIRECT_BUFFER_BINDING:
1101 v->value_int = ctx->DispatchIndirectBuffer->Name;
1103 /* GL_ARB_multisample */
1105 v->value_int = _mesa_geometric_samples(ctx->DrawBuffer);
1107 case GL_SAMPLE_BUFFERS:
1108 v->value_int = _mesa_geometric_samples(ctx->DrawBuffer) > 0;
1110 /* GL_ATI_meminfo & GL_NVX_gpu_memory_info */
1111 case GL_VBO_FREE_MEMORY_ATI:
1112 case GL_TEXTURE_FREE_MEMORY_ATI:
1113 case GL_RENDERBUFFER_FREE_MEMORY_ATI:
1114 case GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX:
1115 case GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX:
1116 case GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX:
1117 case GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX:
1118 case GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX:
1120 struct gl_memory_info info;
1122 ctx->Driver.QueryMemoryInfo(ctx, &info);
1124 if (d->pname == GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX)
1125 v->value_int = info.total_device_memory;
1126 else if (d->pname == GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX)
1127 v->value_int = info.total_device_memory +
1128 info.total_staging_memory;
1129 else if (d->pname == GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX)
1130 v->value_int = info.avail_device_memory;
1131 else if (d->pname == GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX)
1132 v->value_int = info.nr_device_memory_evictions;
1133 else if (d->pname == GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX)
1134 v->value_int = info.device_memory_evicted;
1136 /* ATI free memory enums.
1138 * Since the GPU memory is (usually) page-table based, every two
1139 * consecutive elements are equal. From the GL_ATI_meminfo
1142 * "param[0] - total memory free in the pool
1143 * param[1] - largest available free block in the pool
1144 * param[2] - total auxiliary memory free
1145 * param[3] - largest auxiliary free block"
1147 * All three (VBO, TEXTURE, RENDERBUFFER) queries return
1148 * the same numbers here.
1150 v->value_int_4[0] = info.avail_device_memory;
1151 v->value_int_4[1] = info.avail_device_memory;
1152 v->value_int_4[2] = info.avail_staging_memory;
1153 v->value_int_4[3] = info.avail_staging_memory;
1161 * Check extra constraints on a struct value_desc descriptor
1163 * If a struct value_desc has a non-NULL extra pointer, it means that
1164 * there are a number of extra constraints to check or actions to
1165 * perform. The extras is just an integer array where each integer
1166 * encode different constraints or actions.
1168 * \param ctx current context
1169 * \param func name of calling glGet*v() function for error reporting
1170 * \param d the struct value_desc that has the extra constraints
1172 * \return GL_FALSE if all of the constraints were not satisfied,
1173 * otherwise GL_TRUE.
1176 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1178 const GLuint version = ctx->Version;
1179 GLboolean api_check = GL_FALSE;
1180 GLboolean api_found = GL_FALSE;
1183 for (e = d->extra; *e != EXTRA_END; e++) {
1185 case EXTRA_VERSION_30:
1186 api_check = GL_TRUE;
1188 api_found = GL_TRUE;
1190 case EXTRA_VERSION_31:
1191 api_check = GL_TRUE;
1193 api_found = GL_TRUE;
1195 case EXTRA_VERSION_32:
1196 api_check = GL_TRUE;
1198 api_found = GL_TRUE;
1200 case EXTRA_NEW_FRAG_CLAMP:
1201 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1202 _mesa_update_state(ctx);
1205 api_check = GL_TRUE;
1206 if (ctx->API == API_OPENGLES2)
1207 api_found = GL_TRUE;
1210 api_check = GL_TRUE;
1211 if (_mesa_is_gles3(ctx))
1212 api_found = GL_TRUE;
1214 case EXTRA_API_ES31:
1215 api_check = GL_TRUE;
1216 if (_mesa_is_gles31(ctx))
1217 api_found = GL_TRUE;
1220 api_check = GL_TRUE;
1221 if (_mesa_is_desktop_gl(ctx))
1222 api_found = GL_TRUE;
1224 case EXTRA_API_GL_CORE:
1225 api_check = GL_TRUE;
1226 if (ctx->API == API_OPENGL_CORE)
1227 api_found = GL_TRUE;
1229 case EXTRA_NEW_BUFFERS:
1230 if (ctx->NewState & _NEW_BUFFERS)
1231 _mesa_update_state(ctx);
1233 case EXTRA_FLUSH_CURRENT:
1234 FLUSH_CURRENT(ctx, 0);
1236 case EXTRA_VALID_DRAW_BUFFER:
1237 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1238 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1239 func, d->pname - GL_DRAW_BUFFER0_ARB);
1243 case EXTRA_VALID_TEXTURE_UNIT:
1244 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1245 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1246 func, ctx->Texture.CurrentUnit);
1250 case EXTRA_VALID_CLIP_DISTANCE:
1251 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1252 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1253 func, d->pname - GL_CLIP_DISTANCE0);
1257 case EXTRA_GLSL_130:
1258 api_check = GL_TRUE;
1259 if (ctx->Const.GLSLVersion >= 130)
1260 api_found = GL_TRUE;
1262 case EXTRA_EXT_UBO_GS:
1263 api_check = GL_TRUE;
1264 if (ctx->Extensions.ARB_uniform_buffer_object &&
1265 _mesa_has_geometry_shaders(ctx))
1266 api_found = GL_TRUE;
1268 case EXTRA_EXT_ATOMICS_GS:
1269 api_check = GL_TRUE;
1270 if (ctx->Extensions.ARB_shader_atomic_counters &&
1271 _mesa_has_geometry_shaders(ctx))
1272 api_found = GL_TRUE;
1274 case EXTRA_EXT_SHADER_IMAGE_GS:
1275 api_check = GL_TRUE;
1276 if (ctx->Extensions.ARB_shader_image_load_store &&
1277 _mesa_has_geometry_shaders(ctx))
1278 api_found = GL_TRUE;
1280 case EXTRA_EXT_ATOMICS_TESS:
1281 api_check = GL_TRUE;
1282 api_found = ctx->Extensions.ARB_shader_atomic_counters &&
1283 _mesa_has_tessellation(ctx);
1285 case EXTRA_EXT_SHADER_IMAGE_TESS:
1286 api_check = GL_TRUE;
1287 api_found = ctx->Extensions.ARB_shader_image_load_store &&
1288 _mesa_has_tessellation(ctx);
1290 case EXTRA_EXT_SSBO_GS:
1291 api_check = GL_TRUE;
1292 if (ctx->Extensions.ARB_shader_storage_buffer_object &&
1293 _mesa_has_geometry_shaders(ctx))
1294 api_found = GL_TRUE;
1296 case EXTRA_EXT_FB_NO_ATTACH_GS:
1297 api_check = GL_TRUE;
1298 if (ctx->Extensions.ARB_framebuffer_no_attachments &&
1299 (_mesa_is_desktop_gl(ctx) ||
1300 _mesa_has_OES_geometry_shader(ctx)))
1301 api_found = GL_TRUE;
1303 case EXTRA_EXT_ES_GS:
1304 api_check = GL_TRUE;
1305 if (_mesa_has_OES_geometry_shader(ctx))
1306 api_found = GL_TRUE;
1310 default: /* *e is a offset into the extension struct */
1311 api_check = GL_TRUE;
1312 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1313 api_found = GL_TRUE;
1318 if (api_check && !api_found) {
1319 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1320 _mesa_enum_to_string(d->pname));
1327 static const struct value_desc error_value =
1328 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1331 * Find the struct value_desc corresponding to the enum 'pname'.
1333 * We hash the enum value to get an index into the 'table' array,
1334 * which holds the index in the 'values' array of struct value_desc.
1335 * Once we've found the entry, we do the extra checks, if any, then
1336 * look up the value and return a pointer to it.
1338 * If the value has to be computed (for example, it's the result of a
1339 * function call or we need to add 1 to it), we use the tmp 'v' to
1342 * \param func name of glGet*v() func for error reporting
1343 * \param pname the enum value we're looking up
1344 * \param p is were we return the pointer to the value
1345 * \param v a tmp union value variable in the calling glGet*v() function
1347 * \return the struct value_desc corresponding to the enum or a struct
1348 * value_desc of TYPE_INVALID if not found. This lets the calling
1349 * glGet*v() function jump right into a switch statement and
1350 * handle errors there instead of having to check for NULL.
1352 static const struct value_desc *
1353 find_value(const char *func, GLenum pname, void **p, union value *v)
1355 GET_CURRENT_CONTEXT(ctx);
1356 struct gl_texture_unit *unit;
1358 const struct value_desc *d;
1362 /* We index into the table_set[] list of per-API hash tables using the API's
1363 * value in the gl_api enum. Since GLES 3 doesn't have an API_OPENGL* enum
1364 * value since it's compatible with GLES2 its entry in table_set[] is at the
1367 STATIC_ASSERT(ARRAY_SIZE(table_set) == API_OPENGL_LAST + 3);
1368 if (_mesa_is_gles3(ctx)) {
1369 api = API_OPENGL_LAST + 1;
1371 if (_mesa_is_gles31(ctx)) {
1372 api = API_OPENGL_LAST + 2;
1374 mask = ARRAY_SIZE(table(api)) - 1;
1375 hash = (pname * prime_factor);
1377 int idx = table(api)[hash & mask];
1379 /* If the enum isn't valid, the hash walk ends with index 0,
1380 * pointing to the first entry of values[] which doesn't hold
1381 * any valid enum. */
1382 if (unlikely(idx == 0)) {
1383 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1384 _mesa_enum_to_string(pname));
1385 return &error_value;
1389 if (likely(d->pname == pname))
1395 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1396 return &error_value;
1398 switch (d->location) {
1400 *p = ((char *) ctx->DrawBuffer + d->offset);
1403 *p = ((char *) ctx + d->offset);
1406 *p = ((char *) ctx->Array.VAO + d->offset);
1409 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1410 *p = ((char *) unit + d->offset);
1413 find_custom_value(ctx, d, v);
1421 /* silence warning */
1422 return &error_value;
1425 static const int transpose[] = {
1433 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1435 const struct value_desc *d;
1441 d = find_value("glGetBooleanv", pname, &p, &v);
1446 params[0] = INT_TO_BOOLEAN(d->offset);
1451 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1454 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1457 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1460 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1463 case TYPE_DOUBLEN_2:
1464 params[1] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[1]);
1466 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1470 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1472 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1475 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1478 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1482 for (i = 0; i < v.value_int_n.n; i++)
1483 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1487 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1491 params[0] = ((GLboolean*) p)[0];
1495 m = *(GLmatrix **) p;
1496 for (i = 0; i < 16; i++)
1497 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1501 m = *(GLmatrix **) p;
1502 for (i = 0; i < 16; i++)
1503 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1514 shift = d->type - TYPE_BIT_0;
1515 params[0] = (*(GLbitfield *) p >> shift) & 1;
1521 _mesa_GetFloatv(GLenum pname, GLfloat *params)
1523 const struct value_desc *d;
1529 d = find_value("glGetFloatv", pname, &p, &v);
1534 params[0] = (GLfloat) d->offset;
1539 params[3] = ((GLfloat *) p)[3];
1542 params[2] = ((GLfloat *) p)[2];
1545 params[1] = ((GLfloat *) p)[1];
1548 params[0] = ((GLfloat *) p)[0];
1551 case TYPE_DOUBLEN_2:
1552 params[1] = (GLfloat) (((GLdouble *) p)[1]);
1554 params[0] = (GLfloat) (((GLdouble *) p)[0]);
1558 params[3] = (GLfloat) (((GLint *) p)[3]);
1560 params[2] = (GLfloat) (((GLint *) p)[2]);
1563 params[1] = (GLfloat) (((GLint *) p)[1]);
1566 params[0] = (GLfloat) (((GLint *) p)[0]);
1570 for (i = 0; i < v.value_int_n.n; i++)
1571 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1575 params[0] = (GLfloat) (((GLint64 *) p)[0]);
1579 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1583 m = *(GLmatrix **) p;
1584 for (i = 0; i < 16; i++)
1585 params[i] = m->m[i];
1589 m = *(GLmatrix **) p;
1590 for (i = 0; i < 16; i++)
1591 params[i] = m->m[transpose[i]];
1602 shift = d->type - TYPE_BIT_0;
1603 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1609 _mesa_GetIntegerv(GLenum pname, GLint *params)
1611 const struct value_desc *d;
1617 d = find_value("glGetIntegerv", pname, &p, &v);
1622 params[0] = d->offset;
1626 params[3] = IROUND(((GLfloat *) p)[3]);
1628 params[2] = IROUND(((GLfloat *) p)[2]);
1630 params[1] = IROUND(((GLfloat *) p)[1]);
1632 params[0] = IROUND(((GLfloat *) p)[0]);
1636 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1638 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1640 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1642 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1645 case TYPE_DOUBLEN_2:
1646 params[1] = FLOAT_TO_INT(((GLdouble *) p)[1]);
1648 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1652 params[3] = ((GLint *) p)[3];
1654 params[2] = ((GLint *) p)[2];
1657 params[1] = ((GLint *) p)[1];
1660 params[0] = ((GLint *) p)[0];
1664 for (i = 0; i < v.value_int_n.n; i++)
1665 params[i] = v.value_int_n.ints[i];
1669 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
1673 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
1677 m = *(GLmatrix **) p;
1678 for (i = 0; i < 16; i++)
1679 params[i] = FLOAT_TO_INT(m->m[i]);
1683 m = *(GLmatrix **) p;
1684 for (i = 0; i < 16; i++)
1685 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
1696 shift = d->type - TYPE_BIT_0;
1697 params[0] = (*(GLbitfield *) p >> shift) & 1;
1703 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
1705 const struct value_desc *d;
1711 d = find_value("glGetInteger64v", pname, &p, &v);
1716 params[0] = d->offset;
1720 params[3] = IROUND64(((GLfloat *) p)[3]);
1722 params[2] = IROUND64(((GLfloat *) p)[2]);
1724 params[1] = IROUND64(((GLfloat *) p)[1]);
1726 params[0] = IROUND64(((GLfloat *) p)[0]);
1730 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
1732 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
1734 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
1736 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
1739 case TYPE_DOUBLEN_2:
1740 params[1] = FLOAT_TO_INT(((GLdouble *) p)[1]);
1742 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
1746 params[3] = ((GLint *) p)[3];
1748 params[2] = ((GLint *) p)[2];
1751 params[1] = ((GLint *) p)[1];
1754 params[0] = ((GLint *) p)[0];
1758 for (i = 0; i < v.value_int_n.n; i++)
1759 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1763 params[0] = ((GLint64 *) p)[0];
1767 params[0] = ((GLboolean*) p)[0];
1771 m = *(GLmatrix **) p;
1772 for (i = 0; i < 16; i++)
1773 params[i] = FLOAT_TO_INT64(m->m[i]);
1777 m = *(GLmatrix **) p;
1778 for (i = 0; i < 16; i++)
1779 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
1790 shift = d->type - TYPE_BIT_0;
1791 params[0] = (*(GLbitfield *) p >> shift) & 1;
1797 _mesa_GetDoublev(GLenum pname, GLdouble *params)
1799 const struct value_desc *d;
1805 d = find_value("glGetDoublev", pname, &p, &v);
1810 params[0] = d->offset;
1815 params[3] = ((GLfloat *) p)[3];
1818 params[2] = ((GLfloat *) p)[2];
1821 params[1] = ((GLfloat *) p)[1];
1824 params[0] = ((GLfloat *) p)[0];
1827 case TYPE_DOUBLEN_2:
1828 params[1] = ((GLdouble *) p)[1];
1830 params[0] = ((GLdouble *) p)[0];
1834 params[3] = ((GLint *) p)[3];
1836 params[2] = ((GLint *) p)[2];
1839 params[1] = ((GLint *) p)[1];
1842 params[0] = ((GLint *) p)[0];
1846 for (i = 0; i < v.value_int_n.n; i++)
1847 params[i] = v.value_int_n.ints[i];
1851 params[0] = (GLdouble) (((GLint64 *) p)[0]);
1855 params[0] = *(GLboolean*) p;
1859 m = *(GLmatrix **) p;
1860 for (i = 0; i < 16; i++)
1861 params[i] = m->m[i];
1865 m = *(GLmatrix **) p;
1866 for (i = 0; i < 16; i++)
1867 params[i] = m->m[transpose[i]];
1878 shift = d->type - TYPE_BIT_0;
1879 params[0] = (*(GLbitfield *) p >> shift) & 1;
1885 * Convert a GL texture binding enum such as GL_TEXTURE_BINDING_2D
1886 * into the corresponding Mesa texture target index.
1887 * \return TEXTURE_x_INDEX or -1 if binding is invalid
1890 tex_binding_to_index(const struct gl_context *ctx, GLenum binding)
1893 case GL_TEXTURE_BINDING_1D:
1894 return _mesa_is_desktop_gl(ctx) ? TEXTURE_1D_INDEX : -1;
1895 case GL_TEXTURE_BINDING_2D:
1896 return TEXTURE_2D_INDEX;
1897 case GL_TEXTURE_BINDING_3D:
1898 return ctx->API != API_OPENGLES ? TEXTURE_3D_INDEX : -1;
1899 case GL_TEXTURE_BINDING_CUBE_MAP:
1900 return ctx->Extensions.ARB_texture_cube_map
1901 ? TEXTURE_CUBE_INDEX : -1;
1902 case GL_TEXTURE_BINDING_RECTANGLE:
1903 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.NV_texture_rectangle
1904 ? TEXTURE_RECT_INDEX : -1;
1905 case GL_TEXTURE_BINDING_1D_ARRAY:
1906 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array
1907 ? TEXTURE_1D_ARRAY_INDEX : -1;
1908 case GL_TEXTURE_BINDING_2D_ARRAY:
1909 return (_mesa_is_desktop_gl(ctx) && ctx->Extensions.EXT_texture_array)
1910 || _mesa_is_gles3(ctx)
1911 ? TEXTURE_2D_ARRAY_INDEX : -1;
1912 case GL_TEXTURE_BINDING_BUFFER:
1913 return (_mesa_has_ARB_texture_buffer_object(ctx) ||
1914 _mesa_has_OES_texture_buffer(ctx)) ?
1915 TEXTURE_BUFFER_INDEX : -1;
1916 case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
1917 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_cube_map_array
1918 ? TEXTURE_CUBE_ARRAY_INDEX : -1;
1919 case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
1920 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1921 ? TEXTURE_2D_MULTISAMPLE_INDEX : -1;
1922 case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
1923 return _mesa_is_desktop_gl(ctx) && ctx->Extensions.ARB_texture_multisample
1924 ? TEXTURE_2D_MULTISAMPLE_ARRAY_INDEX : -1;
1930 static enum value_type
1931 find_value_indexed(const char *func, GLenum pname, GLuint index, union value *v)
1933 GET_CURRENT_CONTEXT(ctx);
1938 if (index >= ctx->Const.MaxDrawBuffers)
1940 if (!ctx->Extensions.EXT_draw_buffers2)
1942 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
1947 case GL_BLEND_SRC_RGB:
1948 if (index >= ctx->Const.MaxDrawBuffers)
1950 if (!ctx->Extensions.ARB_draw_buffers_blend)
1952 v->value_int = ctx->Color.Blend[index].SrcRGB;
1954 case GL_BLEND_SRC_ALPHA:
1955 if (index >= ctx->Const.MaxDrawBuffers)
1957 if (!ctx->Extensions.ARB_draw_buffers_blend)
1959 v->value_int = ctx->Color.Blend[index].SrcA;
1963 case GL_BLEND_DST_RGB:
1964 if (index >= ctx->Const.MaxDrawBuffers)
1966 if (!ctx->Extensions.ARB_draw_buffers_blend)
1968 v->value_int = ctx->Color.Blend[index].DstRGB;
1970 case GL_BLEND_DST_ALPHA:
1971 if (index >= ctx->Const.MaxDrawBuffers)
1973 if (!ctx->Extensions.ARB_draw_buffers_blend)
1975 v->value_int = ctx->Color.Blend[index].DstA;
1977 case GL_BLEND_EQUATION_RGB:
1978 if (index >= ctx->Const.MaxDrawBuffers)
1980 if (!ctx->Extensions.ARB_draw_buffers_blend)
1982 v->value_int = ctx->Color.Blend[index].EquationRGB;
1984 case GL_BLEND_EQUATION_ALPHA:
1985 if (index >= ctx->Const.MaxDrawBuffers)
1987 if (!ctx->Extensions.ARB_draw_buffers_blend)
1989 v->value_int = ctx->Color.Blend[index].EquationA;
1992 case GL_COLOR_WRITEMASK:
1993 if (index >= ctx->Const.MaxDrawBuffers)
1995 if (!ctx->Extensions.EXT_draw_buffers2)
1997 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
1998 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
1999 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2000 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2003 case GL_SCISSOR_BOX:
2004 if (index >= ctx->Const.MaxViewports)
2006 v->value_int_4[0] = ctx->Scissor.ScissorArray[index].X;
2007 v->value_int_4[1] = ctx->Scissor.ScissorArray[index].Y;
2008 v->value_int_4[2] = ctx->Scissor.ScissorArray[index].Width;
2009 v->value_int_4[3] = ctx->Scissor.ScissorArray[index].Height;
2013 if (index >= ctx->Const.MaxViewports)
2015 v->value_float_4[0] = ctx->ViewportArray[index].X;
2016 v->value_float_4[1] = ctx->ViewportArray[index].Y;
2017 v->value_float_4[2] = ctx->ViewportArray[index].Width;
2018 v->value_float_4[3] = ctx->ViewportArray[index].Height;
2019 return TYPE_FLOAT_4;
2021 case GL_DEPTH_RANGE:
2022 if (index >= ctx->Const.MaxViewports)
2024 v->value_double_2[0] = ctx->ViewportArray[index].Near;
2025 v->value_double_2[1] = ctx->ViewportArray[index].Far;
2026 return TYPE_DOUBLEN_2;
2028 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2029 if (index >= ctx->Const.MaxTransformFeedbackBuffers)
2031 if (!ctx->Extensions.EXT_transform_feedback)
2033 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2036 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2037 if (index >= ctx->Const.MaxTransformFeedbackBuffers)
2039 if (!ctx->Extensions.EXT_transform_feedback)
2042 = ctx->TransformFeedback.CurrentObject->RequestedSize[index];
2045 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2046 if (index >= ctx->Const.MaxTransformFeedbackBuffers)
2048 if (!ctx->Extensions.EXT_transform_feedback)
2050 v->value_int = ctx->TransformFeedback.CurrentObject->BufferNames[index];
2053 case GL_UNIFORM_BUFFER_BINDING:
2054 if (index >= ctx->Const.MaxUniformBufferBindings)
2056 if (!ctx->Extensions.ARB_uniform_buffer_object)
2058 v->value_int = ctx->UniformBufferBindings[index].BufferObject->Name;
2061 case GL_UNIFORM_BUFFER_START:
2062 if (index >= ctx->Const.MaxUniformBufferBindings)
2064 if (!ctx->Extensions.ARB_uniform_buffer_object)
2066 v->value_int = ctx->UniformBufferBindings[index].Offset < 0 ? 0 :
2067 ctx->UniformBufferBindings[index].Offset;
2070 case GL_UNIFORM_BUFFER_SIZE:
2071 if (index >= ctx->Const.MaxUniformBufferBindings)
2073 if (!ctx->Extensions.ARB_uniform_buffer_object)
2075 v->value_int = ctx->UniformBufferBindings[index].Size < 0 ? 0 :
2076 ctx->UniformBufferBindings[index].Size;
2079 /* ARB_shader_storage_buffer_object */
2080 case GL_SHADER_STORAGE_BUFFER_BINDING:
2081 if (!ctx->Extensions.ARB_shader_storage_buffer_object)
2083 if (index >= ctx->Const.MaxShaderStorageBufferBindings)
2085 v->value_int = ctx->ShaderStorageBufferBindings[index].BufferObject->Name;
2088 case GL_SHADER_STORAGE_BUFFER_START:
2089 if (!ctx->Extensions.ARB_shader_storage_buffer_object)
2091 if (index >= ctx->Const.MaxShaderStorageBufferBindings)
2093 v->value_int = ctx->ShaderStorageBufferBindings[index].Offset < 0 ? 0 :
2094 ctx->ShaderStorageBufferBindings[index].Offset;
2097 case GL_SHADER_STORAGE_BUFFER_SIZE:
2098 if (!ctx->Extensions.ARB_shader_storage_buffer_object)
2100 if (index >= ctx->Const.MaxShaderStorageBufferBindings)
2102 v->value_int = ctx->ShaderStorageBufferBindings[index].Size < 0 ? 0 :
2103 ctx->ShaderStorageBufferBindings[index].Size;
2106 /* ARB_texture_multisample / GL3.2 */
2107 case GL_SAMPLE_MASK_VALUE:
2110 if (!ctx->Extensions.ARB_texture_multisample)
2112 v->value_int = ctx->Multisample.SampleMaskValue;
2115 case GL_ATOMIC_COUNTER_BUFFER_BINDING:
2116 if (!ctx->Extensions.ARB_shader_atomic_counters)
2118 if (index >= ctx->Const.MaxAtomicBufferBindings)
2120 v->value_int = ctx->AtomicBufferBindings[index].BufferObject->Name;
2123 case GL_ATOMIC_COUNTER_BUFFER_START:
2124 if (!ctx->Extensions.ARB_shader_atomic_counters)
2126 if (index >= ctx->Const.MaxAtomicBufferBindings)
2128 v->value_int64 = ctx->AtomicBufferBindings[index].Offset;
2131 case GL_ATOMIC_COUNTER_BUFFER_SIZE:
2132 if (!ctx->Extensions.ARB_shader_atomic_counters)
2134 if (index >= ctx->Const.MaxAtomicBufferBindings)
2136 v->value_int64 = ctx->AtomicBufferBindings[index].Size;
2139 case GL_VERTEX_BINDING_DIVISOR:
2140 if ((!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_instanced_arrays) &&
2141 !_mesa_is_gles31(ctx))
2143 if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
2145 v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].InstanceDivisor;
2148 case GL_VERTEX_BINDING_OFFSET:
2149 if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles31(ctx))
2151 if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
2153 v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Offset;
2156 case GL_VERTEX_BINDING_STRIDE:
2157 if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles31(ctx))
2159 if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
2161 v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].Stride;
2164 case GL_VERTEX_BINDING_BUFFER:
2165 if (ctx->API == API_OPENGLES2 && ctx->Version < 31)
2167 if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)
2169 v->value_int = ctx->Array.VAO->VertexBinding[VERT_ATTRIB_GENERIC(index)].BufferObj->Name;
2172 /* ARB_shader_image_load_store */
2173 case GL_IMAGE_BINDING_NAME: {
2174 struct gl_texture_object *t;
2176 if (!ctx->Extensions.ARB_shader_image_load_store)
2178 if (index >= ctx->Const.MaxImageUnits)
2181 t = ctx->ImageUnits[index].TexObj;
2182 v->value_int = (t ? t->Name : 0);
2186 case GL_IMAGE_BINDING_LEVEL:
2187 if (!ctx->Extensions.ARB_shader_image_load_store)
2189 if (index >= ctx->Const.MaxImageUnits)
2192 v->value_int = ctx->ImageUnits[index].Level;
2195 case GL_IMAGE_BINDING_LAYERED:
2196 if (!ctx->Extensions.ARB_shader_image_load_store)
2198 if (index >= ctx->Const.MaxImageUnits)
2201 v->value_int = ctx->ImageUnits[index].Layered;
2204 case GL_IMAGE_BINDING_LAYER:
2205 if (!ctx->Extensions.ARB_shader_image_load_store)
2207 if (index >= ctx->Const.MaxImageUnits)
2210 v->value_int = ctx->ImageUnits[index].Layer;
2213 case GL_IMAGE_BINDING_ACCESS:
2214 if (!ctx->Extensions.ARB_shader_image_load_store)
2216 if (index >= ctx->Const.MaxImageUnits)
2219 v->value_int = ctx->ImageUnits[index].Access;
2222 case GL_IMAGE_BINDING_FORMAT:
2223 if (!ctx->Extensions.ARB_shader_image_load_store)
2225 if (index >= ctx->Const.MaxImageUnits)
2228 v->value_int = ctx->ImageUnits[index].Format;
2231 /* ARB_direct_state_access */
2232 case GL_TEXTURE_BINDING_1D:
2233 case GL_TEXTURE_BINDING_1D_ARRAY:
2234 case GL_TEXTURE_BINDING_2D:
2235 case GL_TEXTURE_BINDING_2D_ARRAY:
2236 case GL_TEXTURE_BINDING_2D_MULTISAMPLE:
2237 case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:
2238 case GL_TEXTURE_BINDING_3D:
2239 case GL_TEXTURE_BINDING_BUFFER:
2240 case GL_TEXTURE_BINDING_CUBE_MAP:
2241 case GL_TEXTURE_BINDING_CUBE_MAP_ARRAY:
2242 case GL_TEXTURE_BINDING_RECTANGLE: {
2245 if (ctx->API != API_OPENGL_CORE)
2247 target = tex_binding_to_index(ctx, pname);
2250 if (index >= _mesa_max_tex_unit(ctx))
2253 v->value_int = ctx->Texture.Unit[index].CurrentTex[target]->Name;
2257 case GL_SAMPLER_BINDING: {
2258 struct gl_sampler_object *samp;
2260 if (ctx->API != API_OPENGL_CORE)
2262 if (index >= _mesa_max_tex_unit(ctx))
2265 samp = ctx->Texture.Unit[index].Sampler;
2266 v->value_int = samp ? samp->Name : 0;
2270 case GL_MAX_COMPUTE_WORK_GROUP_COUNT:
2271 if (!_mesa_has_compute_shaders(ctx))
2275 v->value_int = ctx->Const.MaxComputeWorkGroupCount[index];
2278 case GL_MAX_COMPUTE_WORK_GROUP_SIZE:
2279 if (!_mesa_has_compute_shaders(ctx))
2283 v->value_int = ctx->Const.MaxComputeWorkGroupSize[index];
2288 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2289 _mesa_enum_to_string(pname));
2290 return TYPE_INVALID;
2292 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2293 _mesa_enum_to_string(pname));
2294 return TYPE_INVALID;
2298 _mesa_GetBooleani_v( GLenum pname, GLuint index, GLboolean *params )
2301 enum value_type type =
2302 find_value_indexed("glGetBooleani_v", pname, index, &v);
2306 params[0] = INT_TO_BOOLEAN(v.value_int);
2309 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2310 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2311 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2312 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2315 params[0] = INT64_TO_BOOLEAN(v.value_int64);
2318 ; /* nothing - GL error was recorded */
2323 _mesa_GetIntegeri_v( GLenum pname, GLuint index, GLint *params )
2326 enum value_type type =
2327 find_value_indexed("glGetIntegeri_v", pname, index, &v);
2332 params[3] = IROUND(v.value_float_4[3]);
2335 params[2] = IROUND(v.value_float_4[2]);
2338 params[1] = IROUND(v.value_float_4[1]);
2341 params[0] = IROUND(v.value_float_4[0]);
2344 case TYPE_DOUBLEN_2:
2345 params[1] = IROUND(v.value_double_2[1]);
2347 params[0] = IROUND(v.value_double_2[0]);
2351 params[0] = v.value_int;
2354 params[0] = v.value_int_4[0];
2355 params[1] = v.value_int_4[1];
2356 params[2] = v.value_int_4[2];
2357 params[3] = v.value_int_4[3];
2360 params[0] = INT64_TO_INT(v.value_int64);
2363 ; /* nothing - GL error was recorded */
2368 _mesa_GetInteger64i_v( GLenum pname, GLuint index, GLint64 *params )
2371 enum value_type type =
2372 find_value_indexed("glGetInteger64i_v", pname, index, &v);
2376 params[0] = v.value_int;
2379 params[0] = v.value_int_4[0];
2380 params[1] = v.value_int_4[1];
2381 params[2] = v.value_int_4[2];
2382 params[3] = v.value_int_4[3];
2385 params[0] = v.value_int64;
2388 ; /* nothing - GL error was recorded */
2393 _mesa_GetFloati_v(GLenum pname, GLuint index, GLfloat *params)
2398 enum value_type type =
2399 find_value_indexed("glGetFloati_v", pname, index, &v);
2404 params[3] = v.value_float_4[3];
2407 params[2] = v.value_float_4[2];
2410 params[1] = v.value_float_4[1];
2413 params[0] = v.value_float_4[0];
2416 case TYPE_DOUBLEN_2:
2417 params[1] = (GLfloat) v.value_double_2[1];
2419 params[0] = (GLfloat) v.value_double_2[0];
2423 params[3] = (GLfloat) v.value_int_4[3];
2425 params[2] = (GLfloat) v.value_int_4[2];
2428 params[1] = (GLfloat) v.value_int_4[1];
2431 params[0] = (GLfloat) v.value_int_4[0];
2435 for (i = 0; i < v.value_int_n.n; i++)
2436 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2440 params[0] = (GLfloat) v.value_int64;
2444 params[0] = BOOLEAN_TO_FLOAT(v.value_bool);
2448 m = *(GLmatrix **) &v;
2449 for (i = 0; i < 16; i++)
2450 params[i] = m->m[i];
2454 m = *(GLmatrix **) &v;
2455 for (i = 0; i < 16; i++)
2456 params[i] = m->m[transpose[i]];
2465 _mesa_GetDoublei_v(GLenum pname, GLuint index, GLdouble *params)
2470 enum value_type type =
2471 find_value_indexed("glGetDoublei_v", pname, index, &v);
2476 params[3] = (GLdouble) v.value_float_4[3];
2479 params[2] = (GLdouble) v.value_float_4[2];
2482 params[1] = (GLdouble) v.value_float_4[1];
2485 params[0] = (GLdouble) v.value_float_4[0];
2488 case TYPE_DOUBLEN_2:
2489 params[1] = v.value_double_2[1];
2491 params[0] = v.value_double_2[0];
2495 params[3] = (GLdouble) v.value_int_4[3];
2497 params[2] = (GLdouble) v.value_int_4[2];
2500 params[1] = (GLdouble) v.value_int_4[1];
2503 params[0] = (GLdouble) v.value_int_4[0];
2507 for (i = 0; i < v.value_int_n.n; i++)
2508 params[i] = (GLdouble) INT_TO_FLOAT(v.value_int_n.ints[i]);
2512 params[0] = (GLdouble) v.value_int64;
2516 params[0] = (GLdouble) BOOLEAN_TO_FLOAT(v.value_bool);
2520 m = *(GLmatrix **) &v;
2521 for (i = 0; i < 16; i++)
2522 params[i] = (GLdouble) m->m[i];
2526 m = *(GLmatrix **) &v;
2527 for (i = 0; i < 16; i++)
2528 params[i] = (GLdouble) m->m[transpose[i]];
2537 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2539 const struct value_desc *d;
2545 d = find_value("glGetDoublev", pname, &p, &v);
2550 params[0] = INT_TO_FIXED(d->offset);
2555 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2558 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2561 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2564 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2567 case TYPE_DOUBLEN_2:
2568 params[1] = FLOAT_TO_FIXED(((GLdouble *) p)[1]);
2570 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2574 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2576 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2579 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2582 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2586 for (i = 0; i < v.value_int_n.n; i++)
2587 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2591 params[0] = ((GLint64 *) p)[0];
2595 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2599 m = *(GLmatrix **) p;
2600 for (i = 0; i < 16; i++)
2601 params[i] = FLOAT_TO_FIXED(m->m[i]);
2605 m = *(GLmatrix **) p;
2606 for (i = 0; i < 16; i++)
2607 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2618 shift = d->type - TYPE_BIT_0;
2619 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);