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_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
513 { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
514 { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
515 { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
516 { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
517 { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
518 { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
519 { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
520 { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
521 { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
522 { GL_LIGHT_MODEL_AMBIENT,
523 CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
524 { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
525 { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
526 { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
527 { GL_ALPHA_TEST_REF, LOC_CUSTOM, TYPE_FLOATN, 0, extra_new_frag_clamp },
528 { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA },
529 { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
530 { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
531 { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
532 { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
533 { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
534 { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
535 { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
537 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
538 extra_flush_current },
540 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
541 extra_flush_current },
542 { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
543 extra_flush_current_valid_texture_unit },
544 { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
545 { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
546 { GL_FOG_COLOR, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
547 { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
548 { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
549 { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
550 { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
551 { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
552 { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
553 { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
554 { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
555 { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
556 { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
557 { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
558 { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
559 { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
560 { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
561 { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
562 { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
563 offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
564 { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
565 { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
566 { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
567 { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
568 { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
569 { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
570 { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
571 { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
572 { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
573 { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
574 { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
575 { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
576 offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
577 { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
578 { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
579 { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
580 { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
581 { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
582 extra_valid_texture_unit },
584 { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
585 { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
586 { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
587 { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
588 { GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA },
589 { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
590 { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
591 { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
592 { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
593 { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
594 { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
595 { GL_TEXTURE_COORD_ARRAY,
596 LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
597 { GL_TEXTURE_COORD_ARRAY_SIZE,
598 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA },
599 { GL_TEXTURE_COORD_ARRAY_TYPE,
600 LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA },
601 { GL_TEXTURE_COORD_ARRAY_STRIDE,
602 LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA },
604 /* GL_ARB_ES2_compatibility */
605 { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
606 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
607 extra_ARB_ES2_compatibility },
608 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
609 extra_ARB_ES2_compatibility },
610 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
611 extra_ARB_ES2_compatibility },
613 /* GL_ARB_multitexture */
614 { GL_MAX_TEXTURE_UNITS_ARB,
615 CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
616 { GL_CLIENT_ACTIVE_TEXTURE_ARB,
617 LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
619 /* GL_ARB_texture_cube_map */
620 { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
621 /* S, T, and R are always set at the same time */
622 { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
623 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
625 /* GL_ARB_multisample */
626 { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
627 { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
629 /* GL_ARB_vertex_buffer_object */
630 { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
631 offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
632 { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
633 offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
634 { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
635 offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
636 { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
638 /* GL_OES_point_sprite */
639 { GL_POINT_SPRITE_NV,
640 CONTEXT_BOOL(Point.PointSprite),
641 extra_NV_point_sprite_ARB_point_sprite },
643 /* GL_ARB_fragment_shader */
644 { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
645 CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
646 extra_ARB_fragment_shader },
648 /* GL_ARB_vertex_shader */
649 { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
650 CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
651 extra_ARB_vertex_shader },
652 { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
653 extra_ARB_vertex_shader },
655 /* GL_EXT_texture_lod_bias */
656 { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
657 extra_EXT_texture_lod_bias },
659 /* GL_EXT_texture_filter_anisotropic */
660 { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
661 CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
662 extra_EXT_texture_filter_anisotropic },
663 #endif /* FEATURE_GL || FEATURE_ES1 */
666 { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
667 /* XXX: OES_matrix_get */
668 { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
669 { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
670 { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
672 /* OES_point_size_array */
673 { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
674 { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
675 { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
676 { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
677 #endif /* FEATURE_ES1 */
679 #if FEATURE_GL || FEATURE_ES2
680 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
681 { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
682 CONTEXT_INT(Const.MaxTextureCoordUnits),
683 extra_ARB_fragment_program_NV_fragment_program },
685 /* GL_ARB_draw_buffers */
686 { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
688 { GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, extra_new_frag_clamp },
689 /* GL_ARB_fragment_program */
690 { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
691 CONTEXT_INT(Const.MaxTextureImageUnits),
692 extra_ARB_fragment_program_NV_fragment_program },
693 { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
694 CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
695 { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
696 CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
697 extra_ARB_vertex_shader },
699 /* GL_ARB_shader_objects
700 * Actually, this token isn't part of GL_ARB_shader_objects, but is
701 * close enough for now. */
702 { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
705 { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
706 { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
707 { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
708 { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
709 { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
710 { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
711 { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
713 { GL_MAX_VERTEX_ATTRIBS_ARB,
714 CONTEXT_INT(Const.VertexProgram.MaxAttribs),
715 extra_ARB_vertex_program_version_es2 },
718 { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
719 { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
720 offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
722 /* GL_ARB_fragment_program/OES_standard_derivatives */
723 { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
724 CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
725 #endif /* FEATURE_GL || FEATURE_ES2 */
728 /* Enums unique to OpenGL ES 2.0 */
729 { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
730 { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
731 { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
732 { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
733 { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
734 /* OES_get_program_binary */
735 { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
736 { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
737 #endif /* FEATURE_ES2 */
740 /* Remaining enums are only in OpenGL */
741 { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
742 { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
743 { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
744 { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
745 { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
746 { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
747 { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
748 { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
749 { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
750 { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
751 { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
752 { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
753 { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
754 { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
755 { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
756 { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
758 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
759 extra_flush_current },
760 { GL_CURRENT_RASTER_COLOR,
761 CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
762 { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
763 { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
764 { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
765 { GL_CURRENT_RASTER_SECONDARY_COLOR,
766 CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
767 { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
768 extra_valid_texture_unit },
769 { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
770 { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
771 { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
772 { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
773 { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
774 { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
775 { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
776 { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
777 { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
778 { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
779 { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
780 { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
781 { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
782 { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
783 { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
784 { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
785 { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
786 { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
787 { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
788 { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
789 { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
790 { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
791 { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
792 { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
793 { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
794 { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
795 { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
796 { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
797 { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
798 { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
799 { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
800 { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
801 { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
802 { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
803 { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
804 { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
805 { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
806 { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
807 { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
808 { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
809 { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
810 { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
811 { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
812 { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
813 { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
814 { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
815 { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
816 { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
817 { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
818 { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
819 { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
820 { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
821 { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
823 { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
824 { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
825 { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
826 { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
827 { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
828 { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
829 { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
830 { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
831 { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
832 { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
833 { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
834 { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
835 { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
836 { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
837 { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
838 { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
839 { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
840 { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
841 { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
842 { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
843 { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
844 { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
845 { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
846 { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
847 { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
848 { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
849 { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
850 { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
851 { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
852 { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
853 { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
854 { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
855 { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
856 { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
857 { GL_RGBA_MODE, CONST(1), NO_EXTRA },
858 { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
859 { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
861 { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
863 { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
864 { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
865 { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
866 { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
868 { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
869 { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
870 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
871 { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
872 TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
873 { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
874 CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
876 { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
877 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
878 { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
879 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
880 { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
881 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
882 { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
883 offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
884 { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
885 { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
886 { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
887 { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
888 { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
889 { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
890 { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
891 { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
892 { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
893 { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
896 { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
897 { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
898 { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
899 { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
900 { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
901 { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
902 { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
903 { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
904 { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
905 { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
906 { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
908 /* GL_ARB_texture_compression */
909 { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
911 /* GL_EXT_compiled_vertex_array */
912 { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
913 extra_EXT_compiled_vertex_array },
914 { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
915 extra_EXT_compiled_vertex_array },
917 /* GL_ARB_transpose_matrix */
918 { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
919 CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
920 { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
921 CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
922 { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
924 /* GL_EXT_secondary_color */
925 { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
926 extra_EXT_secondary_color_ARB_vertex_program },
927 { GL_CURRENT_SECONDARY_COLOR_EXT,
928 CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
929 extra_EXT_secondary_color_flush_current },
930 { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
931 extra_EXT_secondary_color },
932 { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
933 extra_EXT_secondary_color },
934 { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
935 extra_EXT_secondary_color },
936 { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
937 extra_EXT_secondary_color },
939 /* GL_EXT_fog_coord */
940 { GL_CURRENT_FOG_COORDINATE_EXT,
941 CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
942 extra_EXT_fog_coord_flush_current },
943 { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
944 extra_EXT_fog_coord },
945 { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
946 extra_EXT_fog_coord },
947 { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
948 extra_EXT_fog_coord },
949 { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
950 extra_EXT_fog_coord },
952 /* GL_IBM_rasterpos_clip */
953 { GL_RASTER_POSITION_UNCLIPPED_IBM,
954 CONTEXT_BOOL(Transform.RasterPositionUnclipped),
955 extra_IBM_rasterpos_clip },
957 /* GL_NV_point_sprite */
958 { GL_POINT_SPRITE_R_MODE_NV,
959 CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
960 { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
961 extra_NV_point_sprite_ARB_point_sprite },
963 /* GL_NV_vertex_program */
964 { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
965 extra_NV_vertex_program },
966 { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
967 extra_NV_vertex_program },
968 { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
969 extra_NV_vertex_program },
970 { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
971 extra_NV_vertex_program },
972 { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
973 extra_NV_vertex_program },
974 { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
975 extra_NV_vertex_program },
976 { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
977 extra_NV_vertex_program },
978 { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
979 extra_NV_vertex_program },
980 { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
981 extra_NV_vertex_program },
982 { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
983 extra_NV_vertex_program },
984 { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
985 extra_NV_vertex_program },
986 { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
987 extra_NV_vertex_program },
988 { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
989 extra_NV_vertex_program },
990 { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
991 extra_NV_vertex_program },
992 { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
993 extra_NV_vertex_program },
994 { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
995 extra_NV_vertex_program },
996 { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
997 extra_NV_vertex_program },
998 { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
999 extra_NV_vertex_program },
1000 { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
1001 extra_NV_vertex_program },
1002 { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
1003 extra_NV_vertex_program },
1004 { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
1005 extra_NV_vertex_program },
1006 { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
1007 extra_NV_vertex_program },
1008 { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
1009 extra_NV_vertex_program },
1010 { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
1011 extra_NV_vertex_program },
1012 { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
1013 extra_NV_vertex_program },
1014 { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
1015 extra_NV_vertex_program },
1016 { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1017 extra_NV_vertex_program },
1018 { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1019 extra_NV_vertex_program },
1020 { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1021 extra_NV_vertex_program },
1022 { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1023 extra_NV_vertex_program },
1024 { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1025 extra_NV_vertex_program },
1026 { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1027 extra_NV_vertex_program },
1028 { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1029 extra_NV_vertex_program },
1031 /* GL_NV_fragment_program */
1032 { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1033 extra_NV_fragment_program },
1034 { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1035 extra_NV_fragment_program },
1036 { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1037 CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1038 extra_NV_fragment_program },
1040 /* GL_NV_texture_rectangle */
1041 { GL_TEXTURE_RECTANGLE_NV,
1042 LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1043 { GL_TEXTURE_BINDING_RECTANGLE_NV,
1044 LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1045 { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1046 CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1048 /* GL_EXT_stencil_two_side */
1049 { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1050 extra_EXT_stencil_two_side },
1051 { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1053 /* GL_NV_light_max_exponent */
1054 { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1055 extra_NV_light_max_exponent },
1056 { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1057 extra_NV_light_max_exponent },
1059 /* GL_NV_primitive_restart */
1060 { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1061 extra_NV_primitive_restart },
1062 { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1063 extra_NV_primitive_restart },
1065 /* GL_ARB_vertex_buffer_object */
1066 { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1067 offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1068 { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1069 offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1070 { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1071 offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1072 { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1073 offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1075 /* GL_EXT_pixel_buffer_object */
1076 { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1077 extra_EXT_pixel_buffer_object },
1078 { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1079 extra_EXT_pixel_buffer_object },
1081 /* GL_ARB_vertex_program */
1082 { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1083 CONTEXT_BOOL(VertexProgram.Enabled),
1084 extra_ARB_vertex_program_NV_vertex_program },
1085 { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1086 CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1087 extra_ARB_vertex_program_NV_vertex_program },
1088 { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1089 CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1090 extra_ARB_vertex_program_NV_vertex_program },
1091 { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1092 CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1093 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1094 { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1095 CONTEXT_INT(Const.MaxProgramMatrices),
1096 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1097 { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1098 LOC_CUSTOM, TYPE_INT, 0,
1099 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1101 { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1102 LOC_CUSTOM, TYPE_MATRIX, 0,
1103 extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1104 { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1105 LOC_CUSTOM, TYPE_MATRIX, 0,
1106 extra_ARB_vertex_program_ARB_fragment_program },
1108 { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1109 CONTEXT_INT(Program.ErrorPos),
1110 extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1112 /* GL_ARB_fragment_program */
1113 { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1114 extra_ARB_fragment_program },
1116 /* GL_EXT_depth_bounds_test */
1117 { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1118 extra_EXT_depth_bounds_test },
1119 { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1120 extra_EXT_depth_bounds_test },
1122 /* GL_ARB_depth_clamp*/
1123 { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1124 extra_ARB_depth_clamp },
1126 /* GL_ARB_draw_buffers */
1127 { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1128 { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1129 extra_valid_draw_buffer },
1130 { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1131 extra_valid_draw_buffer },
1132 { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1133 extra_valid_draw_buffer },
1134 { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
1135 extra_valid_draw_buffer },
1136 { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
1137 extra_valid_draw_buffer },
1138 { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
1139 extra_valid_draw_buffer },
1140 { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
1141 extra_valid_draw_buffer },
1143 /* GL_ATI_fragment_shader */
1144 { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1145 { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1146 { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1147 { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1148 { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1149 { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1150 { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1151 { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1152 CONST(3), extra_ATI_fragment_shader },
1154 /* GL_EXT_framebuffer_object */
1155 { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1156 extra_EXT_framebuffer_object },
1158 /* GL_EXT_framebuffer_blit
1159 * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1160 { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1161 extra_EXT_framebuffer_blit },
1163 /* GL_EXT_provoking_vertex */
1164 { GL_PROVOKING_VERTEX_EXT,
1165 CONTEXT_ENUM(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1166 { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1167 CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1168 extra_EXT_provoking_vertex },
1170 /* GL_ARB_framebuffer_object */
1171 { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1172 extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1174 /* GL_APPLE_vertex_array_object */
1175 { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1176 extra_APPLE_vertex_array_object },
1178 /* GL_ARB_seamless_cube_map */
1179 { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1180 CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1183 { GL_MAX_SERVER_WAIT_TIMEOUT,
1184 CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1186 /* GL_EXT_texture_integer */
1187 { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1188 extra_EXT_texture_integer },
1190 /* GL_EXT_transform_feedback */
1191 { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1192 extra_EXT_transform_feedback },
1193 { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1194 extra_EXT_transform_feedback },
1195 { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1196 CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1197 extra_EXT_transform_feedback },
1198 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1199 CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1200 extra_EXT_transform_feedback },
1201 { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1202 CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1203 extra_EXT_transform_feedback },
1205 /* GL_ARB_transform_feedback2 */
1206 { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1207 extra_ARB_transform_feedback2 },
1208 { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1209 extra_ARB_transform_feedback2 },
1210 { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1211 extra_ARB_transform_feedback2 },
1213 /* GL_ARB_geometry_shader4 */
1214 { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1215 CONTEXT_INT(Const.MaxGeometryTextureImageUnits),
1216 extra_ARB_geometry_shader4 },
1217 { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1218 CONTEXT_INT(Const.MaxGeometryOutputVertices),
1219 extra_ARB_geometry_shader4 },
1220 { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1221 CONTEXT_INT(Const.MaxGeometryTotalOutputComponents),
1222 extra_ARB_geometry_shader4 },
1223 { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1224 CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents),
1225 extra_ARB_geometry_shader4 },
1226 { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1227 CONTEXT_INT(Const.MaxGeometryVaryingComponents),
1228 extra_ARB_geometry_shader4 },
1229 { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1230 CONTEXT_INT(Const.MaxVertexVaryingComponents),
1231 extra_ARB_geometry_shader4 },
1233 /* GL_ARB_color_buffer_float */
1234 { GL_RGBA_FLOAT_MODE_ARB, BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), 0 },
1236 /* GL_EXT_gpu_shader4 / GL 3.0 */
1237 { GL_MIN_PROGRAM_TEXEL_OFFSET,
1238 CONTEXT_INT(Const.MinProgramTexelOffset),
1239 extra_EXT_gpu_shader4 },
1240 { GL_MAX_PROGRAM_TEXEL_OFFSET,
1241 CONTEXT_INT(Const.MaxProgramTexelOffset),
1242 extra_EXT_gpu_shader4 },
1244 /* GL_ARB_texture_buffer_object */
1245 { GL_MAX_TEXTURE_BUFFER_SIZE_ARB, CONTEXT_INT(Const.MaxTextureBufferSize),
1246 extra_ARB_texture_buffer_object },
1247 { GL_TEXTURE_BINDING_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1248 extra_ARB_texture_buffer_object },
1249 { GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1250 TEXTURE_BUFFER_INDEX, extra_ARB_texture_buffer_object },
1251 { GL_TEXTURE_BUFFER_FORMAT_ARB, LOC_CUSTOM, TYPE_INT, 0,
1252 extra_ARB_texture_buffer_object },
1253 { GL_TEXTURE_BUFFER_ARB, LOC_CUSTOM, TYPE_INT, 0,
1254 extra_ARB_texture_buffer_object },
1256 /* GL_ARB_sampler_objects / GL 3.3 */
1257 { GL_SAMPLER_BINDING,
1258 LOC_CUSTOM, TYPE_INT, GL_SAMPLER_BINDING, extra_ARB_sampler_objects },
1261 { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1262 { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1263 { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 },
1264 { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 },
1266 /* GL3.0 / GL_EXT_framebuffer_sRGB */
1267 { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB },
1268 { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB },
1271 /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1272 * vs. GL_PRIMITIVE_RESTART!
1274 { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1276 { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1281 { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1284 /* GL_ARB_robustness */
1285 { GL_RESET_NOTIFICATION_STRATEGY_ARB, CONTEXT_ENUM(Const.ResetStrategy), NO_EXTRA },
1286 #endif /* FEATURE_GL */
1289 /* All we need now is a way to look up the value struct from the enum.
1290 * The code generated by gcc for the old generated big switch
1291 * statement is a big, balanced, open coded if/else tree, essentially
1292 * an unrolled binary search. It would be natural to sort the new
1293 * enum table and use bsearch(), but we will use a read-only hash
1294 * table instead. bsearch() has a nice guaranteed worst case
1295 * performance, but we're also guaranteed to hit that worst case
1296 * (log2(n) iterations) for about half the enums. Instead, using an
1297 * open addressing hash table, we can find the enum on the first try
1298 * for 80% of the enums, 1 collision for 10% and never more than 5
1299 * collisions for any enum (typical numbers). And the code is very
1300 * simple, even though it feels a little magic. */
1302 static unsigned short table[1024];
1303 static const int prime_factor = 89, prime_step = 281;
1307 print_table_stats(void)
1309 int i, j, collisions[11], count, hash, mask;
1310 const struct value_desc *d;
1313 mask = Elements(table) - 1;
1314 memset(collisions, 0, sizeof collisions);
1316 for (i = 0; i < Elements(table); i++) {
1320 d = &values[table[i]];
1321 hash = (d->pname * prime_factor);
1324 if (values[table[hash & mask]].pname == d->pname)
1336 printf("number of enums: %d (total %d)\n", count, Elements(values));
1337 for (i = 0; i < Elements(collisions) - 1; i++)
1338 if (collisions[i] > 0)
1339 printf(" %d enums with %d %scollisions\n",
1340 collisions[i], i, i == 10 ? "or more " : "");
1345 * Initialize the enum hash for a given API
1347 * This is called from one_time_init() to insert the enum values that
1348 * are valid for the API in question into the enum hash table.
1350 * \param the current context, for determining the API in question
1352 void _mesa_init_get_hash(struct gl_context *ctx)
1354 int i, hash, index, mask;
1355 int api_mask = 0, api_bit;
1357 mask = Elements(table) - 1;
1358 api_bit = 1 << ctx->API;
1360 for (i = 0; i < Elements(values); i++) {
1361 if (values[i].type == TYPE_API_MASK) {
1362 api_mask = values[i].offset;
1365 if (!(api_mask & api_bit))
1368 hash = (values[i].pname * prime_factor) & mask;
1370 index = hash & mask;
1371 if (!table[index]) {
1380 print_table_stats();
1385 * Handle irregular enums
1387 * Some values don't conform to the "well-known type at context
1388 * pointer + offset" pattern, so we have this function to catch all
1389 * the corner cases. Typically, it's a computed value or a one-off
1390 * pointer to a custom struct or something.
1392 * In this case we can't return a pointer to the value, so we'll have
1393 * to use the temporary variable 'v' declared back in the calling
1394 * glGet*v() function to store the result.
1396 * \param ctx the current context
1397 * \param d the struct value_desc that describes the enum
1398 * \param v pointer to the tmp declared in the calling glGet*v() function
1401 find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1403 struct gl_buffer_object **buffer_obj;
1404 struct gl_client_array *array;
1411 case GL_TEXTURE_1D_ARRAY_EXT:
1412 case GL_TEXTURE_2D_ARRAY_EXT:
1413 case GL_TEXTURE_CUBE_MAP_ARB:
1414 case GL_TEXTURE_RECTANGLE_NV:
1415 v->value_bool = _mesa_IsEnabled(d->pname);
1418 case GL_LINE_STIPPLE_PATTERN:
1419 /* This is the only GLushort, special case it here by promoting
1420 * to an int rather than introducing a new type. */
1421 v->value_int = ctx->Line.StipplePattern;
1424 case GL_CURRENT_RASTER_TEXTURE_COORDS:
1425 unit = ctx->Texture.CurrentUnit;
1426 v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1427 v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1428 v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1429 v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1432 case GL_CURRENT_TEXTURE_COORDS:
1433 unit = ctx->Texture.CurrentUnit;
1434 v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1435 v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1436 v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1437 v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1440 case GL_COLOR_WRITEMASK:
1441 v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1442 v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1443 v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1444 v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1448 v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1451 case GL_READ_BUFFER:
1452 v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1455 case GL_MAP2_GRID_DOMAIN:
1456 v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1457 v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1458 v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1459 v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1462 case GL_TEXTURE_STACK_DEPTH:
1463 unit = ctx->Texture.CurrentUnit;
1464 v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1466 case GL_TEXTURE_MATRIX:
1467 unit = ctx->Texture.CurrentUnit;
1468 v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1471 case GL_TEXTURE_COORD_ARRAY:
1472 case GL_TEXTURE_COORD_ARRAY_SIZE:
1473 case GL_TEXTURE_COORD_ARRAY_TYPE:
1474 case GL_TEXTURE_COORD_ARRAY_STRIDE:
1475 array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1476 v->value_int = *(GLuint *) ((char *) array + d->offset);
1479 case GL_ACTIVE_TEXTURE_ARB:
1480 v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1482 case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1483 v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1486 case GL_MODELVIEW_STACK_DEPTH:
1487 case GL_PROJECTION_STACK_DEPTH:
1488 v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1491 case GL_MAX_TEXTURE_SIZE:
1492 case GL_MAX_3D_TEXTURE_SIZE:
1493 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1494 p = (GLuint *) ((char *) ctx + d->offset);
1495 v->value_int = 1 << (*p - 1);
1498 case GL_SCISSOR_BOX:
1499 v->value_int_4[0] = ctx->Scissor.X;
1500 v->value_int_4[1] = ctx->Scissor.Y;
1501 v->value_int_4[2] = ctx->Scissor.Width;
1502 v->value_int_4[3] = ctx->Scissor.Height;
1507 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1510 if (!ctx->CompileFlag)
1512 else if (ctx->ExecuteFlag)
1513 v->value_enum = GL_COMPILE_AND_EXECUTE;
1515 v->value_enum = GL_COMPILE;
1519 v->value_int_4[0] = ctx->Viewport.X;
1520 v->value_int_4[1] = ctx->Viewport.Y;
1521 v->value_int_4[2] = ctx->Viewport.Width;
1522 v->value_int_4[3] = ctx->Viewport.Height;
1525 case GL_ACTIVE_STENCIL_FACE_EXT:
1526 v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1529 case GL_STENCIL_FAIL:
1530 v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1532 case GL_STENCIL_FUNC:
1533 v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1535 case GL_STENCIL_PASS_DEPTH_FAIL:
1536 v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1538 case GL_STENCIL_PASS_DEPTH_PASS:
1539 v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1541 case GL_STENCIL_REF:
1542 v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1544 case GL_STENCIL_VALUE_MASK:
1545 v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1547 case GL_STENCIL_WRITEMASK:
1548 v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1551 case GL_NUM_EXTENSIONS:
1552 v->value_int = _mesa_get_extension_count(ctx);
1555 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1556 v->value_int = _mesa_get_color_read_type(ctx);
1558 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1559 v->value_int = _mesa_get_color_read_format(ctx);
1562 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1563 v->value_int = ctx->CurrentStack->Depth + 1;
1565 case GL_CURRENT_MATRIX_ARB:
1566 case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1567 v->value_matrix = ctx->CurrentStack->Top;
1570 case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1571 v->value_int = _mesa_get_compressed_formats(ctx, NULL);
1573 case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1575 _mesa_get_compressed_formats(ctx, v->value_int_n.ints);
1576 ASSERT(v->value_int_n.n <= 100);
1579 case GL_MAX_VARYING_FLOATS_ARB:
1580 v->value_int = ctx->Const.MaxVarying * 4;
1583 /* Various object names */
1585 case GL_TEXTURE_BINDING_1D:
1586 case GL_TEXTURE_BINDING_2D:
1587 case GL_TEXTURE_BINDING_3D:
1588 case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1589 case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1590 case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1591 case GL_TEXTURE_BINDING_RECTANGLE_NV:
1592 unit = ctx->Texture.CurrentUnit;
1594 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1597 /* GL_ARB_vertex_buffer_object */
1598 case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1599 case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1600 case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1601 case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1602 case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1603 case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1604 case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1605 buffer_obj = (struct gl_buffer_object **)
1606 ((char *) ctx->Array.ArrayObj + d->offset);
1607 v->value_int = (*buffer_obj)->Name;
1609 case GL_ARRAY_BUFFER_BINDING_ARB:
1610 v->value_int = ctx->Array.ArrayBufferObj->Name;
1612 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1614 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1616 case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1617 v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1620 /* ARB_copy_buffer */
1621 case GL_COPY_READ_BUFFER:
1622 v->value_int = ctx->CopyReadBuffer->Name;
1624 case GL_COPY_WRITE_BUFFER:
1625 v->value_int = ctx->CopyWriteBuffer->Name;
1628 case GL_FRAGMENT_PROGRAM_BINDING_NV:
1630 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1632 case GL_VERTEX_PROGRAM_BINDING_NV:
1634 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1636 case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1637 v->value_int = ctx->Pack.BufferObj->Name;
1639 case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1640 v->value_int = ctx->Unpack.BufferObj->Name;
1642 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1643 v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1645 case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1646 v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1648 case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1649 v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1651 case GL_TRANSFORM_FEEDBACK_BINDING:
1652 v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1654 case GL_CURRENT_PROGRAM:
1656 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1658 case GL_READ_FRAMEBUFFER_BINDING_EXT:
1659 v->value_int = ctx->ReadBuffer->Name;
1661 case GL_RENDERBUFFER_BINDING_EXT:
1663 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1665 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1666 v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1670 if(ctx->Color._ClampFragmentColor)
1671 COPY_4FV(v->value_float_4, ctx->Fog.Color);
1673 COPY_4FV(v->value_float_4, ctx->Fog.ColorUnclamped);
1675 case GL_COLOR_CLEAR_VALUE:
1676 if(ctx->Color._ClampFragmentColor)
1677 COPY_4FV(v->value_float_4, ctx->Color.ClearColor);
1679 COPY_4FV(v->value_float_4, ctx->Color.ClearColorUnclamped);
1681 case GL_BLEND_COLOR_EXT:
1682 if(ctx->Color._ClampFragmentColor)
1683 COPY_4FV(v->value_float_4, ctx->Color.BlendColor);
1685 COPY_4FV(v->value_float_4, ctx->Color.BlendColorUnclamped);
1687 case GL_ALPHA_TEST_REF:
1688 if(ctx->Color._ClampFragmentColor)
1689 v->value_float = ctx->Color.AlphaRef;
1691 v->value_float = ctx->Color.AlphaRefUnclamped;
1693 case GL_MAX_VERTEX_UNIFORM_VECTORS:
1694 v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1697 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1698 v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1701 /* GL_ARB_texture_buffer_object */
1702 case GL_TEXTURE_BUFFER_ARB:
1703 v->value_int = ctx->Texture.BufferObject->Name;
1705 case GL_TEXTURE_BINDING_BUFFER_ARB:
1706 unit = ctx->Texture.CurrentUnit;
1708 ctx->Texture.Unit[unit].CurrentTex[TEXTURE_BUFFER_INDEX]->Name;
1710 case GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB:
1712 struct gl_buffer_object *buf =
1713 ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1714 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObject;
1715 v->value_int = buf ? buf->Name : 0;
1718 case GL_TEXTURE_BUFFER_FORMAT_ARB:
1719 v->value_int = ctx->Texture.Unit[ctx->Texture.CurrentUnit]
1720 .CurrentTex[TEXTURE_BUFFER_INDEX]->BufferObjectFormat;
1723 /* GL_ARB_sampler_objects */
1724 case GL_SAMPLER_BINDING:
1726 struct gl_sampler_object *samp =
1727 ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler;
1728 v->value_int = samp ? samp->Name : 0;
1735 * Check extra constraints on a struct value_desc descriptor
1737 * If a struct value_desc has a non-NULL extra pointer, it means that
1738 * there are a number of extra constraints to check or actions to
1739 * perform. The extras is just an integer array where each integer
1740 * encode different constraints or actions.
1742 * \param ctx current context
1743 * \param func name of calling glGet*v() function for error reporting
1744 * \param d the struct value_desc that has the extra constraints
1746 * \return GL_FALSE if one of the constraints was not satisfied,
1747 * otherwise GL_TRUE.
1750 check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1752 const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1758 for (e = d->extra; *e != EXTRA_END; e++)
1760 case EXTRA_VERSION_30:
1761 if (version >= 30) {
1766 case EXTRA_VERSION_31:
1767 if (version >= 31) {
1772 case EXTRA_VERSION_32:
1773 if (version >= 32) {
1778 case EXTRA_NEW_FRAG_CLAMP:
1779 if (ctx->NewState & (_NEW_BUFFERS | _NEW_FRAG_CLAMP))
1780 _mesa_update_state(ctx);
1782 case EXTRA_VERSION_ES2:
1783 if (ctx->API == API_OPENGLES2) {
1788 case EXTRA_NEW_BUFFERS:
1789 if (ctx->NewState & _NEW_BUFFERS)
1790 _mesa_update_state(ctx);
1792 case EXTRA_FLUSH_CURRENT:
1793 FLUSH_CURRENT(ctx, 0);
1795 case EXTRA_VALID_DRAW_BUFFER:
1796 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1797 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1798 func, d->pname - GL_DRAW_BUFFER0_ARB);
1802 case EXTRA_VALID_TEXTURE_UNIT:
1803 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1804 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1805 func, ctx->Texture.CurrentUnit);
1811 default: /* *e is a offset into the extension struct */
1813 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1818 if (total > 0 && enabled == 0) {
1819 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1820 _mesa_lookup_enum_by_nr(d->pname));
1827 static const struct value_desc error_value =
1828 { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1831 * Find the struct value_desc corresponding to the enum 'pname'.
1833 * We hash the enum value to get an index into the 'table' array,
1834 * which holds the index in the 'values' array of struct value_desc.
1835 * Once we've found the entry, we do the extra checks, if any, then
1836 * look up the value and return a pointer to it.
1838 * If the value has to be computed (for example, it's the result of a
1839 * function call or we need to add 1 to it), we use the tmp 'v' to
1842 * \param func name of glGet*v() func for error reporting
1843 * \param pname the enum value we're looking up
1844 * \param p is were we return the pointer to the value
1845 * \param v a tmp union value variable in the calling glGet*v() function
1847 * \return the struct value_desc corresponding to the enum or a struct
1848 * value_desc of TYPE_INVALID if not found. This lets the calling
1849 * glGet*v() function jump right into a switch statement and
1850 * handle errors there instead of having to check for NULL.
1852 static const struct value_desc *
1853 find_value(const char *func, GLenum pname, void **p, union value *v)
1855 GET_CURRENT_CONTEXT(ctx);
1856 struct gl_texture_unit *unit;
1858 const struct value_desc *d;
1860 mask = Elements(table) - 1;
1861 hash = (pname * prime_factor);
1863 d = &values[table[hash & mask]];
1865 /* If the enum isn't valid, the hash walk ends with index 0,
1866 * which is the API mask entry at the beginning of values[]. */
1867 if (unlikely(d->type == TYPE_API_MASK)) {
1868 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1869 _mesa_lookup_enum_by_nr(pname));
1870 return &error_value;
1873 if (likely(d->pname == pname))
1879 if (unlikely(d->extra && !check_extra(ctx, func, d)))
1880 return &error_value;
1882 switch (d->location) {
1884 *p = ((char *) ctx->DrawBuffer + d->offset);
1887 *p = ((char *) ctx + d->offset);
1890 *p = ((char *) ctx->Array.ArrayObj + d->offset);
1893 unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1894 *p = ((char *) unit + d->offset);
1897 find_custom_value(ctx, d, v);
1905 /* silence warning */
1906 return &error_value;
1909 static const int transpose[] = {
1917 _mesa_GetBooleanv(GLenum pname, GLboolean *params)
1919 const struct value_desc *d;
1924 GET_CURRENT_CONTEXT(ctx);
1926 ASSERT_OUTSIDE_BEGIN_END(ctx);
1928 d = find_value("glGetBooleanv", pname, &p, &v);
1933 params[0] = INT_TO_BOOLEAN(d->offset);
1938 params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1941 params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1944 params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1947 params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1951 params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1955 params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1957 params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1960 params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1963 params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1967 for (i = 0; i < v.value_int_n.n; i++)
1968 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1972 params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1976 params[0] = ((GLboolean*) p)[0];
1980 m = *(GLmatrix **) p;
1981 for (i = 0; i < 16; i++)
1982 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1986 m = *(GLmatrix **) p;
1987 for (i = 0; i < 16; i++)
1988 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1997 shift = d->type - TYPE_BIT_0;
1998 params[0] = (*(GLbitfield *) p >> shift) & 1;
2004 _mesa_GetFloatv(GLenum pname, GLfloat *params)
2006 const struct value_desc *d;
2011 GET_CURRENT_CONTEXT(ctx);
2013 ASSERT_OUTSIDE_BEGIN_END(ctx);
2015 d = find_value("glGetFloatv", pname, &p, &v);
2020 params[0] = (GLfloat) d->offset;
2025 params[3] = ((GLfloat *) p)[3];
2028 params[2] = ((GLfloat *) p)[2];
2031 params[1] = ((GLfloat *) p)[1];
2034 params[0] = ((GLfloat *) p)[0];
2038 params[0] = ((GLdouble *) p)[0];
2042 params[3] = (GLfloat) (((GLint *) p)[3]);
2044 params[2] = (GLfloat) (((GLint *) p)[2]);
2047 params[1] = (GLfloat) (((GLint *) p)[1]);
2050 params[0] = (GLfloat) (((GLint *) p)[0]);
2054 for (i = 0; i < v.value_int_n.n; i++)
2055 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
2059 params[0] = ((GLint64 *) p)[0];
2063 params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
2067 m = *(GLmatrix **) p;
2068 for (i = 0; i < 16; i++)
2069 params[i] = m->m[i];
2073 m = *(GLmatrix **) p;
2074 for (i = 0; i < 16; i++)
2075 params[i] = m->m[transpose[i]];
2084 shift = d->type - TYPE_BIT_0;
2085 params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
2091 _mesa_GetIntegerv(GLenum pname, GLint *params)
2093 const struct value_desc *d;
2098 GET_CURRENT_CONTEXT(ctx);
2100 ASSERT_OUTSIDE_BEGIN_END(ctx);
2102 d = find_value("glGetIntegerv", pname, &p, &v);
2107 params[0] = d->offset;
2111 params[3] = IROUND(((GLfloat *) p)[3]);
2113 params[2] = IROUND(((GLfloat *) p)[2]);
2115 params[1] = IROUND(((GLfloat *) p)[1]);
2117 params[0] = IROUND(((GLfloat *) p)[0]);
2121 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2123 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2125 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2127 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2131 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2135 params[3] = ((GLint *) p)[3];
2137 params[2] = ((GLint *) p)[2];
2140 params[1] = ((GLint *) p)[1];
2143 params[0] = ((GLint *) p)[0];
2147 for (i = 0; i < v.value_int_n.n; i++)
2148 params[i] = v.value_int_n.ints[i];
2152 params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2156 params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2160 m = *(GLmatrix **) p;
2161 for (i = 0; i < 16; i++)
2162 params[i] = FLOAT_TO_INT(m->m[i]);
2166 m = *(GLmatrix **) p;
2167 for (i = 0; i < 16; i++)
2168 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2177 shift = d->type - TYPE_BIT_0;
2178 params[0] = (*(GLbitfield *) p >> shift) & 1;
2183 #if FEATURE_ARB_sync
2185 _mesa_GetInteger64v(GLenum pname, GLint64 *params)
2187 const struct value_desc *d;
2192 GET_CURRENT_CONTEXT(ctx);
2194 ASSERT_OUTSIDE_BEGIN_END(ctx);
2196 d = find_value("glGetInteger64v", pname, &p, &v);
2201 params[0] = d->offset;
2205 params[3] = IROUND64(((GLfloat *) p)[3]);
2207 params[2] = IROUND64(((GLfloat *) p)[2]);
2209 params[1] = IROUND64(((GLfloat *) p)[1]);
2211 params[0] = IROUND64(((GLfloat *) p)[0]);
2215 params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2217 params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2219 params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2221 params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2225 params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2229 params[3] = ((GLint *) p)[3];
2231 params[2] = ((GLint *) p)[2];
2234 params[1] = ((GLint *) p)[1];
2237 params[0] = ((GLint *) p)[0];
2241 for (i = 0; i < v.value_int_n.n; i++)
2242 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2246 params[0] = ((GLint64 *) p)[0];
2250 params[0] = ((GLboolean*) p)[0];
2254 m = *(GLmatrix **) p;
2255 for (i = 0; i < 16; i++)
2256 params[i] = FLOAT_TO_INT64(m->m[i]);
2260 m = *(GLmatrix **) p;
2261 for (i = 0; i < 16; i++)
2262 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2271 shift = d->type - TYPE_BIT_0;
2272 params[0] = (*(GLbitfield *) p >> shift) & 1;
2276 #endif /* FEATURE_ARB_sync */
2279 _mesa_GetDoublev(GLenum pname, GLdouble *params)
2281 const struct value_desc *d;
2286 GET_CURRENT_CONTEXT(ctx);
2288 ASSERT_OUTSIDE_BEGIN_END(ctx);
2290 d = find_value("glGetDoublev", pname, &p, &v);
2295 params[0] = d->offset;
2300 params[3] = ((GLfloat *) p)[3];
2303 params[2] = ((GLfloat *) p)[2];
2306 params[1] = ((GLfloat *) p)[1];
2309 params[0] = ((GLfloat *) p)[0];
2313 params[0] = ((GLdouble *) p)[0];
2317 params[3] = ((GLint *) p)[3];
2319 params[2] = ((GLint *) p)[2];
2322 params[1] = ((GLint *) p)[1];
2325 params[0] = ((GLint *) p)[0];
2329 for (i = 0; i < v.value_int_n.n; i++)
2330 params[i] = v.value_int_n.ints[i];
2334 params[0] = ((GLint64 *) p)[0];
2338 params[0] = *(GLboolean*) p;
2342 m = *(GLmatrix **) p;
2343 for (i = 0; i < 16; i++)
2344 params[i] = m->m[i];
2348 m = *(GLmatrix **) p;
2349 for (i = 0; i < 16; i++)
2350 params[i] = m->m[transpose[i]];
2359 shift = d->type - TYPE_BIT_0;
2360 params[0] = (*(GLbitfield *) p >> shift) & 1;
2365 static enum value_type
2366 find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2368 GET_CURRENT_CONTEXT(ctx);
2373 if (index >= ctx->Const.MaxDrawBuffers)
2375 if (!ctx->Extensions.EXT_draw_buffers2)
2377 v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2382 case GL_BLEND_SRC_RGB:
2383 if (index >= ctx->Const.MaxDrawBuffers)
2385 if (!ctx->Extensions.ARB_draw_buffers_blend)
2387 v->value_int = ctx->Color.Blend[index].SrcRGB;
2389 case GL_BLEND_SRC_ALPHA:
2390 if (index >= ctx->Const.MaxDrawBuffers)
2392 if (!ctx->Extensions.ARB_draw_buffers_blend)
2394 v->value_int = ctx->Color.Blend[index].SrcA;
2398 case GL_BLEND_DST_RGB:
2399 if (index >= ctx->Const.MaxDrawBuffers)
2401 if (!ctx->Extensions.ARB_draw_buffers_blend)
2403 v->value_int = ctx->Color.Blend[index].DstRGB;
2405 case GL_BLEND_DST_ALPHA:
2406 if (index >= ctx->Const.MaxDrawBuffers)
2408 if (!ctx->Extensions.ARB_draw_buffers_blend)
2410 v->value_int = ctx->Color.Blend[index].DstA;
2412 case GL_BLEND_EQUATION_RGB:
2413 if (index >= ctx->Const.MaxDrawBuffers)
2415 if (!ctx->Extensions.ARB_draw_buffers_blend)
2417 v->value_int = ctx->Color.Blend[index].EquationRGB;
2419 case GL_BLEND_EQUATION_ALPHA:
2420 if (index >= ctx->Const.MaxDrawBuffers)
2422 if (!ctx->Extensions.ARB_draw_buffers_blend)
2424 v->value_int = ctx->Color.Blend[index].EquationA;
2427 case GL_COLOR_WRITEMASK:
2428 if (index >= ctx->Const.MaxDrawBuffers)
2430 if (!ctx->Extensions.EXT_draw_buffers2)
2432 v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2433 v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2434 v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2435 v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2438 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2439 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2441 if (!ctx->Extensions.EXT_transform_feedback)
2443 v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2446 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2447 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2449 if (!ctx->Extensions.EXT_transform_feedback)
2451 v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2454 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2455 if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2457 if (!ctx->Extensions.EXT_transform_feedback)
2459 v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2464 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2465 _mesa_lookup_enum_by_nr(pname));
2466 return TYPE_INVALID;
2468 _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2469 _mesa_lookup_enum_by_nr(pname));
2470 return TYPE_INVALID;
2474 _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2477 enum value_type type =
2478 find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
2482 params[0] = INT_TO_BOOLEAN(v.value_int);
2485 params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2486 params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2487 params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2488 params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2491 params[0] = INT64_TO_BOOLEAN(v.value_int);
2494 ; /* nothing - GL error was recorded */
2499 _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2502 enum value_type type =
2503 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2507 params[0] = v.value_int;
2510 params[0] = v.value_int_4[0];
2511 params[1] = v.value_int_4[1];
2512 params[2] = v.value_int_4[2];
2513 params[3] = v.value_int_4[3];
2516 params[0] = INT64_TO_INT(v.value_int);
2519 ; /* nothing - GL error was recorded */
2523 #if FEATURE_ARB_sync
2525 _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2528 enum value_type type =
2529 find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
2533 params[0] = v.value_int;
2536 params[0] = v.value_int_4[0];
2537 params[1] = v.value_int_4[1];
2538 params[2] = v.value_int_4[2];
2539 params[3] = v.value_int_4[3];
2542 params[0] = v.value_int;
2545 ; /* nothing - GL error was recorded */
2548 #endif /* FEATURE_ARB_sync */
2552 _mesa_GetFixedv(GLenum pname, GLfixed *params)
2554 const struct value_desc *d;
2560 d = find_value("glGetDoublev", pname, &p, &v);
2565 params[0] = INT_TO_FIXED(d->offset);
2570 params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2573 params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2576 params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2579 params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2583 params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2587 params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2589 params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2592 params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2595 params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2599 for (i = 0; i < v.value_int_n.n; i++)
2600 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2604 params[0] = ((GLint64 *) p)[0];
2608 params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2612 m = *(GLmatrix **) p;
2613 for (i = 0; i < 16; i++)
2614 params[i] = FLOAT_TO_FIXED(m->m[i]);
2618 m = *(GLmatrix **) p;
2619 for (i = 0; i < 16; i++)
2620 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2629 shift = d->type - TYPE_BIT_0;
2630 params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);