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)
119 enum value_location {
134 EXTRA_NEW_FRAG_CLAMP,
135 EXTRA_VALID_DRAW_BUFFER,
136 EXTRA_VALID_TEXTURE_UNIT,
140 #define NO_EXTRA NULL
145 GLubyte location; /**< enum value_location */
146 GLubyte type; /**< enum value_type */
153 GLfloat value_float_4[4];
154 GLmatrix *value_matrix;
156 GLint value_int_4[4];
160 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
164 GLboolean value_bool;
167 #define BUFFER_FIELD(field, type) \
168 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
169 #define CONTEXT_FIELD(field, type) \
170 LOC_CONTEXT, type, offsetof(struct gl_context, field)
171 #define ARRAY_FIELD(field, type) \
172 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
173 #define CONST(value) \
174 LOC_CONTEXT, TYPE_CONST, value
176 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
177 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
178 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
180 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
181 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
182 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
183 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
184 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
185 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
186 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
187 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
188 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
189 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
190 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
191 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
192 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
193 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
194 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
195 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
196 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
197 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
199 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
200 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
201 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
204 offsetof(struct gl_extensions, f)
206 #define EXTRA_EXT(e) \
207 static const int extra_##e[] = { \
211 #define EXTRA_EXT2(e1, e2) \
212 static const int extra_##e1##_##e2[] = { \
213 EXT(e1), EXT(e2), EXTRA_END \
216 /* The 'extra' mechanism is a way to specify extra checks (such as
217 * extensions or specific gl versions) or actions (flush current, new
218 * buffers) that we need to do before looking up an enum. We need to
219 * declare them all up front so we can refer to them in the value_desc
222 static const int extra_new_buffers[] = {
227 static const int extra_new_frag_clamp[] = {
228 EXTRA_NEW_FRAG_CLAMP,
232 static const int extra_valid_draw_buffer[] = {
233 EXTRA_VALID_DRAW_BUFFER,
237 static const int extra_valid_texture_unit[] = {
238 EXTRA_VALID_TEXTURE_UNIT,
242 static const int extra_flush_current_valid_texture_unit[] = {
244 EXTRA_VALID_TEXTURE_UNIT,
248 static const int extra_flush_current[] = {
253 static const int extra_new_buffers_OES_read_format[] = {
255 EXT(OES_read_format),
259 static const int extra_EXT_secondary_color_flush_current[] = {
260 EXT(EXT_secondary_color),
265 static const int extra_EXT_fog_coord_flush_current[] = {
271 static const int extra_EXT_texture_integer[] = {
272 EXT(EXT_texture_integer),
276 static const int extra_EXT_gpu_shader4[] = {
277 EXT(EXT_gpu_shader4),
281 static const int extra_ARB_sampler_objects[] = {
282 EXT(ARB_sampler_objects),
287 EXTRA_EXT(ARB_ES2_compatibility);
288 EXTRA_EXT(ARB_multitexture);
289 EXTRA_EXT(ARB_texture_cube_map);
290 EXTRA_EXT(MESA_texture_array);
291 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
292 EXTRA_EXT(EXT_secondary_color);
293 EXTRA_EXT(EXT_fog_coord);
294 EXTRA_EXT(EXT_texture_lod_bias);
295 EXTRA_EXT(EXT_texture_filter_anisotropic);
296 EXTRA_EXT(IBM_rasterpos_clip);
297 EXTRA_EXT(NV_point_sprite);
298 EXTRA_EXT(SGIS_generate_mipmap);
299 EXTRA_EXT(NV_vertex_program);
300 EXTRA_EXT(NV_fragment_program);
301 EXTRA_EXT(NV_texture_rectangle);
302 EXTRA_EXT(EXT_stencil_two_side);
303 EXTRA_EXT(NV_light_max_exponent);
304 EXTRA_EXT(EXT_depth_bounds_test);
305 EXTRA_EXT(ARB_depth_clamp);
306 EXTRA_EXT(ATI_fragment_shader);
307 EXTRA_EXT(EXT_framebuffer_blit);
308 EXTRA_EXT(ARB_shader_objects);
309 EXTRA_EXT(EXT_provoking_vertex);
310 EXTRA_EXT(ARB_fragment_shader);
311 EXTRA_EXT(ARB_fragment_program);
312 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
313 EXTRA_EXT(EXT_framebuffer_object);
314 EXTRA_EXT(APPLE_vertex_array_object);
315 EXTRA_EXT(ARB_seamless_cube_map);
316 EXTRA_EXT(EXT_compiled_vertex_array);
318 EXTRA_EXT(ARB_vertex_shader);
319 EXTRA_EXT(EXT_transform_feedback);
320 EXTRA_EXT(ARB_transform_feedback2);
321 EXTRA_EXT(EXT_pixel_buffer_object);
322 EXTRA_EXT(ARB_vertex_program);
323 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
324 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
325 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
326 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
327 EXTRA_EXT(ARB_vertex_buffer_object);
328 EXTRA_EXT(ARB_geometry_shader4);
329 EXTRA_EXT(ARB_copy_buffer);
330 EXTRA_EXT(EXT_framebuffer_sRGB);
331 EXTRA_EXT(ARB_texture_buffer_object);
334 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
335 EXT(ARB_vertex_program),
336 EXT(ARB_fragment_program),
337 EXT(NV_vertex_program),
342 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
343 EXT(NV_vertex_program),
344 EXT(ARB_vertex_program),
345 EXT(ARB_fragment_program),
346 EXT(NV_vertex_program),
351 extra_NV_primitive_restart[] = {
352 EXT(NV_primitive_restart),
356 static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
357 static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
358 static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
361 extra_ARB_vertex_program_version_es2[] = {
362 EXT(ARB_vertex_program),
367 #define API_OPENGL_BIT (1 << API_OPENGL)
368 #define API_OPENGLES_BIT (1 << API_OPENGLES)
369 #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
371 /* This is the big table describing all the enums we accept in
372 * glGet*v(). The table is partitioned into six parts: enums
373 * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
374 * between OpenGL and GLES, enums exclusive to GLES, etc for the
375 * remaining combinations. When we add the enums to the hash table in
376 * _mesa_init_get_hash(), we only add the enums for the API we're
377 * instantiating and the different sections are guarded by #if
378 * FEATURE_GL etc to make sure we only compile in the enums we may
381 static const struct value_desc values[] = {
382 /* Enums shared between OpenGL, GLES1 and GLES2 */
383 { 0, 0, TYPE_API_MASK,
384 API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
385 { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
386 { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
387 { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
388 { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
389 { GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
390 { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
391 { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
392 { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
393 { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
394 { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
395 { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
396 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
397 { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
398 { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
399 { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
400 { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
401 { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
402 { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
403 { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
404 { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
405 { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
406 { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
407 offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
408 { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
409 { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
410 { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
411 { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
412 { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
413 { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
414 { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
415 { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
416 { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
417 { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
418 { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
419 { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
420 { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
421 { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
422 { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
423 { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
424 { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
425 { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
426 { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
427 { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
428 { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
429 { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
430 { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
432 /* GL_ARB_multitexture */
433 { GL_ACTIVE_TEXTURE_ARB,
434 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
436 /* Note that all the OES_* extensions require that the Mesa "struct
437 * gl_extensions" include a member with the name of the extension.
438 * That structure does not yet include OES extensions (and we're
439 * not sure whether it will). If it does, all the OES_*
440 * extensions below should mark the dependency. */
442 /* GL_ARB_texture_cube_map */
443 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
444 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
445 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
446 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
447 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
449 /* XXX: OES_blend_subtract */
450 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
451 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
452 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
453 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
455 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
456 * defined identically to GL_BLEND_EQUATION. */
457 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
458 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
460 /* GL_ARB_texture_compression */
461 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
462 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
464 /* GL_ARB_multisample */
465 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
466 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
467 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
468 { GL_SAMPLE_COVERAGE_VALUE_ARB,
469 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
470 { GL_SAMPLE_COVERAGE_INVERT_ARB,
471 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
472 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
473 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
475 /* GL_SGIS_generate_mipmap */
476 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
477 extra_SGIS_generate_mipmap },
479 /* GL_ARB_vertex_buffer_object */
480 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
482 /* GL_ARB_vertex_buffer_object */
483 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
484 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
485 extra_ARB_vertex_buffer_object },
487 /* GL_ARB_copy_buffer */
488 { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
489 { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
491 /* GL_OES_read_format */
492 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
493 extra_new_buffers_OES_read_format },
494 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
495 extra_new_buffers_OES_read_format },
497 /* GL_EXT_framebuffer_object */
498 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
499 extra_EXT_framebuffer_object },
500 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
501 extra_EXT_framebuffer_object },
502 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
503 extra_EXT_framebuffer_object },
505 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
507 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
509 #if FEATURE_GL || FEATURE_ES1
510 /* Enums in OpenGL and GLES1 */
511 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
512 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
513 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
514 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
515 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
516 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
517 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
518 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
519 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
520 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
521 { GL_LIGHT_MODEL_AMBIENT,
522 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
523 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
524 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
525 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
526 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
527 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
528 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
529 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
530 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
531 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
532 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
533 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
534 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
536 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
537 extra_flush_current },
539 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
540 extra_flush_current },
541 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
542 extra_flush_current_valid_texture_unit },
543 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
544 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
545 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
546 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
547 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
548 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
549 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
550 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
551 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
552 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
553 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
554 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
555 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
556 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
557 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
558 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
559 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
560 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
561 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
562 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
563 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
564 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
565 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
566 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
567 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
568 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
569 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
570 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
571 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
572 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
573 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
574 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
575 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
576 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
577 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
578 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
579 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
580 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
581 extra_valid_texture_unit },
583 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
584 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
585 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
586 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
587 { GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA },
588 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
589 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
590 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
591 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
592 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
593 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
594 { GL_TEXTURE_COORD_ARRAY,
595 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
596 { GL_TEXTURE_COORD_ARRAY_SIZE,
597 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
598 { GL_TEXTURE_COORD_ARRAY_TYPE,
599 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
600 { GL_TEXTURE_COORD_ARRAY_STRIDE,
601 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
603 /* GL_ARB_ES2_compatibility */
604 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
605 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
606 extra_ARB_ES2_compatibility },
607 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
608 extra_ARB_ES2_compatibility },
609 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
610 extra_ARB_ES2_compatibility },
612 /* GL_ARB_multitexture */
613 { GL_MAX_TEXTURE_UNITS_ARB,
614 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
615 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
616 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
618 /* GL_ARB_texture_cube_map */
619 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
620 /* S, T, and R are always set at the same time */
621 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
622 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
624 /* GL_ARB_multisample */
625 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
626 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
628 /* GL_ARB_vertex_buffer_object */
629 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
630 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
631 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
632 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
633 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
634 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
635 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
637 /* GL_OES_point_sprite */
638 { GL_POINT_SPRITE_NV,
639 CONTEXT_BOOL(Point.PointSprite),
640 extra_NV_point_sprite_ARB_point_sprite },
642 /* GL_ARB_fragment_shader */
643 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
644 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
645 extra_ARB_fragment_shader },
647 /* GL_ARB_vertex_shader */
648 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
649 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
650 extra_ARB_vertex_shader },
651 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
652 extra_ARB_vertex_shader },
654 /* GL_EXT_texture_lod_bias */
655 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
656 extra_EXT_texture_lod_bias },
658 /* GL_EXT_texture_filter_anisotropic */
659 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
660 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
661 extra_EXT_texture_filter_anisotropic },
662 #endif /* FEATURE_GL || FEATURE_ES1 */
665 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
666 /* XXX: OES_matrix_get */
667 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
668 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
669 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
671 /* OES_point_size_array */
672 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
673 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
674 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
675 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
676 #endif /* FEATURE_ES1 */
678 #if FEATURE_GL || FEATURE_ES2
679 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
680 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
681 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
682 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
683 CONTEXT_INT(Const.MaxTextureCoordUnits),
684 extra_ARB_fragment_program_NV_fragment_program },
686 /* GL_ARB_draw_buffers */
687 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
689 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
690 /* GL_ARB_fragment_program */
691 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
692 CONTEXT_INT(Const.MaxTextureImageUnits),
693 extra_ARB_fragment_program_NV_fragment_program },
694 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
695 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
696 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
697 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
698 extra_ARB_vertex_shader },
700 /* GL_ARB_shader_objects
701 * Actually, this token isn't part of GL_ARB_shader_objects, but is
702 * close enough for now. */
703 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
706 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
707 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
708 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
709 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
710 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
711 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
712 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
714 { GL_MAX_VERTEX_ATTRIBS_ARB,
715 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
716 extra_ARB_vertex_program_version_es2 },
719 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
720 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
721 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
723 /* GL_ARB_fragment_program/OES_standard_derivatives */
724 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
725 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
726 #endif /* FEATURE_GL || FEATURE_ES2 */
729 /* Enums unique to OpenGL ES 2.0 */
730 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
731 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
732 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
733 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
734 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
735 /* OES_get_program_binary */
736 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
737 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
738 #endif /* FEATURE_ES2 */
741 /* Remaining enums are only in OpenGL */
742 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
743 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
744 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
745 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
746 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
747 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
748 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
749 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
750 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
751 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
752 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
753 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
754 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
755 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
756 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
757 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
759 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
760 extra_flush_current },
761 { GL_CURRENT_RASTER_COLOR,
762 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
763 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
764 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
765 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
766 { GL_CURRENT_RASTER_SECONDARY_COLOR,
767 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
768 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
769 extra_valid_texture_unit },
770 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
771 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
772 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
773 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
774 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
775 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
776 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
777 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
778 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
779 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
780 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
781 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
782 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
783 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
784 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
785 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
786 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
787 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
788 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
789 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
790 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
791 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
792 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
793 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
794 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
795 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
796 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
797 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
798 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
799 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
800 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
801 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
802 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
803 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
804 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
805 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
806 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
807 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
808 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
809 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
810 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
811 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
812 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
813 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
814 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
815 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
816 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
817 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
818 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
819 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
820 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
821 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
822 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
824 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
825 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
826 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
827 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
828 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
829 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
830 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
831 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
832 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
833 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
834 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
835 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
836 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
837 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
838 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
839 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
840 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
841 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
842 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
843 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
844 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
845 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
846 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
847 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
848 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
849 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
850 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
851 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
852 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
853 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
854 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
855 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
856 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
857 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
858 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
859 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
860 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
862 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
864 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
865 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
866 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
867 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
869 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
870 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
871 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
872 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
873 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
874 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
875 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
877 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
878 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
879 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
880 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
881 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
882 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
883 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
884 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
885 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
886 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
887 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
888 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
889 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
890 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
891 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
892 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
893 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
894 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
897 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
898 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
899 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
900 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
901 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
902 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
903 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
904 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
905 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
906 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
907 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
909 /* GL_ARB_texture_compression */
910 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
912 /* GL_EXT_compiled_vertex_array */
913 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
914 extra_EXT_compiled_vertex_array },
915 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
916 extra_EXT_compiled_vertex_array },
918 /* GL_ARB_transpose_matrix */
919 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
920 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
921 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
922 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
923 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
925 /* GL_EXT_secondary_color */
926 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
927 extra_EXT_secondary_color_ARB_vertex_program },
928 { GL_CURRENT_SECONDARY_COLOR_EXT,
929 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
930 extra_EXT_secondary_color_flush_current },
931 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
932 extra_EXT_secondary_color },
933 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
934 extra_EXT_secondary_color },
935 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
936 extra_EXT_secondary_color },
937 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
938 extra_EXT_secondary_color },
940 /* GL_EXT_fog_coord */
941 { GL_CURRENT_FOG_COORDINATE_EXT,
942 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
943 extra_EXT_fog_coord_flush_current },
944 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
945 extra_EXT_fog_coord },
946 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
947 extra_EXT_fog_coord },
948 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
949 extra_EXT_fog_coord },
950 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
951 extra_EXT_fog_coord },
953 /* GL_IBM_rasterpos_clip */
954 { GL_RASTER_POSITION_UNCLIPPED_IBM,
955 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
956 extra_IBM_rasterpos_clip },
958 /* GL_NV_point_sprite */
959 { GL_POINT_SPRITE_R_MODE_NV,
960 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
961 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
962 extra_NV_point_sprite_ARB_point_sprite },
964 /* GL_NV_vertex_program */
965 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
966 extra_NV_vertex_program },
967 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
968 extra_NV_vertex_program },
969 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
970 extra_NV_vertex_program },
971 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
972 extra_NV_vertex_program },
973 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
974 extra_NV_vertex_program },
975 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
976 extra_NV_vertex_program },
977 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
978 extra_NV_vertex_program },
979 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
980 extra_NV_vertex_program },
981 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
982 extra_NV_vertex_program },
983 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
984 extra_NV_vertex_program },
985 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
986 extra_NV_vertex_program },
987 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
988 extra_NV_vertex_program },
989 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
990 extra_NV_vertex_program },
991 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
992 extra_NV_vertex_program },
993 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
994 extra_NV_vertex_program },
995 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
996 extra_NV_vertex_program },
997 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
998 extra_NV_vertex_program },
999 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
1000 extra_NV_vertex_program },
1001 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1002 extra_NV_vertex_program },
1003 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1004 extra_NV_vertex_program },
1005 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1006 extra_NV_vertex_program },
1007 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1008 extra_NV_vertex_program },
1009 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1010 extra_NV_vertex_program },
1011 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1012 extra_NV_vertex_program },
1013 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1014 extra_NV_vertex_program },
1015 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1016 extra_NV_vertex_program },
1017 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1018 extra_NV_vertex_program },
1019 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1020 extra_NV_vertex_program },
1021 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1022 extra_NV_vertex_program },
1023 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1024 extra_NV_vertex_program },
1025 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1026 extra_NV_vertex_program },
1027 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1028 extra_NV_vertex_program },
1029 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1030 extra_NV_vertex_program },
1032 /* GL_NV_fragment_program */
1033 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1034 extra_NV_fragment_program },
1035 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1036 extra_NV_fragment_program },
1037 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1038 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1039 extra_NV_fragment_program },
1041 /* GL_NV_texture_rectangle */
1042 { GL_TEXTURE_RECTANGLE_NV,
1043 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1044 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1045 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1046 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1047 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1049 /* GL_EXT_stencil_two_side */
1050 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1051 extra_EXT_stencil_two_side },
1052 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1054 /* GL_NV_light_max_exponent */
1055 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1056 extra_NV_light_max_exponent },
1057 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1058 extra_NV_light_max_exponent },
1060 /* GL_NV_primitive_restart */
1061 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1062 extra_NV_primitive_restart },
1063 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1064 extra_NV_primitive_restart },
1066 /* GL_ARB_vertex_buffer_object */
1067 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1068 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1069 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1070 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1071 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1072 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1073 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1074 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1076 /* GL_EXT_pixel_buffer_object */
1077 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1078 extra_EXT_pixel_buffer_object },
1079 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1080 extra_EXT_pixel_buffer_object },
1082 /* GL_ARB_vertex_program */
1083 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1084 CONTEXT_BOOL(VertexProgram.Enabled),
1085 extra_ARB_vertex_program_NV_vertex_program },
1086 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1087 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1088 extra_ARB_vertex_program_NV_vertex_program },
1089 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1090 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1091 extra_ARB_vertex_program_NV_vertex_program },
1092 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1093 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1094 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1095 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1096 CONTEXT_INT(Const.MaxProgramMatrices),
1097 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1098 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1099 LOC_CUSTOM, TYPE_INT, 0,
1100 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1102 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1103 LOC_CUSTOM, TYPE_MATRIX, 0,
1104 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1105 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1106 LOC_CUSTOM, TYPE_MATRIX, 0,
1107 extra_ARB_vertex_program_ARB_fragment_program },
1109 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1110 CONTEXT_INT(Program.ErrorPos),
1111 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1113 /* GL_ARB_fragment_program */
1114 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1115 extra_ARB_fragment_program },
1117 /* GL_EXT_depth_bounds_test */
1118 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1119 extra_EXT_depth_bounds_test },
1120 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1121 extra_EXT_depth_bounds_test },
1123 /* GL_ARB_depth_clamp*/
1124 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1125 extra_ARB_depth_clamp },
1127 /* GL_ARB_draw_buffers */
1128 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1129 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1130 extra_valid_draw_buffer },
1131 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1132 extra_valid_draw_buffer },
1133 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1134 extra_valid_draw_buffer },
1135 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
1136 extra_valid_draw_buffer },
1137 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
1138 extra_valid_draw_buffer },
1139 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
1140 extra_valid_draw_buffer },
1141 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
1142 extra_valid_draw_buffer },
1144 /* GL_ATI_fragment_shader */
1145 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1146 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1147 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1148 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1149 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1150 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1151 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1152 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1153 CONST(3), extra_ATI_fragment_shader },
1155 /* GL_EXT_framebuffer_object */
1156 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1157 extra_EXT_framebuffer_object },
1159 /* GL_EXT_framebuffer_blit
1160 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1161 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1162 extra_EXT_framebuffer_blit },
1164 /* GL_EXT_provoking_vertex */
1165 { GL_PROVOKING_VERTEX_EXT,
1166 CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1167 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1168 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1169 extra_EXT_provoking_vertex },
1171 /* GL_ARB_framebuffer_object */
1172 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1173 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1175 /* GL_APPLE_vertex_array_object */
1176 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1177 extra_APPLE_vertex_array_object },
1179 /* GL_ARB_seamless_cube_map */
1180 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1181 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1184 { GL_MAX_SERVER_WAIT_TIMEOUT,
1185 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1187 /* GL_EXT_texture_integer */
1188 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1189 extra_EXT_texture_integer },
1191 /* GL_EXT_transform_feedback */
1192 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1193 extra_EXT_transform_feedback },
1194 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1195 extra_EXT_transform_feedback },
1196 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1197 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1198 extra_EXT_transform_feedback },
1199 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1200 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1201 extra_EXT_transform_feedback },
1202 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1203 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1204 extra_EXT_transform_feedback },
1206 /* GL_ARB_transform_feedback2 */
1207 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1208 extra_ARB_transform_feedback2 },
1209 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1210 extra_ARB_transform_feedback2 },
1211 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1212 extra_ARB_transform_feedback2 },
1214 /* GL_ARB_geometry_shader4 */
1215 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1216 CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
1217 extra_ARB_geometry_shader4 },
1218 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1219 CONTEXT_INT(Const.MaxGeometryOutputVertices),
1220 extra_ARB_geometry_shader4 },
1221 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1222 CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
1223 extra_ARB_geometry_shader4 },
1224 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1225 CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
1226 extra_ARB_geometry_shader4 },
1227 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1228 CONTEXT_INT(Const.MaxGeometryVaryingComponents),
1229 extra_ARB_geometry_shader4 },
1230 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1231 CONTEXT_INT(Const.MaxVertexVaryingComponents),
1232 extra_ARB_geometry_shader4 },
1234 /* GL_ARB_color_buffer_float */
1235 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1237 /* GL_EXT_gpu_shader4 / GL 3.0 */
1238 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1239 CONTEXT_INT(Const.MinProgramTexelOffset),
1240 extra_EXT_gpu_shader4 },
1241 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1242 CONTEXT_INT(Const.MaxProgramTexelOffset),
1243 extra_EXT_gpu_shader4 },
1245 /* GL_ARB_texture_buffer_object */
1246 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1247 extra_ARB_texture_buffer_object },
1248 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1249 extra_ARB_texture_buffer_object },
1250 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1251 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1252 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1253 extra_ARB_texture_buffer_object },
1254 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1255 extra_ARB_texture_buffer_object },
1257 /* GL_ARB_sampler_objects / GL 3.3 */
1258 { GL_SAMPLER_BINDING,
1259 LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
1262 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1263 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1264 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1265 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1267 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1268 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1269 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1272 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1273 * vs. GL_PRIMITIVE_RESTART!
1275 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1277 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1282 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1285 /* GL_ARB_robustness */
1286 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1287 #endif /* FEATURE_GL */
1290 /* All we need now is a way to look up the value struct from the enum.
1291 * The code generated by gcc for the old generated big switch
1292 * statement is a big, balanced, open coded if/else tree, essentially
1293 * an unrolled binary search. It would be natural to sort the new
1294 * enum table and use bsearch(), but we will use a read-only hash
1295 * table instead. bsearch() has a nice guaranteed worst case
1296 * performance, but we're also guaranteed to hit that worst case
1297 * (log2(n) iterations) for about half the enums. Instead, using an
1298 * open addressing hash table, we can find the enum on the first try
1299 * for 80% of the enums, 1 collision for 10% and never more than 5
1300 * collisions for any enum (typical numbers). And the code is very
1301 * simple, even though it feels a little magic. */
1303 static unsigned short table[1024];
1304 static const int prime_factor = 89, prime_step = 281;
1308 print_table_stats(void)
1310 int i, j, collisions[11], count, hash, mask;
1311 const struct value_desc *d;
1314 mask = Elements(table) - 1;
1315 memset(collisions, 0, sizeof collisions);
1317 for (i = 0; i < Elements(table); i++) {
1321 d = &values[table[i]];
1322 hash = (d->pname * prime_factor);
1325 if (values[table[hash & mask]].pname == d->pname)
1337 printf("number of enums: %d (total %d)\n", count, Elements(values));
1338 for (i = 0; i < Elements(collisions) - 1; i++)
1339 if (collisions[i] > 0)
1340 printf(" %d enums with %d %scollisions\n",
1341 collisions[i], i, i == 10 ? "or more " : "");
1346 * Initialize the enum hash for a given API
1348 * This is called from one_time_init() to insert the enum values that
1349 * are valid for the API in question into the enum hash table.
1351 * \param the current context, for determining the API in question
1353 void _mesa_init_get_hash(struct gl_context *ctx)
1355 int i, hash, index, mask;
1356 int api_mask = 0, api_bit;
1358 mask = Elements(table) - 1;
1359 api_bit = 1 << ctx->API;
1361 for (i = 0; i < Elements(values); i++) {
1362 if (values[i].type == TYPE_API_MASK) {
1363 api_mask = values[i].offset;
1366 if (!(api_mask & api_bit))
1369 hash = (values[i].pname * prime_factor) & mask;
1371 index = hash & mask;
1372 if (!table[index]) {
1381 print_table_stats();
1386 * Handle irregular enums
1388 * Some values don't conform to the "well-known type at context
1389 * pointer + offset" pattern, so we have this function to catch all
1390 * the corner cases. Typically, it's a computed value or a one-off
1391 * pointer to a custom struct or something.
1393 * In this case we can't return a pointer to the value, so we'll have
1394 * to use the temporary variable 'v' declared back in the calling
1395 * glGet*v() function to store the result.
1397 * \param ctx the current context
1398 * \param d the struct value_desc that describes the enum
1399 * \param v pointer to the tmp declared in the calling glGet*v() function
1402 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1404 struct gl_buffer_object **buffer_obj;
1405 struct gl_client_array *array;
1412 case GL_TEXTURE_1D_ARRAY_EXT:
1413 case GL_TEXTURE_2D_ARRAY_EXT:
1414 case GL_TEXTURE_CUBE_MAP_ARB:
1415 case GL_TEXTURE_RECTANGLE_NV:
1416 v->value_bool = _mesa_IsEnabled(d->pname);
1419 case GL_LINE_STIPPLE_PATTERN:
1420 /* This is the only GLushort, special case it here by promoting
1421 * to an int rather than introducing a new type. */
1422 v->value_int = ctx->Line.StipplePattern;
1425 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1426 unit = ctx->Texture.CurrentUnit;
1427 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1428 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1429 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1430 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1433 case GL_CURRENT_TEXTURE_COORDS:
1434 unit = ctx->Texture.CurrentUnit;
1435 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1436 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1437 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1438 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1441 case GL_COLOR_WRITEMASK:
1442 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1443 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1444 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1445 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1449 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1452 case GL_READ_BUFFER:
1453 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1456 case GL_MAP2_GRID_DOMAIN:
1457 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1458 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1459 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1460 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1463 case GL_TEXTURE_STACK_DEPTH:
1464 unit = ctx->Texture.CurrentUnit;
1465 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1467 case GL_TEXTURE_MATRIX:
1468 unit = ctx->Texture.CurrentUnit;
1469 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1472 case GL_TEXTURE_COORD_ARRAY:
1473 case GL_TEXTURE_COORD_ARRAY_SIZE:
1474 case GL_TEXTURE_COORD_ARRAY_TYPE:
1475 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1476 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1477 v->value_int = *(GLuint *) ((char *) array + d->offset);
1480 case GL_ACTIVE_TEXTURE_ARB:
1481 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1483 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1484 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1487 case GL_MODELVIEW_STACK_DEPTH:
1488 case GL_PROJECTION_STACK_DEPTH:
1489 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1492 case GL_MAX_TEXTURE_SIZE:
1493 case GL_MAX_3D_TEXTURE_SIZE:
1494 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1495 p = (GLuint *) ((char *) ctx + d->offset);
1496 v->value_int = 1 << (*p - 1);
1499 case GL_SCISSOR_BOX:
1500 v->value_int_4[0] = ctx->Scissor.X;
1501 v->value_int_4[1] = ctx->Scissor.Y;
1502 v->value_int_4[2] = ctx->Scissor.Width;
1503 v->value_int_4[3] = ctx->Scissor.Height;
1508 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1511 if (!ctx->CompileFlag)
1513 else if (ctx->ExecuteFlag)
1514 v->value_enum = GL_COMPILE_AND_EXECUTE;
1516 v->value_enum = GL_COMPILE;
1520 v->value_int_4[0] = ctx->Viewport.X;
1521 v->value_int_4[1] = ctx->Viewport.Y;
1522 v->value_int_4[2] = ctx->Viewport.Width;
1523 v->value_int_4[3] = ctx->Viewport.Height;
1526 case GL_ACTIVE_STENCIL_FACE_EXT:
1527 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1530 case GL_STENCIL_FAIL:
1531 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1533 case GL_STENCIL_FUNC:
1534 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1536 case GL_STENCIL_PASS_DEPTH_FAIL:
1537 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1539 case GL_STENCIL_PASS_DEPTH_PASS:
1540 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1542 case GL_STENCIL_REF:
1543 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1545 case GL_STENCIL_VALUE_MASK:
1546 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1548 case GL_STENCIL_WRITEMASK:
1549 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1552 case GL_NUM_EXTENSIONS:
1553 v->value_int = _mesa_get_extension_count(ctx);
1556 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1557 v->value_int = _mesa_get_color_read_type(ctx);
1559 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1560 v->value_int = _mesa_get_color_read_format(ctx);
1563 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1564 v->value_int = ctx->CurrentStack->Depth + 1;
1566 case GL_CURRENT_MATRIX_ARB:
1567 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1568 v->value_matrix = ctx->CurrentStack->Top;
1571 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1572 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1574 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1576 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1577 ASSERT(v->value_int_n.n <= 100);
1580 case GL_MAX_VARYING_FLOATS_ARB:
1581 v->value_int = ctx->Const.MaxVarying * 4;
1584 /* Various object names */
1586 case GL_TEXTURE_BINDING_1D:
1587 case GL_TEXTURE_BINDING_2D:
1588 case GL_TEXTURE_BINDING_3D:
1589 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1590 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1591 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1592 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1593 unit = ctx->Texture.CurrentUnit;
1595 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1598 /* GL_ARB_vertex_buffer_object */
1599 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1600 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1601 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1602 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1603 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1604 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1605 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1606 buffer_obj = (struct gl_buffer_object **)
1607 ((char *) ctx->Array.ArrayObj + d->offset);
1608 v->value_int = (*buffer_obj)->Name;
1610 case GL_ARRAY_BUFFER_BINDING_ARB:
1611 v->value_int = ctx->Array.ArrayBufferObj->Name;
1613 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1615 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1617 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1618 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1621 /* ARB_copy_buffer */
1622 case GL_COPY_READ_BUFFER:
1623 v->value_int = ctx->CopyReadBuffer->Name;
1625 case GL_COPY_WRITE_BUFFER:
1626 v->value_int = ctx->CopyWriteBuffer->Name;
1629 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1631 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1633 case GL_VERTEX_PROGRAM_BINDING_NV:
1635 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1637 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1638 v->value_int = ctx->Pack.BufferObj->Name;
1640 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1641 v->value_int = ctx->Unpack.BufferObj->Name;
1643 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1644 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1646 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1647 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1649 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1650 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1652 case GL_TRANSFORM_FEEDBACK_BINDING:
1653 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1655 case GL_CURRENT_PROGRAM:
1657 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1659 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1660 v->value_int = ctx->ReadBuffer->Name;
1662 case GL_RENDERBUFFER_BINDING_EXT:
1664 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1666 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1667 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1671 if(ctx->Color._ClampFragmentColor)
1672 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1674 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1676 case GL_COLOR_CLEAR_VALUE:
1677 if(ctx->Color._ClampFragmentColor)
1678 COPY_4FV(v->value_float_4, ctx->Color.ClearColor);
1680 COPY_4FV(v->value_float_4, ctx->Color.ClearColorUnclamped);
1682 case GL_BLEND_COLOR_EXT:
1683 if(ctx->Color._ClampFragmentColor)
1684 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1686 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1688 case GL_ALPHA_TEST_REF:
1689 if(ctx->Color._ClampFragmentColor)
1690 v->value_float = ctx->Color.AlphaRef;
1692 v->value_float = ctx->Color.AlphaRefUnclamped;
1694 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1695 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1698 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1699 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1702 /* GL_ARB_texture_buffer_object */
1703 case GL_TEXTURE_BUFFER_ARB:
1704 v->value_int = ctx->Texture.BufferObject->Name;
1706 case GL_TEXTURE_BINDING_BUFFER_ARB:
1707 unit = ctx->Texture.CurrentUnit;
1709 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1711 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1713 struct gl_buffer_object *buf =
1714 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1715 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1716 v->value_int = buf ? buf->Name : 0;
1719 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1720 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1721 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1724 /* GL_ARB_sampler_objects */
1725 case GL_SAMPLER_BINDING:
1727 struct gl_sampler_object *samp =
1728 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1729 v->value_int = samp ? samp->Name : 0;
1736 * Check extra constraints on a struct value_desc descriptor
1738 * If a struct value_desc has a non-NULL extra pointer, it means that
1739 * there are a number of extra constraints to check or actions to
1740 * perform. The extras is just an integer array where each integer
1741 * encode different constraints or actions.
1743 * \param ctx current context
1744 * \param func name of calling glGet*v() function for error reporting
1745 * \param d the struct value_desc that has the extra constraints
1747 * \return GL_FALSE if one of the constraints was not satisfied,
1748 * otherwise GL_TRUE.
1751 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1753 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1759 for (e = d->extra; *e != EXTRA_END; e++)
1761 case EXTRA_VERSION_30:
1762 if (version >= 30) {
1767 case EXTRA_VERSION_31:
1768 if (version >= 31) {
1773 case EXTRA_VERSION_32:
1774 if (version >= 32) {
1779 case EXTRA_NEW_FRAG_CLAMP:
1780 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1781 _mesa_update_state(ctx);
1783 case EXTRA_VERSION_ES2:
1784 if (ctx->API == API_OPENGLES2) {
1789 case EXTRA_NEW_BUFFERS:
1790 if (ctx->NewState & _NEW_BUFFERS)
1791 _mesa_update_state(ctx);
1793 case EXTRA_FLUSH_CURRENT:
1794 FLUSH_CURRENT(ctx, 0);
1796 case EXTRA_VALID_DRAW_BUFFER:
1797 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1798 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1799 func, d->pname - GL_DRAW_BUFFER0_ARB);
1803 case EXTRA_VALID_TEXTURE_UNIT:
1804 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1805 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1806 func, ctx->Texture.CurrentUnit);
1812 default: /* *e is a offset into the extension struct */
1814 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1819 if (total > 0 && enabled == 0) {
1820 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1821 _mesa_lookup_enum_by_nr(d->pname));
1828 static const struct value_desc error_value =
1829 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1832 * Find the struct value_desc corresponding to the enum 'pname'.
1834 * We hash the enum value to get an index into the 'table' array,
1835 * which holds the index in the 'values' array of struct value_desc.
1836 * Once we've found the entry, we do the extra checks, if any, then
1837 * look up the value and return a pointer to it.
1839 * If the value has to be computed (for example, it's the result of a
1840 * function call or we need to add 1 to it), we use the tmp 'v' to
1843 * \param func name of glGet*v() func for error reporting
1844 * \param pname the enum value we're looking up
1845 * \param p is were we return the pointer to the value
1846 * \param v a tmp union value variable in the calling glGet*v() function
1848 * \return the struct value_desc corresponding to the enum or a struct
1849 * value_desc of TYPE_INVALID if not found. This lets the calling
1850 * glGet*v() function jump right into a switch statement and
1851 * handle errors there instead of having to check for NULL.
1853 static const struct value_desc *
1854 find_value(const char *func, GLenum pname, void **p, union value *v)
1856 GET_CURRENT_CONTEXT(ctx);
1857 struct gl_texture_unit *unit;
1859 const struct value_desc *d;
1861 mask = Elements(table) - 1;
1862 hash = (pname * prime_factor);
1864 d = &values[table[hash & mask]];
1866 /* If the enum isn't valid, the hash walk ends with index 0,
1867 * which is the API mask entry at the beginning of values[]. */
1868 if (unlikely(d->type == TYPE_API_MASK)) {
1869 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1870 _mesa_lookup_enum_by_nr(pname));
1871 return &error_value;
1874 if (likely(d->pname == pname))
1880 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1881 return &error_value;
1883 switch (d->location) {
1885 *p = ((char *) ctx->DrawBuffer + d->offset);
1888 *p = ((char *) ctx + d->offset);
1891 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1894 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1895 *p = ((char *) unit + d->offset);
1898 find_custom_value(ctx, d, v);
1906 /* silence warning */
1907 return &error_value;
1910 static const int transpose[] = {
1918 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1920 const struct value_desc *d;
1926 d = find_value("glGetBooleanv", pname, &p, &v);
1931 params[0] = INT_TO_BOOLEAN(d->offset);
1936 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1939 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1942 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1945 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1949 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1953 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1955 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1958 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1961 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1965 for (i = 0; i < v.value_int_n.n; i++)
1966 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1970 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1974 params[0] = ((GLboolean*) p)[0];
1978 m = *(GLmatrix **) p;
1979 for (i = 0; i < 16; i++)
1980 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1984 m = *(GLmatrix **) p;
1985 for (i = 0; i < 16; i++)
1986 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1995 shift = d->type - TYPE_BIT_0;
1996 params[0] = (*(GLbitfield *) p >> shift) & 1;
2002 _mesa_GetFloatv(GLenum pname, GLfloat *params)
2004 const struct value_desc *d;
2010 d = find_value("glGetFloatv", pname, &p, &v);
2015 params[0] = (GLfloat) d->offset;
2020 params[3] = ((GLfloat *) p)[3];
2023 params[2] = ((GLfloat *) p)[2];
2026 params[1] = ((GLfloat *) p)[1];
2029 params[0] = ((GLfloat *) p)[0];
2033 params[0] = ((GLdouble *) p)[0];
2037 params[3] = (GLfloat) (((GLint *) p)[3]);
2039 params[2] = (GLfloat) (((GLint *) p)[2]);
2042 params[1] = (GLfloat) (((GLint *) p)[1]);
2045 params[0] = (GLfloat) (((GLint *) p)[0]);
2049 for (i = 0; i < v.value_int_n.n; i++)
2050 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2054 params[0] = ((GLint64 *) p)[0];
2058 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
2062 m = *(GLmatrix **) p;
2063 for (i = 0; i < 16; i++)
2064 params[i] = m->m[i];
2068 m = *(GLmatrix **) p;
2069 for (i = 0; i < 16; i++)
2070 params[i] = m->m[transpose[i]];
2079 shift = d->type - TYPE_BIT_0;
2080 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2086 _mesa_GetIntegerv(GLenum pname, GLint *params)
2088 const struct value_desc *d;
2094 d = find_value("glGetIntegerv", pname, &p, &v);
2099 params[0] = d->offset;
2103 params[3] = IROUND(((GLfloat *) p)[3]);
2105 params[2] = IROUND(((GLfloat *) p)[2]);
2107 params[1] = IROUND(((GLfloat *) p)[1]);
2109 params[0] = IROUND(((GLfloat *) p)[0]);
2113 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2115 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2117 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2119 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2123 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2127 params[3] = ((GLint *) p)[3];
2129 params[2] = ((GLint *) p)[2];
2132 params[1] = ((GLint *) p)[1];
2135 params[0] = ((GLint *) p)[0];
2139 for (i = 0; i < v.value_int_n.n; i++)
2140 params[i] = v.value_int_n.ints[i];
2144 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2148 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2152 m = *(GLmatrix **) p;
2153 for (i = 0; i < 16; i++)
2154 params[i] = FLOAT_TO_INT(m->m[i]);
2158 m = *(GLmatrix **) p;
2159 for (i = 0; i < 16; i++)
2160 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2169 shift = d->type - TYPE_BIT_0;
2170 params[0] = (*(GLbitfield *) p >> shift) & 1;
2175 #if FEATURE_ARB_sync
2177 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2179 const struct value_desc *d;
2185 d = find_value("glGetInteger64v", pname, &p, &v);
2190 params[0] = d->offset;
2194 params[3] = IROUND64(((GLfloat *) p)[3]);
2196 params[2] = IROUND64(((GLfloat *) p)[2]);
2198 params[1] = IROUND64(((GLfloat *) p)[1]);
2200 params[0] = IROUND64(((GLfloat *) p)[0]);
2204 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2206 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2208 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2210 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2214 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2218 params[3] = ((GLint *) p)[3];
2220 params[2] = ((GLint *) p)[2];
2223 params[1] = ((GLint *) p)[1];
2226 params[0] = ((GLint *) p)[0];
2230 for (i = 0; i < v.value_int_n.n; i++)
2231 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2235 params[0] = ((GLint64 *) p)[0];
2239 params[0] = ((GLboolean*) p)[0];
2243 m = *(GLmatrix **) p;
2244 for (i = 0; i < 16; i++)
2245 params[i] = FLOAT_TO_INT64(m->m[i]);
2249 m = *(GLmatrix **) p;
2250 for (i = 0; i < 16; i++)
2251 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2260 shift = d->type - TYPE_BIT_0;
2261 params[0] = (*(GLbitfield *) p >> shift) & 1;
2265 #endif /* FEATURE_ARB_sync */
2268 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2270 const struct value_desc *d;
2276 d = find_value("glGetDoublev", pname, &p, &v);
2281 params[0] = d->offset;
2286 params[3] = ((GLfloat *) p)[3];
2289 params[2] = ((GLfloat *) p)[2];
2292 params[1] = ((GLfloat *) p)[1];
2295 params[0] = ((GLfloat *) p)[0];
2299 params[0] = ((GLdouble *) p)[0];
2303 params[3] = ((GLint *) p)[3];
2305 params[2] = ((GLint *) p)[2];
2308 params[1] = ((GLint *) p)[1];
2311 params[0] = ((GLint *) p)[0];
2315 for (i = 0; i < v.value_int_n.n; i++)
2316 params[i] = v.value_int_n.ints[i];
2320 params[0] = ((GLint64 *) p)[0];
2324 params[0] = *(GLboolean*) p;
2328 m = *(GLmatrix **) p;
2329 for (i = 0; i < 16; i++)
2330 params[i] = m->m[i];
2334 m = *(GLmatrix **) p;
2335 for (i = 0; i < 16; i++)
2336 params[i] = m->m[transpose[i]];
2345 shift = d->type - TYPE_BIT_0;
2346 params[0] = (*(GLbitfield *) p >> shift) & 1;
2351 static enum value_type
2352 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2354 GET_CURRENT_CONTEXT(ctx);
2359 if (index >= ctx->Const.MaxDrawBuffers)
2361 if (!ctx->Extensions.EXT_draw_buffers2)
2363 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2368 case GL_BLEND_SRC_RGB:
2369 if (index >= ctx->Const.MaxDrawBuffers)
2371 if (!ctx->Extensions.ARB_draw_buffers_blend)
2373 v->value_int = ctx->Color.Blend[index].SrcRGB;
2375 case GL_BLEND_SRC_ALPHA:
2376 if (index >= ctx->Const.MaxDrawBuffers)
2378 if (!ctx->Extensions.ARB_draw_buffers_blend)
2380 v->value_int = ctx->Color.Blend[index].SrcA;
2384 case GL_BLEND_DST_RGB:
2385 if (index >= ctx->Const.MaxDrawBuffers)
2387 if (!ctx->Extensions.ARB_draw_buffers_blend)
2389 v->value_int = ctx->Color.Blend[index].DstRGB;
2391 case GL_BLEND_DST_ALPHA:
2392 if (index >= ctx->Const.MaxDrawBuffers)
2394 if (!ctx->Extensions.ARB_draw_buffers_blend)
2396 v->value_int = ctx->Color.Blend[index].DstA;
2398 case GL_BLEND_EQUATION_RGB:
2399 if (index >= ctx->Const.MaxDrawBuffers)
2401 if (!ctx->Extensions.ARB_draw_buffers_blend)
2403 v->value_int = ctx->Color.Blend[index].EquationRGB;
2405 case GL_BLEND_EQUATION_ALPHA:
2406 if (index >= ctx->Const.MaxDrawBuffers)
2408 if (!ctx->Extensions.ARB_draw_buffers_blend)
2410 v->value_int = ctx->Color.Blend[index].EquationA;
2413 case GL_COLOR_WRITEMASK:
2414 if (index >= ctx->Const.MaxDrawBuffers)
2416 if (!ctx->Extensions.EXT_draw_buffers2)
2418 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2419 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2420 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2421 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2424 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2425 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2427 if (!ctx->Extensions.EXT_transform_feedback)
2429 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2432 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2433 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2435 if (!ctx->Extensions.EXT_transform_feedback)
2437 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2440 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2441 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2443 if (!ctx->Extensions.EXT_transform_feedback)
2445 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2450 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2451 _mesa_lookup_enum_by_nr(pname));
2452 return TYPE_INVALID;
2454 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2455 _mesa_lookup_enum_by_nr(pname));
2456 return TYPE_INVALID;
2460 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2463 enum value_type type =
2464 find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
2468 params[0] = INT_TO_BOOLEAN(v.value_int);
2471 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2472 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2473 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2474 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2477 params[0] = INT64_TO_BOOLEAN(v.value_int);
2480 ; /* nothing - GL error was recorded */
2485 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2488 enum value_type type =
2489 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2493 params[0] = v.value_int;
2496 params[0] = v.value_int_4[0];
2497 params[1] = v.value_int_4[1];
2498 params[2] = v.value_int_4[2];
2499 params[3] = v.value_int_4[3];
2502 params[0] = INT64_TO_INT(v.value_int);
2505 ; /* nothing - GL error was recorded */
2509 #if FEATURE_ARB_sync
2511 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2514 enum value_type type =
2515 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2519 params[0] = v.value_int;
2522 params[0] = v.value_int_4[0];
2523 params[1] = v.value_int_4[1];
2524 params[2] = v.value_int_4[2];
2525 params[3] = v.value_int_4[3];
2528 params[0] = v.value_int;
2531 ; /* nothing - GL error was recorded */
2534 #endif /* FEATURE_ARB_sync */
2538 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2540 const struct value_desc *d;
2546 d = find_value("glGetDoublev", pname, &p, &v);
2551 params[0] = INT_TO_FIXED(d->offset);
2556 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2559 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2562 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2565 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2569 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2573 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2575 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2578 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2581 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2585 for (i = 0; i < v.value_int_n.n; i++)
2586 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2590 params[0] = ((GLint64 *) p)[0];
2594 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2598 m = *(GLmatrix **) p;
2599 for (i = 0; i < 16; i++)
2600 params[i] = FLOAT_TO_FIXED(m->m[i]);
2604 m = *(GLmatrix **) p;
2605 for (i = 0; i < 16; i++)
2606 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2615 shift = d->type - TYPE_BIT_0;
2616 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);