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 * 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.
22 * Author: Kristian Høgsberg <krh@bitplanet.net>
29 #include "extensions.h"
32 #include "mfeatures.h"
35 #include "texcompress.h"
36 #include "framebuffer.h"
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.
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
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.
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) )
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) )
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))) )
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 )
84 #define ENUM_TO_INT64(E) ( (GLint64) (E) )
85 #define ENUM_TO_FIXED(E) (E)
121 enum value_location {
137 EXTRA_NEW_FRAG_CLAMP,
138 EXTRA_VALID_DRAW_BUFFER,
139 EXTRA_VALID_TEXTURE_UNIT,
140 EXTRA_VALID_CLIP_DISTANCE,
145 #define NO_EXTRA NULL
150 GLubyte location; /**< enum value_location */
151 GLubyte type; /**< enum value_type */
158 GLfloat value_float_4[4];
159 GLmatrix *value_matrix;
161 GLint value_int_4[4];
165 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
169 GLboolean value_bool;
172 #define BUFFER_FIELD(field, type) \
173 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
174 #define CONTEXT_FIELD(field, type) \
175 LOC_CONTEXT, type, offsetof(struct gl_context, field)
176 #define ARRAY_FIELD(field, type) \
177 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
178 #define CONST(value) \
179 LOC_CONTEXT, TYPE_CONST, value
181 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
182 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
183 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
185 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
186 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
187 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
188 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
189 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
190 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
191 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
192 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
193 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
194 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
195 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
196 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
197 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
198 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
199 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
200 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
201 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
202 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
203 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
204 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
206 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
207 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
208 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
211 offsetof(struct gl_extensions, f)
213 #define EXTRA_EXT(e) \
214 static const int extra_##e[] = { \
218 #define EXTRA_EXT2(e1, e2) \
219 static const int extra_##e1##_##e2[] = { \
220 EXT(e1), EXT(e2), EXTRA_END \
223 /* The 'extra' mechanism is a way to specify extra checks (such as
224 * extensions or specific gl versions) or actions (flush current, new
225 * buffers) that we need to do before looking up an enum. We need to
226 * declare them all up front so we can refer to them in the value_desc
229 static const int extra_new_buffers[] = {
234 static const int extra_new_frag_clamp[] = {
235 EXTRA_NEW_FRAG_CLAMP,
239 static const int extra_valid_draw_buffer[] = {
240 EXTRA_VALID_DRAW_BUFFER,
244 static const int extra_valid_texture_unit[] = {
245 EXTRA_VALID_TEXTURE_UNIT,
249 static const int extra_valid_clip_distance[] = {
250 EXTRA_VALID_CLIP_DISTANCE,
254 static const int extra_flush_current_valid_texture_unit[] = {
256 EXTRA_VALID_TEXTURE_UNIT,
260 static const int extra_flush_current[] = {
265 static const int extra_EXT_secondary_color_flush_current[] = {
266 EXT(EXT_secondary_color),
271 static const int extra_EXT_fog_coord_flush_current[] = {
277 static const int extra_EXT_texture_integer[] = {
278 EXT(EXT_texture_integer),
282 static const int extra_GLSL_130[] = {
287 static const int extra_ARB_sampler_objects[] = {
288 EXT(ARB_sampler_objects),
293 EXTRA_EXT(ARB_ES2_compatibility);
294 EXTRA_EXT(ARB_texture_cube_map);
295 EXTRA_EXT(MESA_texture_array);
296 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
297 EXTRA_EXT(EXT_secondary_color);
298 EXTRA_EXT(EXT_fog_coord);
299 EXTRA_EXT(NV_fog_distance);
300 EXTRA_EXT(EXT_texture_filter_anisotropic);
301 EXTRA_EXT(IBM_rasterpos_clip);
302 EXTRA_EXT(NV_point_sprite);
303 EXTRA_EXT(NV_vertex_program);
304 EXTRA_EXT(NV_fragment_program);
305 EXTRA_EXT(NV_texture_rectangle);
306 EXTRA_EXT(EXT_stencil_two_side);
307 EXTRA_EXT(NV_light_max_exponent);
308 EXTRA_EXT(EXT_depth_bounds_test);
309 EXTRA_EXT(ARB_depth_clamp);
310 EXTRA_EXT(ATI_fragment_shader);
311 EXTRA_EXT(EXT_framebuffer_blit);
312 EXTRA_EXT(ARB_shader_objects);
313 EXTRA_EXT(EXT_provoking_vertex);
314 EXTRA_EXT(ARB_fragment_shader);
315 EXTRA_EXT(ARB_fragment_program);
316 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
317 EXTRA_EXT(EXT_framebuffer_object);
318 EXTRA_EXT(APPLE_vertex_array_object);
319 EXTRA_EXT(ARB_seamless_cube_map);
320 EXTRA_EXT(EXT_compiled_vertex_array);
322 EXTRA_EXT(ARB_vertex_shader);
323 EXTRA_EXT(EXT_transform_feedback);
324 EXTRA_EXT(ARB_transform_feedback2);
325 EXTRA_EXT(EXT_pixel_buffer_object);
326 EXTRA_EXT(ARB_vertex_program);
327 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
328 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
329 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
330 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
331 EXTRA_EXT(ARB_geometry_shader4);
332 EXTRA_EXT(ARB_color_buffer_float);
333 EXTRA_EXT(ARB_copy_buffer);
334 EXTRA_EXT(EXT_framebuffer_sRGB);
335 EXTRA_EXT(ARB_texture_buffer_object);
336 EXTRA_EXT(OES_EGL_image_external);
337 EXTRA_EXT(ARB_blend_func_extended);
340 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
341 EXT(ARB_vertex_program),
342 EXT(ARB_fragment_program),
343 EXT(NV_vertex_program),
348 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
349 EXT(NV_vertex_program),
350 EXT(ARB_vertex_program),
351 EXT(ARB_fragment_program),
352 EXT(NV_vertex_program),
357 extra_NV_primitive_restart[] = {
358 EXT(NV_primitive_restart),
362 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
363 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
364 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
367 extra_ARB_vertex_program_api_es2[] = {
368 EXT(ARB_vertex_program),
373 /* The ReadBuffer get token is valid under either full GL or under
374 * GLES2 if the NV_read_buffer extension is available. */
376 extra_NV_read_buffer_api_gl[] = {
382 #define API_OPENGL_BIT (1 << API_OPENGL)
383 #define API_OPENGLES_BIT (1 << API_OPENGLES)
384 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
386 /* This is the big table describing all the enums we accept in
387 * glGet*v(). The table is partitioned into six parts: enums
388 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
389 * between OpenGL and GLES, enums exclusive to GLES, etc for the
390 * remaining combinations. When we add the enums to the hash table in
391 * _mesa_init_get_hash(), we only add the enums for the API we're
392 * instantiating and the different sections are guarded by #if
393 * FEATURE_GL etc to make sure we only compile in the enums we may
396 static const struct value_desc values[] = {
397 /* Enums shared between OpenGL, GLES1 and GLES2 */
398 { 0, 0, TYPE_API_MASK,
399 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
400 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
401 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
402 { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
403 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
404 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
405 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
406 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
407 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
408 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
409 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
410 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
411 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
412 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
413 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
414 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
415 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
416 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
417 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
418 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
419 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
420 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
421 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
422 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
423 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
424 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
425 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
426 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
427 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
428 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
429 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
430 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
431 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
432 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
433 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
434 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
435 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
436 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
437 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
438 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
439 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
440 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
441 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
442 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
443 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
444 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
445 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
447 /* GL_ARB_multitexture */
448 { GL_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
450 /* Note that all the OES_* extensions require that the Mesa "struct
451 * gl_extensions" include a member with the name of the extension.
452 * That structure does not yet include OES extensions (and we're
453 * not sure whether it will). If it does, all the OES_*
454 * extensions below should mark the dependency. */
456 /* GL_ARB_texture_cube_map */
457 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
458 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
459 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
460 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
461 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
463 /* XXX: OES_blend_subtract */
464 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
465 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
466 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
467 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
469 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
470 * defined identically to GL_BLEND_EQUATION. */
471 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
472 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
474 /* GL_ARB_texture_compression */
475 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
476 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
478 /* GL_ARB_multisample */
479 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
480 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
481 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
482 { GL_SAMPLE_COVERAGE_VALUE_ARB,
483 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
484 { GL_SAMPLE_COVERAGE_INVERT_ARB,
485 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
486 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
487 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
489 /* GL_SGIS_generate_mipmap */
490 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), NO_EXTRA },
492 /* GL_ARB_vertex_buffer_object */
493 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
495 /* GL_ARB_vertex_buffer_object */
496 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
497 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
499 /* GL_ARB_color_buffer_float */
500 { GL_CLAMP_VERTEX_COLOR, CONTEXT_ENUM(Light.ClampVertexColor), extra_ARB_color_buffer_float },
501 { GL_CLAMP_FRAGMENT_COLOR, CONTEXT_ENUM(Color.ClampFragmentColor), extra_ARB_color_buffer_float },
502 { GL_CLAMP_READ_COLOR, CONTEXT_ENUM(Color.ClampReadColor), extra_ARB_color_buffer_float },
504 /* GL_ARB_copy_buffer */
505 { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
506 { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
508 /* GL_OES_read_format */
509 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
511 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
514 /* GL_EXT_framebuffer_object */
515 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
516 extra_EXT_framebuffer_object },
517 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
518 extra_EXT_framebuffer_object },
519 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
520 extra_EXT_framebuffer_object },
522 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
524 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
526 #if FEATURE_GL || FEATURE_ES1
527 /* Enums in OpenGL and GLES1 */
528 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
529 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
530 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
531 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
532 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
533 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
534 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
535 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
536 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
537 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
538 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
539 { GL_LIGHT_MODEL_AMBIENT,
540 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
541 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
542 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
543 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
544 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
545 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
546 { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
547 { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
548 { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
549 { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
550 { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
551 { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
552 { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
553 { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
554 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
556 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
557 extra_flush_current },
559 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
560 extra_flush_current },
561 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
562 extra_flush_current_valid_texture_unit },
563 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
564 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
565 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
566 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
567 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
568 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
569 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
570 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
571 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
572 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
573 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
574 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
575 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
576 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
577 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
578 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
579 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
580 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
581 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
582 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
583 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
584 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
585 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
586 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
587 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
588 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
589 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
590 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
591 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
592 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
593 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
594 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
595 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
596 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
597 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
598 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
599 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
600 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
601 extra_valid_texture_unit },
603 { GL_VERTEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
604 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
605 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
606 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
607 { GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
608 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
609 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
610 { GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR0].Enabled), NO_EXTRA },
611 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Size), NO_EXTRA },
612 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR0].Type), NO_EXTRA },
613 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR0].Stride), NO_EXTRA },
614 { GL_TEXTURE_COORD_ARRAY,
615 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
616 { GL_TEXTURE_COORD_ARRAY_SIZE,
617 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
618 { GL_TEXTURE_COORD_ARRAY_TYPE,
619 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
620 { GL_TEXTURE_COORD_ARRAY_STRIDE,
621 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
623 /* GL_ARB_ES2_compatibility */
624 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
625 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
626 extra_ARB_ES2_compatibility },
627 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
628 extra_ARB_ES2_compatibility },
629 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
630 extra_ARB_ES2_compatibility },
632 /* GL_ARB_multitexture */
633 { GL_MAX_TEXTURE_UNITS, CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA },
634 { GL_CLIENT_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
636 /* GL_ARB_texture_cube_map */
637 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
638 /* S, T, and R are always set at the same time */
639 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
640 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
642 /* GL_ARB_multisample */
643 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
644 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
646 /* GL_ARB_vertex_buffer_object */
647 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
648 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
649 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
650 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
651 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
652 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR0].BufferObj), NO_EXTRA },
653 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
655 /* GL_OES_point_sprite */
656 { GL_POINT_SPRITE_NV,
657 CONTEXT_BOOL(Point.PointSprite),
658 extra_NV_point_sprite_ARB_point_sprite },
660 /* GL_ARB_fragment_shader */
661 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
662 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
663 extra_ARB_fragment_shader },
665 /* GL_ARB_vertex_shader */
666 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
667 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
668 extra_ARB_vertex_shader },
669 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
670 extra_ARB_vertex_shader },
672 /* GL_EXT_texture_lod_bias */
673 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
676 /* GL_EXT_texture_filter_anisotropic */
677 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
678 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
679 extra_EXT_texture_filter_anisotropic },
680 #endif /* FEATURE_GL || FEATURE_ES1 */
683 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
684 /* XXX: OES_matrix_get */
685 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
686 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
687 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
689 /* OES_point_size_array */
690 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Enabled, TYPE_BOOLEAN) },
691 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Type, TYPE_ENUM) },
692 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(VertexAttrib[VERT_ATTRIB_POINT_SIZE].Stride, TYPE_INT) },
693 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
694 #endif /* FEATURE_ES1 */
696 #if FEATURE_GL || FEATURE_ES2
697 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
698 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
699 CONTEXT_INT(Const.MaxTextureCoordUnits),
700 extra_ARB_fragment_program_NV_fragment_program },
702 /* GL_ARB_draw_buffers */
703 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
705 /* GL_EXT_framebuffer_object / GL_NV_fbo_color_attachments */
706 { GL_MAX_COLOR_ATTACHMENTS, CONTEXT_INT(Const.MaxColorAttachments),
707 extra_EXT_framebuffer_object },
709 /* GL_ARB_draw_buffers / GL_NV_draw_buffers (for ES 2.0) */
710 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
711 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
712 extra_valid_draw_buffer },
713 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
714 extra_valid_draw_buffer },
715 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
716 extra_valid_draw_buffer },
717 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
718 extra_valid_draw_buffer },
719 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
720 extra_valid_draw_buffer },
721 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
722 extra_valid_draw_buffer },
723 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
724 extra_valid_draw_buffer },
726 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
727 /* GL_ARB_fragment_program */
728 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
729 CONTEXT_INT(Const.MaxTextureImageUnits),
730 extra_ARB_fragment_program_NV_fragment_program },
731 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
732 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
733 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
734 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
735 extra_ARB_vertex_shader },
737 /* GL_ARB_shader_objects
738 * Actually, this token isn't part of GL_ARB_shader_objects, but is
739 * close enough for now. */
740 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
743 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
744 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
745 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
746 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
747 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
748 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
749 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
751 { GL_MAX_VERTEX_ATTRIBS_ARB,
752 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
753 extra_ARB_vertex_program_api_es2 },
756 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
757 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
758 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
760 /* GL_ARB_fragment_program/OES_standard_derivatives */
761 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
762 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
764 /* GL_NV_read_buffer */
766 LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, extra_NV_read_buffer_api_gl },
768 #endif /* FEATURE_GL || FEATURE_ES2 */
771 /* Enums unique to OpenGL ES 2.0 */
772 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
773 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
774 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
775 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
776 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
777 /* OES_get_program_binary */
778 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
779 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
780 #endif /* FEATURE_ES2 */
782 /* GL_OES_EGL_image_external */
783 { GL_TEXTURE_BINDING_EXTERNAL_OES, LOC_CUSTOM,
784 TYPE_INT, TEXTURE_EXTERNAL_INDEX, extra_OES_EGL_image_external },
785 { GL_TEXTURE_EXTERNAL_OES, LOC_CUSTOM,
786 TYPE_BOOLEAN, 0, extra_OES_EGL_image_external },
789 /* Remaining enums are only in OpenGL */
790 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
791 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
792 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
793 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
794 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
795 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
796 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
797 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
798 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
799 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
800 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
801 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
802 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
803 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
804 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
805 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
807 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
808 extra_flush_current },
809 { GL_CURRENT_RASTER_COLOR,
810 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
811 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
812 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
813 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
814 { GL_CURRENT_RASTER_SECONDARY_COLOR,
815 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
816 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
817 extra_valid_texture_unit },
818 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
819 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
820 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
821 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
822 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
823 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
824 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
825 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
826 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
827 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
828 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
829 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
830 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
831 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
832 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
833 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
834 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
835 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
836 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
837 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
838 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
839 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
840 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
841 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
842 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
843 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
844 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
845 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
846 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
847 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
848 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
849 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
850 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
851 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
852 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
853 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
854 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
855 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
856 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
857 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
858 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
859 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
860 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
861 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
862 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
863 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
864 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
865 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
866 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
867 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
868 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
869 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
870 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
872 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
873 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
874 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
875 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
876 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
877 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
878 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
879 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
880 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
881 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
882 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
883 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
884 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
885 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
886 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
887 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
888 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
889 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
890 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
891 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
892 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
893 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
894 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
895 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
896 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
897 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
898 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
899 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
900 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
901 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
902 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
903 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
904 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
905 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
906 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
908 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
910 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
911 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
912 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
913 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
915 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
916 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
917 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
918 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
919 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
920 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
921 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
923 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
924 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
925 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
926 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
927 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
928 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
929 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
930 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
931 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
932 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
933 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
934 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
935 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
936 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
937 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
938 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
939 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
942 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
943 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
944 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
945 { GL_INDEX_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
946 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
947 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Stride), NO_EXTRA },
948 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
949 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
950 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
951 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
952 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
954 /* GL_ARB_texture_compression */
955 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
957 /* GL_EXT_compiled_vertex_array */
958 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
959 extra_EXT_compiled_vertex_array },
960 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
961 extra_EXT_compiled_vertex_array },
963 /* GL_ARB_transpose_matrix */
964 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
965 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
966 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
967 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
968 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
970 /* GL_EXT_secondary_color */
971 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
972 extra_EXT_secondary_color_ARB_vertex_program },
973 { GL_CURRENT_SECONDARY_COLOR_EXT,
974 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
975 extra_EXT_secondary_color_flush_current },
976 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR1].Enabled),
977 extra_EXT_secondary_color },
978 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR1].Type),
979 extra_EXT_secondary_color },
980 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Stride),
981 extra_EXT_secondary_color },
982 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR1].Size),
983 extra_EXT_secondary_color },
985 /* GL_EXT_fog_coord */
986 { GL_CURRENT_FOG_COORDINATE_EXT,
987 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
988 extra_EXT_fog_coord_flush_current },
989 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
990 extra_EXT_fog_coord },
991 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
992 extra_EXT_fog_coord },
993 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
994 extra_EXT_fog_coord },
995 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
996 extra_EXT_fog_coord },
998 /* GL_NV_fog_distance */
999 { GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
1000 extra_NV_fog_distance },
1002 /* GL_IBM_rasterpos_clip */
1003 { GL_RASTER_POSITION_UNCLIPPED_IBM,
1004 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
1005 extra_IBM_rasterpos_clip },
1007 /* GL_NV_point_sprite */
1008 { GL_POINT_SPRITE_R_MODE_NV,
1009 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
1010 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
1011 extra_NV_point_sprite_ARB_point_sprite },
1013 /* GL_NV_vertex_program */
1014 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1015 extra_NV_vertex_program },
1016 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(0)].Enabled),
1017 extra_NV_vertex_program },
1018 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(1)].Enabled),
1019 extra_NV_vertex_program },
1020 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(2)].Enabled),
1021 extra_NV_vertex_program },
1022 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(3)].Enabled),
1023 extra_NV_vertex_program },
1024 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(4)].Enabled),
1025 extra_NV_vertex_program },
1026 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(5)].Enabled),
1027 extra_NV_vertex_program },
1028 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(6)].Enabled),
1029 extra_NV_vertex_program },
1030 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(7)].Enabled),
1031 extra_NV_vertex_program },
1032 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(8)].Enabled),
1033 extra_NV_vertex_program },
1034 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(9)].Enabled),
1035 extra_NV_vertex_program },
1036 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(10)].Enabled),
1037 extra_NV_vertex_program },
1038 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(11)].Enabled),
1039 extra_NV_vertex_program },
1040 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(12)].Enabled),
1041 extra_NV_vertex_program },
1042 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(13)].Enabled),
1043 extra_NV_vertex_program },
1044 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(14)].Enabled),
1045 extra_NV_vertex_program },
1046 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_GENERIC(15)].Enabled),
1047 extra_NV_vertex_program },
1048 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1049 extra_NV_vertex_program },
1050 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1051 extra_NV_vertex_program },
1052 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1053 extra_NV_vertex_program },
1054 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1055 extra_NV_vertex_program },
1056 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1057 extra_NV_vertex_program },
1058 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1059 extra_NV_vertex_program },
1060 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1061 extra_NV_vertex_program },
1062 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1063 extra_NV_vertex_program },
1064 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1065 extra_NV_vertex_program },
1066 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1067 extra_NV_vertex_program },
1068 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1069 extra_NV_vertex_program },
1070 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1071 extra_NV_vertex_program },
1072 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1073 extra_NV_vertex_program },
1074 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1075 extra_NV_vertex_program },
1076 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1077 extra_NV_vertex_program },
1078 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1079 extra_NV_vertex_program },
1081 /* GL_NV_fragment_program */
1082 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1083 extra_NV_fragment_program },
1084 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1085 extra_NV_fragment_program },
1086 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1087 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1088 extra_NV_fragment_program },
1090 /* GL_NV_texture_rectangle */
1091 { GL_TEXTURE_RECTANGLE_NV,
1092 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1093 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1094 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1095 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1096 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1098 /* GL_EXT_stencil_two_side */
1099 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1100 extra_EXT_stencil_two_side },
1101 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1103 /* GL_NV_light_max_exponent */
1104 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1105 extra_NV_light_max_exponent },
1106 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1107 extra_NV_light_max_exponent },
1109 /* GL_NV_primitive_restart */
1110 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1111 extra_NV_primitive_restart },
1112 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1113 extra_NV_primitive_restart },
1115 /* GL_ARB_vertex_buffer_object */
1116 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1117 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
1118 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1119 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
1120 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1121 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_COLOR1].BufferObj), NO_EXTRA },
1122 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1123 offsetof(struct gl_array_object, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
1125 /* GL_EXT_pixel_buffer_object */
1126 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1127 extra_EXT_pixel_buffer_object },
1128 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1129 extra_EXT_pixel_buffer_object },
1131 /* GL_ARB_vertex_program */
1132 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1133 CONTEXT_BOOL(VertexProgram.Enabled),
1134 extra_ARB_vertex_program_NV_vertex_program },
1135 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1136 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1137 extra_ARB_vertex_program_NV_vertex_program },
1138 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1139 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1140 extra_ARB_vertex_program_NV_vertex_program },
1141 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1142 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1143 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1144 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1145 CONTEXT_INT(Const.MaxProgramMatrices),
1146 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1147 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1148 LOC_CUSTOM, TYPE_INT, 0,
1149 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1151 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1152 LOC_CUSTOM, TYPE_MATRIX, 0,
1153 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1154 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1155 LOC_CUSTOM, TYPE_MATRIX, 0,
1156 extra_ARB_vertex_program_ARB_fragment_program },
1158 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1159 CONTEXT_INT(Program.ErrorPos),
1160 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1162 /* GL_ARB_fragment_program */
1163 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1164 extra_ARB_fragment_program },
1166 /* GL_EXT_depth_bounds_test */
1167 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1168 extra_EXT_depth_bounds_test },
1169 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1170 extra_EXT_depth_bounds_test },
1172 /* GL_ARB_depth_clamp*/
1173 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1174 extra_ARB_depth_clamp },
1176 /* GL_ATI_fragment_shader */
1177 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1178 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1179 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1180 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1181 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1182 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1183 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1184 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1185 CONST(3), extra_ATI_fragment_shader },
1187 /* GL_EXT_framebuffer_blit
1188 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1189 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1190 extra_EXT_framebuffer_blit },
1192 /* GL_EXT_provoking_vertex */
1193 { GL_PROVOKING_VERTEX_EXT,
1194 CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1195 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1196 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1197 extra_EXT_provoking_vertex },
1199 /* GL_ARB_framebuffer_object */
1200 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1201 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1203 /* GL_APPLE_vertex_array_object */
1204 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1205 extra_APPLE_vertex_array_object },
1207 /* GL_ARB_seamless_cube_map */
1208 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1209 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1212 { GL_MAX_SERVER_WAIT_TIMEOUT,
1213 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1215 /* GL_EXT_texture_integer */
1216 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1217 extra_EXT_texture_integer },
1219 /* GL_EXT_transform_feedback */
1220 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1221 extra_EXT_transform_feedback },
1222 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(RasterDiscard),
1223 extra_EXT_transform_feedback },
1224 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1225 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1226 extra_EXT_transform_feedback },
1227 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1228 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1229 extra_EXT_transform_feedback },
1230 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1231 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1232 extra_EXT_transform_feedback },
1234 /* GL_ARB_transform_feedback2 */
1235 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1236 extra_ARB_transform_feedback2 },
1237 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1238 extra_ARB_transform_feedback2 },
1239 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1240 extra_ARB_transform_feedback2 },
1242 /* GL_ARB_geometry_shader4 */
1243 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1244 CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
1245 extra_ARB_geometry_shader4 },
1246 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1247 CONTEXT_INT(Const.MaxGeometryOutputVertices),
1248 extra_ARB_geometry_shader4 },
1249 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1250 CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
1251 extra_ARB_geometry_shader4 },
1252 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1253 CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
1254 extra_ARB_geometry_shader4 },
1255 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1256 CONTEXT_INT(Const.MaxGeometryVaryingComponents),
1257 extra_ARB_geometry_shader4 },
1258 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1259 CONTEXT_INT(Const.MaxVertexVaryingComponents),
1260 extra_ARB_geometry_shader4 },
1262 /* GL_ARB_color_buffer_float */
1263 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1265 /* GL_EXT_gpu_shader4 / GLSL 1.30 */
1266 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1267 CONTEXT_INT(Const.MinProgramTexelOffset),
1269 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1270 CONTEXT_INT(Const.MaxProgramTexelOffset),
1273 /* GL_ARB_texture_buffer_object */
1274 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1275 extra_ARB_texture_buffer_object },
1276 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1277 extra_ARB_texture_buffer_object },
1278 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1279 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1280 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1281 extra_ARB_texture_buffer_object },
1282 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1283 extra_ARB_texture_buffer_object },
1285 /* GL_ARB_sampler_objects / GL 3.3 */
1286 { GL_SAMPLER_BINDING,
1287 LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
1290 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1291 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1292 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1293 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1295 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1296 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1297 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1300 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1301 * vs. GL_PRIMITIVE_RESTART!
1303 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1305 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1310 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1313 /* GL_ARB_robustness */
1314 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1316 /* GL_ARB_debug_output */
1317 { GL_DEBUG_LOGGED_MESSAGES_ARB, CONTEXT_INT(Debug.NumMessages), NO_EXTRA },
1318 { GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB, CONTEXT_INT(Debug.NextMsgLength), NO_EXTRA },
1319 { GL_MAX_DEBUG_LOGGED_MESSAGES_ARB, CONST(MAX_DEBUG_LOGGED_MESSAGES), NO_EXTRA },
1320 { GL_MAX_DEBUG_MESSAGE_LENGTH_ARB, CONST(MAX_DEBUG_MESSAGE_LENGTH), NO_EXTRA },
1322 { GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, CONTEXT_INT(Const.MaxDualSourceDrawBuffers), extra_ARB_blend_func_extended },
1324 #endif /* FEATURE_GL */
1327 /* All we need now is a way to look up the value struct from the enum.
1328 * The code generated by gcc for the old generated big switch
1329 * statement is a big, balanced, open coded if/else tree, essentially
1330 * an unrolled binary search. It would be natural to sort the new
1331 * enum table and use bsearch(), but we will use a read-only hash
1332 * table instead. bsearch() has a nice guaranteed worst case
1333 * performance, but we're also guaranteed to hit that worst case
1334 * (log2(n) iterations) for about half the enums. Instead, using an
1335 * open addressing hash table, we can find the enum on the first try
1336 * for 80% of the enums, 1 collision for 10% and never more than 5
1337 * collisions for any enum (typical numbers). And the code is very
1338 * simple, even though it feels a little magic. */
1340 static unsigned short table[1024];
1341 static const int prime_factor = 89, prime_step = 281;
1345 print_table_stats(void)
1347 int i, j, collisions[11], count, hash, mask;
1348 const struct value_desc *d;
1351 mask = Elements(table) - 1;
1352 memset(collisions, 0, sizeof collisions);
1354 for (i = 0; i < Elements(table); i++) {
1358 d = &values[table[i]];
1359 hash = (d->pname * prime_factor);
1362 if (values[table[hash & mask]].pname == d->pname)
1374 printf("number of enums: %d (total %d)\n", count, Elements(values));
1375 for (i = 0; i < Elements(collisions) - 1; i++)
1376 if (collisions[i] > 0)
1377 printf(" %d enums with %d %scollisions\n",
1378 collisions[i], i, i == 10 ? "or more " : "");
1383 * Initialize the enum hash for a given API
1385 * This is called from one_time_init() to insert the enum values that
1386 * are valid for the API in question into the enum hash table.
1388 * \param the current context, for determining the API in question
1390 void _mesa_init_get_hash(struct gl_context *ctx)
1392 int i, hash, index, mask;
1393 int api_mask = 0, api_bit;
1395 mask = Elements(table) - 1;
1396 api_bit = 1 << ctx->API;
1398 for (i = 0; i < Elements(values); i++) {
1399 if (values[i].type == TYPE_API_MASK) {
1400 api_mask = values[i].offset;
1403 if (!(api_mask & api_bit))
1406 hash = (values[i].pname * prime_factor) & mask;
1408 index = hash & mask;
1409 if (!table[index]) {
1418 print_table_stats();
1423 * Handle irregular enums
1425 * Some values don't conform to the "well-known type at context
1426 * pointer + offset" pattern, so we have this function to catch all
1427 * the corner cases. Typically, it's a computed value or a one-off
1428 * pointer to a custom struct or something.
1430 * In this case we can't return a pointer to the value, so we'll have
1431 * to use the temporary variable 'v' declared back in the calling
1432 * glGet*v() function to store the result.
1434 * \param ctx the current context
1435 * \param d the struct value_desc that describes the enum
1436 * \param v pointer to the tmp declared in the calling glGet*v() function
1439 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1441 struct gl_buffer_object **buffer_obj;
1442 struct gl_client_array *array;
1449 case GL_TEXTURE_1D_ARRAY_EXT:
1450 case GL_TEXTURE_2D_ARRAY_EXT:
1451 case GL_TEXTURE_CUBE_MAP_ARB:
1452 case GL_TEXTURE_RECTANGLE_NV:
1453 case GL_TEXTURE_EXTERNAL_OES:
1454 v->value_bool = _mesa_IsEnabled(d->pname);
1457 case GL_LINE_STIPPLE_PATTERN:
1458 /* This is the only GLushort, special case it here by promoting
1459 * to an int rather than introducing a new type. */
1460 v->value_int = ctx->Line.StipplePattern;
1463 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1464 unit = ctx->Texture.CurrentUnit;
1465 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1466 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1467 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1468 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1471 case GL_CURRENT_TEXTURE_COORDS:
1472 unit = ctx->Texture.CurrentUnit;
1473 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1474 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1475 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1476 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1479 case GL_COLOR_WRITEMASK:
1480 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1481 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1482 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1483 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1487 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1490 case GL_READ_BUFFER:
1491 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1494 case GL_MAP2_GRID_DOMAIN:
1495 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1496 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1497 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1498 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1501 case GL_TEXTURE_STACK_DEPTH:
1502 unit = ctx->Texture.CurrentUnit;
1503 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1505 case GL_TEXTURE_MATRIX:
1506 unit = ctx->Texture.CurrentUnit;
1507 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1510 case GL_TEXTURE_COORD_ARRAY:
1511 case GL_TEXTURE_COORD_ARRAY_SIZE:
1512 case GL_TEXTURE_COORD_ARRAY_TYPE:
1513 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1514 array = &ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)];
1515 v->value_int = *(GLuint *) ((char *) array + d->offset);
1518 case GL_ACTIVE_TEXTURE_ARB:
1519 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1521 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1522 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1525 case GL_MODELVIEW_STACK_DEPTH:
1526 case GL_PROJECTION_STACK_DEPTH:
1527 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1530 case GL_MAX_TEXTURE_SIZE:
1531 case GL_MAX_3D_TEXTURE_SIZE:
1532 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1533 p = (GLuint *) ((char *) ctx + d->offset);
1534 v->value_int = 1 << (*p - 1);
1537 case GL_SCISSOR_BOX:
1538 v->value_int_4[0] = ctx->Scissor.X;
1539 v->value_int_4[1] = ctx->Scissor.Y;
1540 v->value_int_4[2] = ctx->Scissor.Width;
1541 v->value_int_4[3] = ctx->Scissor.Height;
1546 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1549 if (!ctx->CompileFlag)
1551 else if (ctx->ExecuteFlag)
1552 v->value_enum = GL_COMPILE_AND_EXECUTE;
1554 v->value_enum = GL_COMPILE;
1558 v->value_int_4[0] = ctx->Viewport.X;
1559 v->value_int_4[1] = ctx->Viewport.Y;
1560 v->value_int_4[2] = ctx->Viewport.Width;
1561 v->value_int_4[3] = ctx->Viewport.Height;
1564 case GL_ACTIVE_STENCIL_FACE_EXT:
1565 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1568 case GL_STENCIL_FAIL:
1569 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1571 case GL_STENCIL_FUNC:
1572 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1574 case GL_STENCIL_PASS_DEPTH_FAIL:
1575 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1577 case GL_STENCIL_PASS_DEPTH_PASS:
1578 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1580 case GL_STENCIL_REF:
1581 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1583 case GL_STENCIL_VALUE_MASK:
1584 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1586 case GL_STENCIL_WRITEMASK:
1587 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1590 case GL_NUM_EXTENSIONS:
1591 v->value_int = _mesa_get_extension_count(ctx);
1594 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1595 v->value_int = _mesa_get_color_read_type(ctx);
1597 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1598 v->value_int = _mesa_get_color_read_format(ctx);
1601 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1602 v->value_int = ctx->CurrentStack->Depth + 1;
1604 case GL_CURRENT_MATRIX_ARB:
1605 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1606 v->value_matrix = ctx->CurrentStack->Top;
1609 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1610 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1612 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1614 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1615 ASSERT(v->value_int_n.n <= 100);
1618 case GL_MAX_VARYING_FLOATS_ARB:
1619 v->value_int = ctx->Const.MaxVarying * 4;
1622 /* Various object names */
1624 case GL_TEXTURE_BINDING_1D:
1625 case GL_TEXTURE_BINDING_2D:
1626 case GL_TEXTURE_BINDING_3D:
1627 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1628 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1629 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1630 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1631 case GL_TEXTURE_BINDING_EXTERNAL_OES:
1632 unit = ctx->Texture.CurrentUnit;
1634 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1637 /* GL_ARB_vertex_buffer_object */
1638 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1639 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1640 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1641 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1642 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1643 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1644 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1645 buffer_obj = (struct gl_buffer_object **)
1646 ((char *) ctx->Array.ArrayObj + d->offset);
1647 v->value_int = (*buffer_obj)->Name;
1649 case GL_ARRAY_BUFFER_BINDING_ARB:
1650 v->value_int = ctx->Array.ArrayBufferObj->Name;
1652 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1654 ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_TEX(ctx->Array.ActiveTexture)].BufferObj->Name;
1656 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1657 v->value_int = ctx->Array.ArrayObj->ElementArrayBufferObj->Name;
1660 /* ARB_copy_buffer */
1661 case GL_COPY_READ_BUFFER:
1662 v->value_int = ctx->CopyReadBuffer->Name;
1664 case GL_COPY_WRITE_BUFFER:
1665 v->value_int = ctx->CopyWriteBuffer->Name;
1668 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1670 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1672 case GL_VERTEX_PROGRAM_BINDING_NV:
1674 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1676 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1677 v->value_int = ctx->Pack.BufferObj->Name;
1679 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1680 v->value_int = ctx->Unpack.BufferObj->Name;
1682 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1683 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1685 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1686 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1688 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1689 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1691 case GL_TRANSFORM_FEEDBACK_BINDING:
1692 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1694 case GL_CURRENT_PROGRAM:
1696 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1698 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1699 v->value_int = ctx->ReadBuffer->Name;
1701 case GL_RENDERBUFFER_BINDING_EXT:
1703 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1705 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1706 v->value_int = ctx->Array.ArrayObj->VertexAttrib[VERT_ATTRIB_POINT_SIZE].BufferObj->Name;
1710 if(ctx->Color._ClampFragmentColor)
1711 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1713 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1715 case GL_COLOR_CLEAR_VALUE:
1716 if(ctx->Color._ClampFragmentColor) {
1717 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
1718 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
1719 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
1720 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
1722 COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
1724 case GL_BLEND_COLOR_EXT:
1725 if(ctx->Color._ClampFragmentColor)
1726 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1728 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1730 case GL_ALPHA_TEST_REF:
1731 if(ctx->Color._ClampFragmentColor)
1732 v->value_float = ctx->Color.AlphaRef;
1734 v->value_float = ctx->Color.AlphaRefUnclamped;
1736 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1737 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1740 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1741 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1744 /* GL_ARB_texture_buffer_object */
1745 case GL_TEXTURE_BUFFER_ARB:
1746 v->value_int = ctx->Texture.BufferObject->Name;
1748 case GL_TEXTURE_BINDING_BUFFER_ARB:
1749 unit = ctx->Texture.CurrentUnit;
1751 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1753 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1755 struct gl_buffer_object *buf =
1756 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1757 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1758 v->value_int = buf ? buf->Name : 0;
1761 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1762 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1763 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1766 /* GL_ARB_sampler_objects */
1767 case GL_SAMPLER_BINDING:
1769 struct gl_sampler_object *samp =
1770 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1771 v->value_int = samp ? samp->Name : 0;
1778 * Check extra constraints on a struct value_desc descriptor
1780 * If a struct value_desc has a non-NULL extra pointer, it means that
1781 * there are a number of extra constraints to check or actions to
1782 * perform. The extras is just an integer array where each integer
1783 * encode different constraints or actions.
1785 * \param ctx current context
1786 * \param func name of calling glGet*v() function for error reporting
1787 * \param d the struct value_desc that has the extra constraints
1789 * \return GL_FALSE if one of the constraints was not satisfied,
1790 * otherwise GL_TRUE.
1793 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1795 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1801 for (e = d->extra; *e != EXTRA_END; e++)
1803 case EXTRA_VERSION_30:
1804 if (version >= 30) {
1809 case EXTRA_VERSION_31:
1810 if (version >= 31) {
1815 case EXTRA_VERSION_32:
1816 if (version >= 32) {
1821 case EXTRA_NEW_FRAG_CLAMP:
1822 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1823 _mesa_update_state(ctx);
1826 if (ctx->API == API_OPENGLES2) {
1832 if (ctx->API == API_OPENGL) {
1837 case EXTRA_NEW_BUFFERS:
1838 if (ctx->NewState & _NEW_BUFFERS)
1839 _mesa_update_state(ctx);
1841 case EXTRA_FLUSH_CURRENT:
1842 FLUSH_CURRENT(ctx, 0);
1844 case EXTRA_VALID_DRAW_BUFFER:
1845 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1846 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1847 func, d->pname - GL_DRAW_BUFFER0_ARB);
1851 case EXTRA_VALID_TEXTURE_UNIT:
1852 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1853 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1854 func, ctx->Texture.CurrentUnit);
1858 case EXTRA_VALID_CLIP_DISTANCE:
1859 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1860 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1861 func, d->pname - GL_CLIP_DISTANCE0);
1865 case EXTRA_GLSL_130:
1866 if (ctx->Const.GLSLVersion >= 130) {
1873 default: /* *e is a offset into the extension struct */
1875 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1880 if (total > 0 && enabled == 0) {
1881 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1882 _mesa_lookup_enum_by_nr(d->pname));
1889 static const struct value_desc error_value =
1890 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1893 * Find the struct value_desc corresponding to the enum 'pname'.
1895 * We hash the enum value to get an index into the 'table' array,
1896 * which holds the index in the 'values' array of struct value_desc.
1897 * Once we've found the entry, we do the extra checks, if any, then
1898 * look up the value and return a pointer to it.
1900 * If the value has to be computed (for example, it's the result of a
1901 * function call or we need to add 1 to it), we use the tmp 'v' to
1904 * \param func name of glGet*v() func for error reporting
1905 * \param pname the enum value we're looking up
1906 * \param p is were we return the pointer to the value
1907 * \param v a tmp union value variable in the calling glGet*v() function
1909 * \return the struct value_desc corresponding to the enum or a struct
1910 * value_desc of TYPE_INVALID if not found. This lets the calling
1911 * glGet*v() function jump right into a switch statement and
1912 * handle errors there instead of having to check for NULL.
1914 static const struct value_desc *
1915 find_value(const char *func, GLenum pname, void **p, union value *v)
1917 GET_CURRENT_CONTEXT(ctx);
1918 struct gl_texture_unit *unit;
1920 const struct value_desc *d;
1922 mask = Elements(table) - 1;
1923 hash = (pname * prime_factor);
1925 d = &values[table[hash & mask]];
1927 /* If the enum isn't valid, the hash walk ends with index 0,
1928 * which is the API mask entry at the beginning of values[]. */
1929 if (unlikely(d->type == TYPE_API_MASK)) {
1930 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1931 _mesa_lookup_enum_by_nr(pname));
1932 return &error_value;
1935 if (likely(d->pname == pname))
1941 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1942 return &error_value;
1944 switch (d->location) {
1946 *p = ((char *) ctx->DrawBuffer + d->offset);
1949 *p = ((char *) ctx + d->offset);
1952 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1955 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1956 *p = ((char *) unit + d->offset);
1959 find_custom_value(ctx, d, v);
1967 /* silence warning */
1968 return &error_value;
1971 static const int transpose[] = {
1979 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1981 const struct value_desc *d;
1986 GET_CURRENT_CONTEXT(ctx);
1988 ASSERT_OUTSIDE_BEGIN_END(ctx);
1990 d = find_value("glGetBooleanv", pname, &p, &v);
1995 params[0] = INT_TO_BOOLEAN(d->offset);
2000 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
2003 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
2006 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
2009 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
2013 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
2017 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
2019 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
2022 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
2025 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
2029 for (i = 0; i < v.value_int_n.n; i++)
2030 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2034 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
2038 params[0] = ((GLboolean*) p)[0];
2042 m = *(GLmatrix **) p;
2043 for (i = 0; i < 16; i++)
2044 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
2048 m = *(GLmatrix **) p;
2049 for (i = 0; i < 16; i++)
2050 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
2061 shift = d->type - TYPE_BIT_0;
2062 params[0] = (*(GLbitfield *) p >> shift) & 1;
2068 _mesa_GetFloatv(GLenum pname, GLfloat *params)
2070 const struct value_desc *d;
2075 GET_CURRENT_CONTEXT(ctx);
2077 ASSERT_OUTSIDE_BEGIN_END(ctx);
2079 d = find_value("glGetFloatv", pname, &p, &v);
2084 params[0] = (GLfloat) d->offset;
2089 params[3] = ((GLfloat *) p)[3];
2092 params[2] = ((GLfloat *) p)[2];
2095 params[1] = ((GLfloat *) p)[1];
2098 params[0] = ((GLfloat *) p)[0];
2102 params[0] = ((GLdouble *) p)[0];
2106 params[3] = (GLfloat) (((GLint *) p)[3]);
2108 params[2] = (GLfloat) (((GLint *) p)[2]);
2111 params[1] = (GLfloat) (((GLint *) p)[1]);
2114 params[0] = (GLfloat) (((GLint *) p)[0]);
2118 for (i = 0; i < v.value_int_n.n; i++)
2119 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2123 params[0] = ((GLint64 *) p)[0];
2127 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
2131 m = *(GLmatrix **) p;
2132 for (i = 0; i < 16; i++)
2133 params[i] = m->m[i];
2137 m = *(GLmatrix **) p;
2138 for (i = 0; i < 16; i++)
2139 params[i] = m->m[transpose[i]];
2150 shift = d->type - TYPE_BIT_0;
2151 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2157 _mesa_GetIntegerv(GLenum pname, GLint *params)
2159 const struct value_desc *d;
2164 GET_CURRENT_CONTEXT(ctx);
2166 ASSERT_OUTSIDE_BEGIN_END(ctx);
2168 d = find_value("glGetIntegerv", pname, &p, &v);
2173 params[0] = d->offset;
2177 params[3] = IROUND(((GLfloat *) p)[3]);
2179 params[2] = IROUND(((GLfloat *) p)[2]);
2181 params[1] = IROUND(((GLfloat *) p)[1]);
2183 params[0] = IROUND(((GLfloat *) p)[0]);
2187 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2189 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2191 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2193 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2197 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2201 params[3] = ((GLint *) p)[3];
2203 params[2] = ((GLint *) p)[2];
2206 params[1] = ((GLint *) p)[1];
2209 params[0] = ((GLint *) p)[0];
2213 for (i = 0; i < v.value_int_n.n; i++)
2214 params[i] = v.value_int_n.ints[i];
2218 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2222 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2226 m = *(GLmatrix **) p;
2227 for (i = 0; i < 16; i++)
2228 params[i] = FLOAT_TO_INT(m->m[i]);
2232 m = *(GLmatrix **) p;
2233 for (i = 0; i < 16; i++)
2234 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2245 shift = d->type - TYPE_BIT_0;
2246 params[0] = (*(GLbitfield *) p >> shift) & 1;
2251 #if FEATURE_ARB_sync
2253 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2255 const struct value_desc *d;
2260 GET_CURRENT_CONTEXT(ctx);
2262 ASSERT_OUTSIDE_BEGIN_END(ctx);
2264 d = find_value("glGetInteger64v", pname, &p, &v);
2269 params[0] = d->offset;
2273 params[3] = IROUND64(((GLfloat *) p)[3]);
2275 params[2] = IROUND64(((GLfloat *) p)[2]);
2277 params[1] = IROUND64(((GLfloat *) p)[1]);
2279 params[0] = IROUND64(((GLfloat *) p)[0]);
2283 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2285 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2287 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2289 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2293 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2297 params[3] = ((GLint *) p)[3];
2299 params[2] = ((GLint *) p)[2];
2302 params[1] = ((GLint *) p)[1];
2305 params[0] = ((GLint *) p)[0];
2309 for (i = 0; i < v.value_int_n.n; i++)
2310 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2314 params[0] = ((GLint64 *) p)[0];
2318 params[0] = ((GLboolean*) p)[0];
2322 m = *(GLmatrix **) p;
2323 for (i = 0; i < 16; i++)
2324 params[i] = FLOAT_TO_INT64(m->m[i]);
2328 m = *(GLmatrix **) p;
2329 for (i = 0; i < 16; i++)
2330 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2341 shift = d->type - TYPE_BIT_0;
2342 params[0] = (*(GLbitfield *) p >> shift) & 1;
2346 #endif /* FEATURE_ARB_sync */
2349 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2351 const struct value_desc *d;
2356 GET_CURRENT_CONTEXT(ctx);
2358 ASSERT_OUTSIDE_BEGIN_END(ctx);
2360 d = find_value("glGetDoublev", pname, &p, &v);
2365 params[0] = d->offset;
2370 params[3] = ((GLfloat *) p)[3];
2373 params[2] = ((GLfloat *) p)[2];
2376 params[1] = ((GLfloat *) p)[1];
2379 params[0] = ((GLfloat *) p)[0];
2383 params[0] = ((GLdouble *) p)[0];
2387 params[3] = ((GLint *) p)[3];
2389 params[2] = ((GLint *) p)[2];
2392 params[1] = ((GLint *) p)[1];
2395 params[0] = ((GLint *) p)[0];
2399 for (i = 0; i < v.value_int_n.n; i++)
2400 params[i] = v.value_int_n.ints[i];
2404 params[0] = ((GLint64 *) p)[0];
2408 params[0] = *(GLboolean*) p;
2412 m = *(GLmatrix **) p;
2413 for (i = 0; i < 16; i++)
2414 params[i] = m->m[i];
2418 m = *(GLmatrix **) p;
2419 for (i = 0; i < 16; i++)
2420 params[i] = m->m[transpose[i]];
2431 shift = d->type - TYPE_BIT_0;
2432 params[0] = (*(GLbitfield *) p >> shift) & 1;
2437 static enum value_type
2438 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2440 GET_CURRENT_CONTEXT(ctx);
2445 if (index >= ctx->Const.MaxDrawBuffers)
2447 if (!ctx->Extensions.EXT_draw_buffers2)
2449 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2454 case GL_BLEND_SRC_RGB:
2455 if (index >= ctx->Const.MaxDrawBuffers)
2457 if (!ctx->Extensions.ARB_draw_buffers_blend)
2459 v->value_int = ctx->Color.Blend[index].SrcRGB;
2461 case GL_BLEND_SRC_ALPHA:
2462 if (index >= ctx->Const.MaxDrawBuffers)
2464 if (!ctx->Extensions.ARB_draw_buffers_blend)
2466 v->value_int = ctx->Color.Blend[index].SrcA;
2470 case GL_BLEND_DST_RGB:
2471 if (index >= ctx->Const.MaxDrawBuffers)
2473 if (!ctx->Extensions.ARB_draw_buffers_blend)
2475 v->value_int = ctx->Color.Blend[index].DstRGB;
2477 case GL_BLEND_DST_ALPHA:
2478 if (index >= ctx->Const.MaxDrawBuffers)
2480 if (!ctx->Extensions.ARB_draw_buffers_blend)
2482 v->value_int = ctx->Color.Blend[index].DstA;
2484 case GL_BLEND_EQUATION_RGB:
2485 if (index >= ctx->Const.MaxDrawBuffers)
2487 if (!ctx->Extensions.ARB_draw_buffers_blend)
2489 v->value_int = ctx->Color.Blend[index].EquationRGB;
2491 case GL_BLEND_EQUATION_ALPHA:
2492 if (index >= ctx->Const.MaxDrawBuffers)
2494 if (!ctx->Extensions.ARB_draw_buffers_blend)
2496 v->value_int = ctx->Color.Blend[index].EquationA;
2499 case GL_COLOR_WRITEMASK:
2500 if (index >= ctx->Const.MaxDrawBuffers)
2502 if (!ctx->Extensions.EXT_draw_buffers2)
2504 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2505 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2506 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2507 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2510 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2511 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2513 if (!ctx->Extensions.EXT_transform_feedback)
2515 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2518 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2519 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2521 if (!ctx->Extensions.EXT_transform_feedback)
2523 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2526 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2527 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2529 if (!ctx->Extensions.EXT_transform_feedback)
2531 v->value_int = ctx->TransformFeedback.CurrentObject->BufferNames[index];
2536 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2537 _mesa_lookup_enum_by_nr(pname));
2538 return TYPE_INVALID;
2540 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2541 _mesa_lookup_enum_by_nr(pname));
2542 return TYPE_INVALID;
2546 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2549 enum value_type type =
2550 find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
2554 params[0] = INT_TO_BOOLEAN(v.value_int);
2557 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2558 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2559 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2560 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2563 params[0] = INT64_TO_BOOLEAN(v.value_int);
2566 ; /* nothing - GL error was recorded */
2571 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2574 enum value_type type =
2575 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2579 params[0] = v.value_int;
2582 params[0] = v.value_int_4[0];
2583 params[1] = v.value_int_4[1];
2584 params[2] = v.value_int_4[2];
2585 params[3] = v.value_int_4[3];
2588 params[0] = INT64_TO_INT(v.value_int);
2591 ; /* nothing - GL error was recorded */
2595 #if FEATURE_ARB_sync
2597 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2600 enum value_type type =
2601 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2605 params[0] = v.value_int;
2608 params[0] = v.value_int_4[0];
2609 params[1] = v.value_int_4[1];
2610 params[2] = v.value_int_4[2];
2611 params[3] = v.value_int_4[3];
2614 params[0] = v.value_int;
2617 ; /* nothing - GL error was recorded */
2620 #endif /* FEATURE_ARB_sync */
2624 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2626 const struct value_desc *d;
2632 d = find_value("glGetDoublev", pname, &p, &v);
2637 params[0] = INT_TO_FIXED(d->offset);
2642 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2645 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2648 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2651 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2655 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2659 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2661 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2664 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2667 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2671 for (i = 0; i < v.value_int_n.n; i++)
2672 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2676 params[0] = ((GLint64 *) p)[0];
2680 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2684 m = *(GLmatrix **) p;
2685 for (i = 0; i < 16; i++)
2686 params[i] = FLOAT_TO_FIXED(m->m[i]);
2690 m = *(GLmatrix **) p;
2691 for (i = 0; i < 16; i++)
2692 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2703 shift = d->type - TYPE_BIT_0;
2704 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);