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 {
136 EXTRA_NEW_FRAG_CLAMP,
137 EXTRA_VALID_DRAW_BUFFER,
138 EXTRA_VALID_TEXTURE_UNIT,
139 EXTRA_VALID_CLIP_DISTANCE,
143 #define NO_EXTRA NULL
148 GLubyte location; /**< enum value_location */
149 GLubyte type; /**< enum value_type */
156 GLfloat value_float_4[4];
157 GLmatrix *value_matrix;
159 GLint value_int_4[4];
163 /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
167 GLboolean value_bool;
170 #define BUFFER_FIELD(field, type) \
171 LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
172 #define CONTEXT_FIELD(field, type) \
173 LOC_CONTEXT, type, offsetof(struct gl_context, field)
174 #define ARRAY_FIELD(field, type) \
175 LOC_ARRAY, type, offsetof(struct gl_array_object, field)
176 #define CONST(value) \
177 LOC_CONTEXT, TYPE_CONST, value
179 #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
180 #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
181 #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
183 #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
184 #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
185 #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
186 #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
187 #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
188 #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
189 #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
190 #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
191 #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
192 #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
193 #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
194 #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
195 #define CONTEXT_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
196 #define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
197 #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
198 #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
199 #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
200 #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
201 #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
202 #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
204 #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
205 #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
206 #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
209 offsetof(struct gl_extensions, f)
211 #define EXTRA_EXT(e) \
212 static const int extra_##e[] = { \
216 #define EXTRA_EXT2(e1, e2) \
217 static const int extra_##e1##_##e2[] = { \
218 EXT(e1), EXT(e2), EXTRA_END \
221 /* The 'extra' mechanism is a way to specify extra checks (such as
222 * extensions or specific gl versions) or actions (flush current, new
223 * buffers) that we need to do before looking up an enum. We need to
224 * declare them all up front so we can refer to them in the value_desc
227 static const int extra_new_buffers[] = {
232 static const int extra_new_frag_clamp[] = {
233 EXTRA_NEW_FRAG_CLAMP,
237 static const int extra_valid_draw_buffer[] = {
238 EXTRA_VALID_DRAW_BUFFER,
242 static const int extra_valid_texture_unit[] = {
243 EXTRA_VALID_TEXTURE_UNIT,
247 static const int extra_valid_clip_distance[] = {
248 EXTRA_VALID_CLIP_DISTANCE,
252 static const int extra_flush_current_valid_texture_unit[] = {
254 EXTRA_VALID_TEXTURE_UNIT,
258 static const int extra_flush_current[] = {
263 static const int extra_EXT_secondary_color_flush_current[] = {
264 EXT(EXT_secondary_color),
269 static const int extra_EXT_fog_coord_flush_current[] = {
275 static const int extra_EXT_texture_integer[] = {
276 EXT(EXT_texture_integer),
280 static const int extra_EXT_gpu_shader4[] = {
281 EXT(EXT_gpu_shader4),
285 static const int extra_ARB_sampler_objects[] = {
286 EXT(ARB_sampler_objects),
291 EXTRA_EXT(ARB_ES2_compatibility);
292 EXTRA_EXT(ARB_texture_cube_map);
293 EXTRA_EXT(MESA_texture_array);
294 EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
295 EXTRA_EXT(EXT_secondary_color);
296 EXTRA_EXT(EXT_fog_coord);
297 EXTRA_EXT(EXT_texture_filter_anisotropic);
298 EXTRA_EXT(IBM_rasterpos_clip);
299 EXTRA_EXT(NV_point_sprite);
300 EXTRA_EXT(NV_vertex_program);
301 EXTRA_EXT(NV_fragment_program);
302 EXTRA_EXT(NV_texture_rectangle);
303 EXTRA_EXT(EXT_stencil_two_side);
304 EXTRA_EXT(NV_light_max_exponent);
305 EXTRA_EXT(EXT_depth_bounds_test);
306 EXTRA_EXT(ARB_depth_clamp);
307 EXTRA_EXT(ATI_fragment_shader);
308 EXTRA_EXT(EXT_framebuffer_blit);
309 EXTRA_EXT(ARB_shader_objects);
310 EXTRA_EXT(EXT_provoking_vertex);
311 EXTRA_EXT(ARB_fragment_shader);
312 EXTRA_EXT(ARB_fragment_program);
313 EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
314 EXTRA_EXT(EXT_framebuffer_object);
315 EXTRA_EXT(APPLE_vertex_array_object);
316 EXTRA_EXT(ARB_seamless_cube_map);
317 EXTRA_EXT(EXT_compiled_vertex_array);
319 EXTRA_EXT(ARB_vertex_shader);
320 EXTRA_EXT(EXT_transform_feedback);
321 EXTRA_EXT(ARB_transform_feedback2);
322 EXTRA_EXT(EXT_pixel_buffer_object);
323 EXTRA_EXT(ARB_vertex_program);
324 EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
325 EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
326 EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
327 EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
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, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
435 /* Note that all the OES_* extensions require that the Mesa "struct
436 * gl_extensions" include a member with the name of the extension.
437 * That structure does not yet include OES extensions (and we're
438 * not sure whether it will). If it does, all the OES_*
439 * extensions below should mark the dependency. */
441 /* GL_ARB_texture_cube_map */
442 { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
443 TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
444 { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
445 offsetof(struct gl_context, Const.MaxCubeTextureLevels),
446 extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
448 /* XXX: OES_blend_subtract */
449 { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA },
450 { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
451 { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA },
452 { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA },
454 /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
455 * defined identically to GL_BLEND_EQUATION. */
456 { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA },
457 { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA },
459 /* GL_ARB_texture_compression */
460 { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
461 { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
463 /* GL_ARB_multisample */
464 { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
465 CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
466 { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
467 { GL_SAMPLE_COVERAGE_VALUE_ARB,
468 CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
469 { GL_SAMPLE_COVERAGE_INVERT_ARB,
470 CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
471 { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
472 { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
474 /* GL_SGIS_generate_mipmap */
475 { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), NO_EXTRA },
477 /* GL_ARB_vertex_buffer_object */
478 { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
480 /* GL_ARB_vertex_buffer_object */
481 /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
482 { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
484 /* GL_ARB_copy_buffer */
485 { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
486 { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
488 /* GL_OES_read_format */
489 { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
491 { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
494 /* GL_EXT_framebuffer_object */
495 { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
496 extra_EXT_framebuffer_object },
497 { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
498 extra_EXT_framebuffer_object },
499 { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
500 extra_EXT_framebuffer_object },
502 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
504 { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
506 #if FEATURE_GL || FEATURE_ES1
507 /* Enums in OpenGL and GLES1 */
508 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
509 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
510 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
511 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
512 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
513 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
514 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
515 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
516 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
517 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
518 { GL_LIGHT_MODEL_AMBIENT,
519 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
520 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
521 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
522 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
523 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
524 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
525 { GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
526 { GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
527 { GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
528 { GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
529 { GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
530 { GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
531 { GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
532 { GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
533 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
535 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
536 extra_flush_current },
538 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
539 extra_flush_current },
540 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
541 extra_flush_current_valid_texture_unit },
542 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
543 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
544 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
545 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
546 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
547 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
548 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
549 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
550 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
551 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
552 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
553 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
554 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
555 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
556 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
557 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
558 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
559 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
560 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
561 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
562 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
563 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
564 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
565 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
566 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
567 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
568 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
569 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
570 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
571 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
572 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
573 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
574 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
575 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
576 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
577 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
578 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
579 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
580 extra_valid_texture_unit },
582 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
583 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
584 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
585 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
586 { GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA },
587 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
588 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
589 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
590 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
591 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
592 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
593 { GL_TEXTURE_COORD_ARRAY,
594 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
595 { GL_TEXTURE_COORD_ARRAY_SIZE,
596 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
597 { GL_TEXTURE_COORD_ARRAY_TYPE,
598 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
599 { GL_TEXTURE_COORD_ARRAY_STRIDE,
600 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
602 /* GL_ARB_ES2_compatibility */
603 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
604 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
605 extra_ARB_ES2_compatibility },
606 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
607 extra_ARB_ES2_compatibility },
608 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
609 extra_ARB_ES2_compatibility },
611 /* GL_ARB_multitexture */
612 { GL_MAX_TEXTURE_UNITS, CONTEXT_INT(Const.MaxTextureUnits), NO_EXTRA },
613 { GL_CLIENT_ACTIVE_TEXTURE, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
615 /* GL_ARB_texture_cube_map */
616 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
617 /* S, T, and R are always set at the same time */
618 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
619 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
621 /* GL_ARB_multisample */
622 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
623 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
625 /* GL_ARB_vertex_buffer_object */
626 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
627 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
628 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
629 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
630 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
631 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
632 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
634 /* GL_OES_point_sprite */
635 { GL_POINT_SPRITE_NV,
636 CONTEXT_BOOL(Point.PointSprite),
637 extra_NV_point_sprite_ARB_point_sprite },
639 /* GL_ARB_fragment_shader */
640 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
641 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
642 extra_ARB_fragment_shader },
644 /* GL_ARB_vertex_shader */
645 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
646 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
647 extra_ARB_vertex_shader },
648 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
649 extra_ARB_vertex_shader },
651 /* GL_EXT_texture_lod_bias */
652 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
655 /* GL_EXT_texture_filter_anisotropic */
656 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
657 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
658 extra_EXT_texture_filter_anisotropic },
659 #endif /* FEATURE_GL || FEATURE_ES1 */
662 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
663 /* XXX: OES_matrix_get */
664 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
665 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
666 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
668 /* OES_point_size_array */
669 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
670 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
671 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
672 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
673 #endif /* FEATURE_ES1 */
675 #if FEATURE_GL || FEATURE_ES2
676 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
677 /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
678 { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
679 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
680 CONTEXT_INT(Const.MaxTextureCoordUnits),
681 extra_ARB_fragment_program_NV_fragment_program },
683 /* GL_ARB_draw_buffers */
684 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
686 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
687 /* GL_ARB_fragment_program */
688 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
689 CONTEXT_INT(Const.MaxTextureImageUnits),
690 extra_ARB_fragment_program_NV_fragment_program },
691 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
692 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
693 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
694 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
695 extra_ARB_vertex_shader },
697 /* GL_ARB_shader_objects
698 * Actually, this token isn't part of GL_ARB_shader_objects, but is
699 * close enough for now. */
700 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
703 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
704 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
705 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
706 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
707 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
708 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
709 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
711 { GL_MAX_VERTEX_ATTRIBS_ARB,
712 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
713 extra_ARB_vertex_program_version_es2 },
716 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
717 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
718 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
720 /* GL_ARB_fragment_program/OES_standard_derivatives */
721 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
722 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
723 #endif /* FEATURE_GL || FEATURE_ES2 */
726 /* Enums unique to OpenGL ES 2.0 */
727 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
728 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
729 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
730 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
731 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
732 /* OES_get_program_binary */
733 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
734 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
735 #endif /* FEATURE_ES2 */
738 /* Remaining enums are only in OpenGL */
739 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
740 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
741 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
742 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
743 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
744 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
745 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
746 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
747 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
748 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
749 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
750 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
751 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
752 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
753 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
754 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
756 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
757 extra_flush_current },
758 { GL_CURRENT_RASTER_COLOR,
759 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
760 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
761 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
762 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
763 { GL_CURRENT_RASTER_SECONDARY_COLOR,
764 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
765 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
766 extra_valid_texture_unit },
767 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
768 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
769 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
770 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
771 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
772 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
773 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
774 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
775 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
776 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
777 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
778 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
779 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
780 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
781 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
782 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
783 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
784 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
785 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
786 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
787 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
788 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
789 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
790 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
791 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
792 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
793 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
794 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
795 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
796 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
797 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
798 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
799 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
800 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
801 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
802 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
803 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
804 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
805 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
806 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
807 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
808 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
809 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
810 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
811 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
812 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
813 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
814 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
815 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
816 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
817 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
818 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
819 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
821 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
822 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
823 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
824 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
825 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
826 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
827 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
828 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
829 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
830 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
831 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
832 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
833 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
834 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
835 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
836 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
837 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
838 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
839 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
840 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
841 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
842 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
843 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
844 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
845 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
846 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
847 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
848 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
849 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
850 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
851 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
852 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
853 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
854 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
855 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
856 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
858 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
860 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
861 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
862 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
863 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
865 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
866 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
867 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
868 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
869 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
870 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
871 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
873 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
874 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
875 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
876 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
877 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
878 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
879 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
880 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
881 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
882 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
883 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
884 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
885 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
886 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
887 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
888 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
889 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
892 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
893 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
894 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
895 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
896 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
897 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
898 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
899 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
900 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
901 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
902 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
904 /* GL_ARB_texture_compression */
905 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
907 /* GL_EXT_compiled_vertex_array */
908 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
909 extra_EXT_compiled_vertex_array },
910 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
911 extra_EXT_compiled_vertex_array },
913 /* GL_ARB_transpose_matrix */
914 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
915 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
916 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
917 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
918 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
920 /* GL_EXT_secondary_color */
921 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
922 extra_EXT_secondary_color_ARB_vertex_program },
923 { GL_CURRENT_SECONDARY_COLOR_EXT,
924 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
925 extra_EXT_secondary_color_flush_current },
926 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
927 extra_EXT_secondary_color },
928 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
929 extra_EXT_secondary_color },
930 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
931 extra_EXT_secondary_color },
932 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
933 extra_EXT_secondary_color },
935 /* GL_EXT_fog_coord */
936 { GL_CURRENT_FOG_COORDINATE_EXT,
937 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
938 extra_EXT_fog_coord_flush_current },
939 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
940 extra_EXT_fog_coord },
941 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
942 extra_EXT_fog_coord },
943 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
944 extra_EXT_fog_coord },
945 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
946 extra_EXT_fog_coord },
948 /* GL_IBM_rasterpos_clip */
949 { GL_RASTER_POSITION_UNCLIPPED_IBM,
950 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
951 extra_IBM_rasterpos_clip },
953 /* GL_NV_point_sprite */
954 { GL_POINT_SPRITE_R_MODE_NV,
955 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
956 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
957 extra_NV_point_sprite_ARB_point_sprite },
959 /* GL_NV_vertex_program */
960 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
961 extra_NV_vertex_program },
962 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
963 extra_NV_vertex_program },
964 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
965 extra_NV_vertex_program },
966 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
967 extra_NV_vertex_program },
968 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
969 extra_NV_vertex_program },
970 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
971 extra_NV_vertex_program },
972 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
973 extra_NV_vertex_program },
974 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
975 extra_NV_vertex_program },
976 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
977 extra_NV_vertex_program },
978 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
979 extra_NV_vertex_program },
980 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
981 extra_NV_vertex_program },
982 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
983 extra_NV_vertex_program },
984 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
985 extra_NV_vertex_program },
986 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
987 extra_NV_vertex_program },
988 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
989 extra_NV_vertex_program },
990 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
991 extra_NV_vertex_program },
992 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
993 extra_NV_vertex_program },
994 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
995 extra_NV_vertex_program },
996 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
997 extra_NV_vertex_program },
998 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
999 extra_NV_vertex_program },
1000 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1001 extra_NV_vertex_program },
1002 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1003 extra_NV_vertex_program },
1004 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1005 extra_NV_vertex_program },
1006 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1007 extra_NV_vertex_program },
1008 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1009 extra_NV_vertex_program },
1010 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1011 extra_NV_vertex_program },
1012 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1013 extra_NV_vertex_program },
1014 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1015 extra_NV_vertex_program },
1016 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1017 extra_NV_vertex_program },
1018 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1019 extra_NV_vertex_program },
1020 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1021 extra_NV_vertex_program },
1022 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1023 extra_NV_vertex_program },
1024 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1025 extra_NV_vertex_program },
1027 /* GL_NV_fragment_program */
1028 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1029 extra_NV_fragment_program },
1030 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1031 extra_NV_fragment_program },
1032 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1033 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1034 extra_NV_fragment_program },
1036 /* GL_NV_texture_rectangle */
1037 { GL_TEXTURE_RECTANGLE_NV,
1038 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1039 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1040 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1041 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1042 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1044 /* GL_EXT_stencil_two_side */
1045 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1046 extra_EXT_stencil_two_side },
1047 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1049 /* GL_NV_light_max_exponent */
1050 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1051 extra_NV_light_max_exponent },
1052 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1053 extra_NV_light_max_exponent },
1055 /* GL_NV_primitive_restart */
1056 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1057 extra_NV_primitive_restart },
1058 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1059 extra_NV_primitive_restart },
1061 /* GL_ARB_vertex_buffer_object */
1062 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1063 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1064 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1065 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1066 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1067 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1068 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1069 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1071 /* GL_EXT_pixel_buffer_object */
1072 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1073 extra_EXT_pixel_buffer_object },
1074 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1075 extra_EXT_pixel_buffer_object },
1077 /* GL_ARB_vertex_program */
1078 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1079 CONTEXT_BOOL(VertexProgram.Enabled),
1080 extra_ARB_vertex_program_NV_vertex_program },
1081 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1082 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1083 extra_ARB_vertex_program_NV_vertex_program },
1084 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1085 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1086 extra_ARB_vertex_program_NV_vertex_program },
1087 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1088 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1089 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1090 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1091 CONTEXT_INT(Const.MaxProgramMatrices),
1092 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1093 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1094 LOC_CUSTOM, TYPE_INT, 0,
1095 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1097 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1098 LOC_CUSTOM, TYPE_MATRIX, 0,
1099 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1100 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1101 LOC_CUSTOM, TYPE_MATRIX, 0,
1102 extra_ARB_vertex_program_ARB_fragment_program },
1104 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1105 CONTEXT_INT(Program.ErrorPos),
1106 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1108 /* GL_ARB_fragment_program */
1109 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1110 extra_ARB_fragment_program },
1112 /* GL_EXT_depth_bounds_test */
1113 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1114 extra_EXT_depth_bounds_test },
1115 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1116 extra_EXT_depth_bounds_test },
1118 /* GL_ARB_depth_clamp*/
1119 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1120 extra_ARB_depth_clamp },
1122 /* GL_ARB_draw_buffers */
1123 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1124 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1125 extra_valid_draw_buffer },
1126 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1127 extra_valid_draw_buffer },
1128 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1129 extra_valid_draw_buffer },
1130 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
1131 extra_valid_draw_buffer },
1132 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
1133 extra_valid_draw_buffer },
1134 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
1135 extra_valid_draw_buffer },
1136 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
1137 extra_valid_draw_buffer },
1139 /* GL_ATI_fragment_shader */
1140 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1141 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1142 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1143 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1144 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1145 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1146 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1147 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1148 CONST(3), extra_ATI_fragment_shader },
1150 /* GL_EXT_framebuffer_object */
1151 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1152 extra_EXT_framebuffer_object },
1154 /* GL_EXT_framebuffer_blit
1155 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1156 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1157 extra_EXT_framebuffer_blit },
1159 /* GL_EXT_provoking_vertex */
1160 { GL_PROVOKING_VERTEX_EXT,
1161 CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1162 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1163 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1164 extra_EXT_provoking_vertex },
1166 /* GL_ARB_framebuffer_object */
1167 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1168 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1170 /* GL_APPLE_vertex_array_object */
1171 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1172 extra_APPLE_vertex_array_object },
1174 /* GL_ARB_seamless_cube_map */
1175 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1176 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1179 { GL_MAX_SERVER_WAIT_TIMEOUT,
1180 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1182 /* GL_EXT_texture_integer */
1183 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1184 extra_EXT_texture_integer },
1186 /* GL_EXT_transform_feedback */
1187 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1188 extra_EXT_transform_feedback },
1189 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1190 extra_EXT_transform_feedback },
1191 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1192 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1193 extra_EXT_transform_feedback },
1194 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1195 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1196 extra_EXT_transform_feedback },
1197 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1198 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1199 extra_EXT_transform_feedback },
1201 /* GL_ARB_transform_feedback2 */
1202 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1203 extra_ARB_transform_feedback2 },
1204 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1205 extra_ARB_transform_feedback2 },
1206 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1207 extra_ARB_transform_feedback2 },
1209 /* GL_ARB_geometry_shader4 */
1210 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1211 CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
1212 extra_ARB_geometry_shader4 },
1213 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1214 CONTEXT_INT(Const.MaxGeometryOutputVertices),
1215 extra_ARB_geometry_shader4 },
1216 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1217 CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
1218 extra_ARB_geometry_shader4 },
1219 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1220 CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
1221 extra_ARB_geometry_shader4 },
1222 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1223 CONTEXT_INT(Const.MaxGeometryVaryingComponents),
1224 extra_ARB_geometry_shader4 },
1225 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1226 CONTEXT_INT(Const.MaxVertexVaryingComponents),
1227 extra_ARB_geometry_shader4 },
1229 /* GL_ARB_color_buffer_float */
1230 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1232 /* GL_EXT_gpu_shader4 / GL 3.0 */
1233 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1234 CONTEXT_INT(Const.MinProgramTexelOffset),
1235 extra_EXT_gpu_shader4 },
1236 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1237 CONTEXT_INT(Const.MaxProgramTexelOffset),
1238 extra_EXT_gpu_shader4 },
1240 /* GL_ARB_texture_buffer_object */
1241 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1242 extra_ARB_texture_buffer_object },
1243 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1244 extra_ARB_texture_buffer_object },
1245 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1246 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1247 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1248 extra_ARB_texture_buffer_object },
1249 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1250 extra_ARB_texture_buffer_object },
1252 /* GL_ARB_sampler_objects / GL 3.3 */
1253 { GL_SAMPLER_BINDING,
1254 LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
1257 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1258 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1259 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1260 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1262 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1263 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1264 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1267 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1268 * vs. GL_PRIMITIVE_RESTART!
1270 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1272 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1277 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1280 /* GL_ARB_robustness */
1281 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1282 #endif /* FEATURE_GL */
1285 /* All we need now is a way to look up the value struct from the enum.
1286 * The code generated by gcc for the old generated big switch
1287 * statement is a big, balanced, open coded if/else tree, essentially
1288 * an unrolled binary search. It would be natural to sort the new
1289 * enum table and use bsearch(), but we will use a read-only hash
1290 * table instead. bsearch() has a nice guaranteed worst case
1291 * performance, but we're also guaranteed to hit that worst case
1292 * (log2(n) iterations) for about half the enums. Instead, using an
1293 * open addressing hash table, we can find the enum on the first try
1294 * for 80% of the enums, 1 collision for 10% and never more than 5
1295 * collisions for any enum (typical numbers). And the code is very
1296 * simple, even though it feels a little magic. */
1298 static unsigned short table[1024];
1299 static const int prime_factor = 89, prime_step = 281;
1303 print_table_stats(void)
1305 int i, j, collisions[11], count, hash, mask;
1306 const struct value_desc *d;
1309 mask = Elements(table) - 1;
1310 memset(collisions, 0, sizeof collisions);
1312 for (i = 0; i < Elements(table); i++) {
1316 d = &values[table[i]];
1317 hash = (d->pname * prime_factor);
1320 if (values[table[hash & mask]].pname == d->pname)
1332 printf("number of enums: %d (total %d)\n", count, Elements(values));
1333 for (i = 0; i < Elements(collisions) - 1; i++)
1334 if (collisions[i] > 0)
1335 printf(" %d enums with %d %scollisions\n",
1336 collisions[i], i, i == 10 ? "or more " : "");
1341 * Initialize the enum hash for a given API
1343 * This is called from one_time_init() to insert the enum values that
1344 * are valid for the API in question into the enum hash table.
1346 * \param the current context, for determining the API in question
1348 void _mesa_init_get_hash(struct gl_context *ctx)
1350 int i, hash, index, mask;
1351 int api_mask = 0, api_bit;
1353 mask = Elements(table) - 1;
1354 api_bit = 1 << ctx->API;
1356 for (i = 0; i < Elements(values); i++) {
1357 if (values[i].type == TYPE_API_MASK) {
1358 api_mask = values[i].offset;
1361 if (!(api_mask & api_bit))
1364 hash = (values[i].pname * prime_factor) & mask;
1366 index = hash & mask;
1367 if (!table[index]) {
1376 print_table_stats();
1381 * Handle irregular enums
1383 * Some values don't conform to the "well-known type at context
1384 * pointer + offset" pattern, so we have this function to catch all
1385 * the corner cases. Typically, it's a computed value or a one-off
1386 * pointer to a custom struct or something.
1388 * In this case we can't return a pointer to the value, so we'll have
1389 * to use the temporary variable 'v' declared back in the calling
1390 * glGet*v() function to store the result.
1392 * \param ctx the current context
1393 * \param d the struct value_desc that describes the enum
1394 * \param v pointer to the tmp declared in the calling glGet*v() function
1397 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1399 struct gl_buffer_object **buffer_obj;
1400 struct gl_client_array *array;
1407 case GL_TEXTURE_1D_ARRAY_EXT:
1408 case GL_TEXTURE_2D_ARRAY_EXT:
1409 case GL_TEXTURE_CUBE_MAP_ARB:
1410 case GL_TEXTURE_RECTANGLE_NV:
1411 v->value_bool = _mesa_IsEnabled(d->pname);
1414 case GL_LINE_STIPPLE_PATTERN:
1415 /* This is the only GLushort, special case it here by promoting
1416 * to an int rather than introducing a new type. */
1417 v->value_int = ctx->Line.StipplePattern;
1420 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1421 unit = ctx->Texture.CurrentUnit;
1422 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1423 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1424 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1425 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1428 case GL_CURRENT_TEXTURE_COORDS:
1429 unit = ctx->Texture.CurrentUnit;
1430 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1431 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1432 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1433 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1436 case GL_COLOR_WRITEMASK:
1437 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1438 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1439 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1440 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1444 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1447 case GL_READ_BUFFER:
1448 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1451 case GL_MAP2_GRID_DOMAIN:
1452 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1453 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1454 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1455 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1458 case GL_TEXTURE_STACK_DEPTH:
1459 unit = ctx->Texture.CurrentUnit;
1460 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1462 case GL_TEXTURE_MATRIX:
1463 unit = ctx->Texture.CurrentUnit;
1464 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1467 case GL_TEXTURE_COORD_ARRAY:
1468 case GL_TEXTURE_COORD_ARRAY_SIZE:
1469 case GL_TEXTURE_COORD_ARRAY_TYPE:
1470 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1471 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1472 v->value_int = *(GLuint *) ((char *) array + d->offset);
1475 case GL_ACTIVE_TEXTURE_ARB:
1476 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1478 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1479 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1482 case GL_MODELVIEW_STACK_DEPTH:
1483 case GL_PROJECTION_STACK_DEPTH:
1484 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1487 case GL_MAX_TEXTURE_SIZE:
1488 case GL_MAX_3D_TEXTURE_SIZE:
1489 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1490 p = (GLuint *) ((char *) ctx + d->offset);
1491 v->value_int = 1 << (*p - 1);
1494 case GL_SCISSOR_BOX:
1495 v->value_int_4[0] = ctx->Scissor.X;
1496 v->value_int_4[1] = ctx->Scissor.Y;
1497 v->value_int_4[2] = ctx->Scissor.Width;
1498 v->value_int_4[3] = ctx->Scissor.Height;
1503 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1506 if (!ctx->CompileFlag)
1508 else if (ctx->ExecuteFlag)
1509 v->value_enum = GL_COMPILE_AND_EXECUTE;
1511 v->value_enum = GL_COMPILE;
1515 v->value_int_4[0] = ctx->Viewport.X;
1516 v->value_int_4[1] = ctx->Viewport.Y;
1517 v->value_int_4[2] = ctx->Viewport.Width;
1518 v->value_int_4[3] = ctx->Viewport.Height;
1521 case GL_ACTIVE_STENCIL_FACE_EXT:
1522 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1525 case GL_STENCIL_FAIL:
1526 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1528 case GL_STENCIL_FUNC:
1529 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1531 case GL_STENCIL_PASS_DEPTH_FAIL:
1532 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1534 case GL_STENCIL_PASS_DEPTH_PASS:
1535 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1537 case GL_STENCIL_REF:
1538 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1540 case GL_STENCIL_VALUE_MASK:
1541 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1543 case GL_STENCIL_WRITEMASK:
1544 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1547 case GL_NUM_EXTENSIONS:
1548 v->value_int = _mesa_get_extension_count(ctx);
1551 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1552 v->value_int = _mesa_get_color_read_type(ctx);
1554 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1555 v->value_int = _mesa_get_color_read_format(ctx);
1558 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1559 v->value_int = ctx->CurrentStack->Depth + 1;
1561 case GL_CURRENT_MATRIX_ARB:
1562 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1563 v->value_matrix = ctx->CurrentStack->Top;
1566 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1567 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1569 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1571 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1572 ASSERT(v->value_int_n.n <= 100);
1575 case GL_MAX_VARYING_FLOATS_ARB:
1576 v->value_int = ctx->Const.MaxVarying * 4;
1579 /* Various object names */
1581 case GL_TEXTURE_BINDING_1D:
1582 case GL_TEXTURE_BINDING_2D:
1583 case GL_TEXTURE_BINDING_3D:
1584 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1585 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1586 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1587 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1588 unit = ctx->Texture.CurrentUnit;
1590 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1593 /* GL_ARB_vertex_buffer_object */
1594 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1595 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1596 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1597 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1598 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1599 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1600 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1601 buffer_obj = (struct gl_buffer_object **)
1602 ((char *) ctx->Array.ArrayObj + d->offset);
1603 v->value_int = (*buffer_obj)->Name;
1605 case GL_ARRAY_BUFFER_BINDING_ARB:
1606 v->value_int = ctx->Array.ArrayBufferObj->Name;
1608 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1610 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1612 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1613 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1616 /* ARB_copy_buffer */
1617 case GL_COPY_READ_BUFFER:
1618 v->value_int = ctx->CopyReadBuffer->Name;
1620 case GL_COPY_WRITE_BUFFER:
1621 v->value_int = ctx->CopyWriteBuffer->Name;
1624 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1626 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1628 case GL_VERTEX_PROGRAM_BINDING_NV:
1630 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1632 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1633 v->value_int = ctx->Pack.BufferObj->Name;
1635 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1636 v->value_int = ctx->Unpack.BufferObj->Name;
1638 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1639 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1641 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1642 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1644 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1645 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1647 case GL_TRANSFORM_FEEDBACK_BINDING:
1648 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1650 case GL_CURRENT_PROGRAM:
1652 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1654 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1655 v->value_int = ctx->ReadBuffer->Name;
1657 case GL_RENDERBUFFER_BINDING_EXT:
1659 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1661 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1662 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1666 if(ctx->Color._ClampFragmentColor)
1667 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1669 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1671 case GL_COLOR_CLEAR_VALUE:
1672 if(ctx->Color._ClampFragmentColor) {
1673 v->value_float_4[0] = CLAMP(ctx->Color.ClearColor.f[0], 0.0F, 1.0F);
1674 v->value_float_4[1] = CLAMP(ctx->Color.ClearColor.f[1], 0.0F, 1.0F);
1675 v->value_float_4[2] = CLAMP(ctx->Color.ClearColor.f[2], 0.0F, 1.0F);
1676 v->value_float_4[3] = CLAMP(ctx->Color.ClearColor.f[3], 0.0F, 1.0F);
1678 COPY_4FV(v->value_float_4, ctx->Color.ClearColor.f);
1680 case GL_BLEND_COLOR_EXT:
1681 if(ctx->Color._ClampFragmentColor)
1682 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1684 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1686 case GL_ALPHA_TEST_REF:
1687 if(ctx->Color._ClampFragmentColor)
1688 v->value_float = ctx->Color.AlphaRef;
1690 v->value_float = ctx->Color.AlphaRefUnclamped;
1692 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1693 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1696 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1697 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1700 /* GL_ARB_texture_buffer_object */
1701 case GL_TEXTURE_BUFFER_ARB:
1702 v->value_int = ctx->Texture.BufferObject->Name;
1704 case GL_TEXTURE_BINDING_BUFFER_ARB:
1705 unit = ctx->Texture.CurrentUnit;
1707 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1709 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1711 struct gl_buffer_object *buf =
1712 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1713 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1714 v->value_int = buf ? buf->Name : 0;
1717 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1718 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1719 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1722 /* GL_ARB_sampler_objects */
1723 case GL_SAMPLER_BINDING:
1725 struct gl_sampler_object *samp =
1726 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1727 v->value_int = samp ? samp->Name : 0;
1734 * Check extra constraints on a struct value_desc descriptor
1736 * If a struct value_desc has a non-NULL extra pointer, it means that
1737 * there are a number of extra constraints to check or actions to
1738 * perform. The extras is just an integer array where each integer
1739 * encode different constraints or actions.
1741 * \param ctx current context
1742 * \param func name of calling glGet*v() function for error reporting
1743 * \param d the struct value_desc that has the extra constraints
1745 * \return GL_FALSE if one of the constraints was not satisfied,
1746 * otherwise GL_TRUE.
1749 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1751 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1757 for (e = d->extra; *e != EXTRA_END; e++)
1759 case EXTRA_VERSION_30:
1760 if (version >= 30) {
1765 case EXTRA_VERSION_31:
1766 if (version >= 31) {
1771 case EXTRA_VERSION_32:
1772 if (version >= 32) {
1777 case EXTRA_NEW_FRAG_CLAMP:
1778 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1779 _mesa_update_state(ctx);
1781 case EXTRA_VERSION_ES2:
1782 if (ctx->API == API_OPENGLES2) {
1787 case EXTRA_NEW_BUFFERS:
1788 if (ctx->NewState & _NEW_BUFFERS)
1789 _mesa_update_state(ctx);
1791 case EXTRA_FLUSH_CURRENT:
1792 FLUSH_CURRENT(ctx, 0);
1794 case EXTRA_VALID_DRAW_BUFFER:
1795 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1796 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1797 func, d->pname - GL_DRAW_BUFFER0_ARB);
1801 case EXTRA_VALID_TEXTURE_UNIT:
1802 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1803 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1804 func, ctx->Texture.CurrentUnit);
1808 case EXTRA_VALID_CLIP_DISTANCE:
1809 if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
1810 _mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
1811 func, d->pname - GL_CLIP_DISTANCE0);
1817 default: /* *e is a offset into the extension struct */
1819 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1824 if (total > 0 && enabled == 0) {
1825 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1826 _mesa_lookup_enum_by_nr(d->pname));
1833 static const struct value_desc error_value =
1834 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1837 * Find the struct value_desc corresponding to the enum 'pname'.
1839 * We hash the enum value to get an index into the 'table' array,
1840 * which holds the index in the 'values' array of struct value_desc.
1841 * Once we've found the entry, we do the extra checks, if any, then
1842 * look up the value and return a pointer to it.
1844 * If the value has to be computed (for example, it's the result of a
1845 * function call or we need to add 1 to it), we use the tmp 'v' to
1848 * \param func name of glGet*v() func for error reporting
1849 * \param pname the enum value we're looking up
1850 * \param p is were we return the pointer to the value
1851 * \param v a tmp union value variable in the calling glGet*v() function
1853 * \return the struct value_desc corresponding to the enum or a struct
1854 * value_desc of TYPE_INVALID if not found. This lets the calling
1855 * glGet*v() function jump right into a switch statement and
1856 * handle errors there instead of having to check for NULL.
1858 static const struct value_desc *
1859 find_value(const char *func, GLenum pname, void **p, union value *v)
1861 GET_CURRENT_CONTEXT(ctx);
1862 struct gl_texture_unit *unit;
1864 const struct value_desc *d;
1866 mask = Elements(table) - 1;
1867 hash = (pname * prime_factor);
1869 d = &values[table[hash & mask]];
1871 /* If the enum isn't valid, the hash walk ends with index 0,
1872 * which is the API mask entry at the beginning of values[]. */
1873 if (unlikely(d->type == TYPE_API_MASK)) {
1874 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1875 _mesa_lookup_enum_by_nr(pname));
1876 return &error_value;
1879 if (likely(d->pname == pname))
1885 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1886 return &error_value;
1888 switch (d->location) {
1890 *p = ((char *) ctx->DrawBuffer + d->offset);
1893 *p = ((char *) ctx + d->offset);
1896 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1899 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1900 *p = ((char *) unit + d->offset);
1903 find_custom_value(ctx, d, v);
1911 /* silence warning */
1912 return &error_value;
1915 static const int transpose[] = {
1923 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1925 const struct value_desc *d;
1930 GET_CURRENT_CONTEXT(ctx);
1932 ASSERT_OUTSIDE_BEGIN_END(ctx);
1934 d = find_value("glGetBooleanv", pname, &p, &v);
1939 params[0] = INT_TO_BOOLEAN(d->offset);
1944 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1947 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1950 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1953 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1957 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1961 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1963 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1966 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1969 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1973 for (i = 0; i < v.value_int_n.n; i++)
1974 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1978 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1982 params[0] = ((GLboolean*) p)[0];
1986 m = *(GLmatrix **) p;
1987 for (i = 0; i < 16; i++)
1988 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1992 m = *(GLmatrix **) p;
1993 for (i = 0; i < 16; i++)
1994 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
2005 shift = d->type - TYPE_BIT_0;
2006 params[0] = (*(GLbitfield *) p >> shift) & 1;
2012 _mesa_GetFloatv(GLenum pname, GLfloat *params)
2014 const struct value_desc *d;
2019 GET_CURRENT_CONTEXT(ctx);
2021 ASSERT_OUTSIDE_BEGIN_END(ctx);
2023 d = find_value("glGetFloatv", pname, &p, &v);
2028 params[0] = (GLfloat) d->offset;
2033 params[3] = ((GLfloat *) p)[3];
2036 params[2] = ((GLfloat *) p)[2];
2039 params[1] = ((GLfloat *) p)[1];
2042 params[0] = ((GLfloat *) p)[0];
2046 params[0] = ((GLdouble *) p)[0];
2050 params[3] = (GLfloat) (((GLint *) p)[3]);
2052 params[2] = (GLfloat) (((GLint *) p)[2]);
2055 params[1] = (GLfloat) (((GLint *) p)[1]);
2058 params[0] = (GLfloat) (((GLint *) p)[0]);
2062 for (i = 0; i < v.value_int_n.n; i++)
2063 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2067 params[0] = ((GLint64 *) p)[0];
2071 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
2075 m = *(GLmatrix **) p;
2076 for (i = 0; i < 16; i++)
2077 params[i] = m->m[i];
2081 m = *(GLmatrix **) p;
2082 for (i = 0; i < 16; i++)
2083 params[i] = m->m[transpose[i]];
2094 shift = d->type - TYPE_BIT_0;
2095 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2101 _mesa_GetIntegerv(GLenum pname, GLint *params)
2103 const struct value_desc *d;
2108 GET_CURRENT_CONTEXT(ctx);
2110 ASSERT_OUTSIDE_BEGIN_END(ctx);
2112 d = find_value("glGetIntegerv", pname, &p, &v);
2117 params[0] = d->offset;
2121 params[3] = IROUND(((GLfloat *) p)[3]);
2123 params[2] = IROUND(((GLfloat *) p)[2]);
2125 params[1] = IROUND(((GLfloat *) p)[1]);
2127 params[0] = IROUND(((GLfloat *) p)[0]);
2131 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2133 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2135 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2137 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2141 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2145 params[3] = ((GLint *) p)[3];
2147 params[2] = ((GLint *) p)[2];
2150 params[1] = ((GLint *) p)[1];
2153 params[0] = ((GLint *) p)[0];
2157 for (i = 0; i < v.value_int_n.n; i++)
2158 params[i] = v.value_int_n.ints[i];
2162 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2166 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2170 m = *(GLmatrix **) p;
2171 for (i = 0; i < 16; i++)
2172 params[i] = FLOAT_TO_INT(m->m[i]);
2176 m = *(GLmatrix **) p;
2177 for (i = 0; i < 16; i++)
2178 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2189 shift = d->type - TYPE_BIT_0;
2190 params[0] = (*(GLbitfield *) p >> shift) & 1;
2195 #if FEATURE_ARB_sync
2197 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2199 const struct value_desc *d;
2204 GET_CURRENT_CONTEXT(ctx);
2206 ASSERT_OUTSIDE_BEGIN_END(ctx);
2208 d = find_value("glGetInteger64v", pname, &p, &v);
2213 params[0] = d->offset;
2217 params[3] = IROUND64(((GLfloat *) p)[3]);
2219 params[2] = IROUND64(((GLfloat *) p)[2]);
2221 params[1] = IROUND64(((GLfloat *) p)[1]);
2223 params[0] = IROUND64(((GLfloat *) p)[0]);
2227 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2229 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2231 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2233 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2237 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2241 params[3] = ((GLint *) p)[3];
2243 params[2] = ((GLint *) p)[2];
2246 params[1] = ((GLint *) p)[1];
2249 params[0] = ((GLint *) p)[0];
2253 for (i = 0; i < v.value_int_n.n; i++)
2254 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2258 params[0] = ((GLint64 *) p)[0];
2262 params[0] = ((GLboolean*) p)[0];
2266 m = *(GLmatrix **) p;
2267 for (i = 0; i < 16; i++)
2268 params[i] = FLOAT_TO_INT64(m->m[i]);
2272 m = *(GLmatrix **) p;
2273 for (i = 0; i < 16; i++)
2274 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2285 shift = d->type - TYPE_BIT_0;
2286 params[0] = (*(GLbitfield *) p >> shift) & 1;
2290 #endif /* FEATURE_ARB_sync */
2293 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2295 const struct value_desc *d;
2300 GET_CURRENT_CONTEXT(ctx);
2302 ASSERT_OUTSIDE_BEGIN_END(ctx);
2304 d = find_value("glGetDoublev", pname, &p, &v);
2309 params[0] = d->offset;
2314 params[3] = ((GLfloat *) p)[3];
2317 params[2] = ((GLfloat *) p)[2];
2320 params[1] = ((GLfloat *) p)[1];
2323 params[0] = ((GLfloat *) p)[0];
2327 params[0] = ((GLdouble *) p)[0];
2331 params[3] = ((GLint *) p)[3];
2333 params[2] = ((GLint *) p)[2];
2336 params[1] = ((GLint *) p)[1];
2339 params[0] = ((GLint *) p)[0];
2343 for (i = 0; i < v.value_int_n.n; i++)
2344 params[i] = v.value_int_n.ints[i];
2348 params[0] = ((GLint64 *) p)[0];
2352 params[0] = *(GLboolean*) p;
2356 m = *(GLmatrix **) p;
2357 for (i = 0; i < 16; i++)
2358 params[i] = m->m[i];
2362 m = *(GLmatrix **) p;
2363 for (i = 0; i < 16; i++)
2364 params[i] = m->m[transpose[i]];
2375 shift = d->type - TYPE_BIT_0;
2376 params[0] = (*(GLbitfield *) p >> shift) & 1;
2381 static enum value_type
2382 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2384 GET_CURRENT_CONTEXT(ctx);
2389 if (index >= ctx->Const.MaxDrawBuffers)
2391 if (!ctx->Extensions.EXT_draw_buffers2)
2393 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2398 case GL_BLEND_SRC_RGB:
2399 if (index >= ctx->Const.MaxDrawBuffers)
2401 if (!ctx->Extensions.ARB_draw_buffers_blend)
2403 v->value_int = ctx->Color.Blend[index].SrcRGB;
2405 case GL_BLEND_SRC_ALPHA:
2406 if (index >= ctx->Const.MaxDrawBuffers)
2408 if (!ctx->Extensions.ARB_draw_buffers_blend)
2410 v->value_int = ctx->Color.Blend[index].SrcA;
2414 case GL_BLEND_DST_RGB:
2415 if (index >= ctx->Const.MaxDrawBuffers)
2417 if (!ctx->Extensions.ARB_draw_buffers_blend)
2419 v->value_int = ctx->Color.Blend[index].DstRGB;
2421 case GL_BLEND_DST_ALPHA:
2422 if (index >= ctx->Const.MaxDrawBuffers)
2424 if (!ctx->Extensions.ARB_draw_buffers_blend)
2426 v->value_int = ctx->Color.Blend[index].DstA;
2428 case GL_BLEND_EQUATION_RGB:
2429 if (index >= ctx->Const.MaxDrawBuffers)
2431 if (!ctx->Extensions.ARB_draw_buffers_blend)
2433 v->value_int = ctx->Color.Blend[index].EquationRGB;
2435 case GL_BLEND_EQUATION_ALPHA:
2436 if (index >= ctx->Const.MaxDrawBuffers)
2438 if (!ctx->Extensions.ARB_draw_buffers_blend)
2440 v->value_int = ctx->Color.Blend[index].EquationA;
2443 case GL_COLOR_WRITEMASK:
2444 if (index >= ctx->Const.MaxDrawBuffers)
2446 if (!ctx->Extensions.EXT_draw_buffers2)
2448 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2449 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2450 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2451 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2454 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2455 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2457 if (!ctx->Extensions.EXT_transform_feedback)
2459 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2462 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2463 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2465 if (!ctx->Extensions.EXT_transform_feedback)
2467 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2470 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2471 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2473 if (!ctx->Extensions.EXT_transform_feedback)
2475 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2480 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2481 _mesa_lookup_enum_by_nr(pname));
2482 return TYPE_INVALID;
2484 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2485 _mesa_lookup_enum_by_nr(pname));
2486 return TYPE_INVALID;
2490 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2493 enum value_type type =
2494 find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
2498 params[0] = INT_TO_BOOLEAN(v.value_int);
2501 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2502 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2503 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2504 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2507 params[0] = INT64_TO_BOOLEAN(v.value_int);
2510 ; /* nothing - GL error was recorded */
2515 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2518 enum value_type type =
2519 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2523 params[0] = v.value_int;
2526 params[0] = v.value_int_4[0];
2527 params[1] = v.value_int_4[1];
2528 params[2] = v.value_int_4[2];
2529 params[3] = v.value_int_4[3];
2532 params[0] = INT64_TO_INT(v.value_int);
2535 ; /* nothing - GL error was recorded */
2539 #if FEATURE_ARB_sync
2541 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2544 enum value_type type =
2545 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2549 params[0] = v.value_int;
2552 params[0] = v.value_int_4[0];
2553 params[1] = v.value_int_4[1];
2554 params[2] = v.value_int_4[2];
2555 params[3] = v.value_int_4[3];
2558 params[0] = v.value_int;
2561 ; /* nothing - GL error was recorded */
2564 #endif /* FEATURE_ARB_sync */
2568 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2570 const struct value_desc *d;
2576 d = find_value("glGetDoublev", pname, &p, &v);
2581 params[0] = INT_TO_FIXED(d->offset);
2586 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2589 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2592 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2595 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2599 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2603 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2605 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2608 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2611 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2615 for (i = 0; i < v.value_int_n.n; i++)
2616 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2620 params[0] = ((GLint64 *) p)[0];
2624 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2628 m = *(GLmatrix **) p;
2629 for (i = 0; i < 16; i++)
2630 params[i] = FLOAT_TO_FIXED(m->m[i]);
2634 m = *(GLmatrix **) p;
2635 for (i = 0; i < 16; i++)
2636 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2647 shift = d->type - TYPE_BIT_0;
2648 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);