From b39f063f74bf0163eaf34db03134f226d18142ec Mon Sep 17 00:00:00 2001 From: marha Date: Thu, 24 Mar 2011 07:37:29 +0000 Subject: xserver xkeyboard-config libX11 pixman mesa git update 24 Mar 2011 --- mesalib/src/mesa/main/get.c | 5054 +++++++++++++++++++------------------- mesalib/src/mesa/main/mtypes.h | 5 - mesalib/src/mesa/main/pixel.c | 2 +- mesalib/src/mesa/main/state.c | 1468 +++++------ mesalib/src/mesa/main/teximage.c | 10 +- 5 files changed, 3266 insertions(+), 3273 deletions(-) (limited to 'mesalib/src/mesa') diff --git a/mesalib/src/mesa/main/get.c b/mesalib/src/mesa/main/get.c index a3cae1cbc..81a2a4e7c 100644 --- a/mesalib/src/mesa/main/get.c +++ b/mesalib/src/mesa/main/get.c @@ -1,2527 +1,2527 @@ -/* - * Copyright (C) 2010 Brian Paul All Rights Reserved. - * Copyright (C) 2010 Intel Corporation - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - * - * Author: Kristian Høgsberg - */ - -#include "glheader.h" -#include "context.h" -#include "enable.h" -#include "enums.h" -#include "extensions.h" -#include "get.h" -#include "macros.h" -#include "mfeatures.h" -#include "mtypes.h" -#include "state.h" -#include "texcompress.h" -#include "framebuffer.h" - -/* This is a table driven implemetation of the glGet*v() functions. - * The basic idea is that most getters just look up an int somewhere - * in struct gl_context and then convert it to a bool or float according to - * which of glGetIntegerv() glGetBooleanv() etc is being called. - * Instead of generating code to do this, we can just record the enum - * value and the offset into struct gl_context in an array of structs. Then - * in glGet*(), we lookup the struct for the enum in question, and use - * the offset to get the int we need. - * - * Sometimes we need to look up a float, a boolean, a bit in a - * bitfield, a matrix or other types instead, so we need to track the - * type of the value in struct gl_context. And sometimes the value isn't in - * struct gl_context but in the drawbuffer, the array object, current texture - * unit, or maybe it's a computed value. So we need to also track - * where or how to find the value. Finally, we sometimes need to - * check that one of a number of extensions are enabled, the GL - * version or flush or call _mesa_update_state(). This is done by - * attaching optional extra information to the value description - * struct, it's sort of like an array of opcodes that describe extra - * checks or actions. - * - * Putting all this together we end up with struct value_desc below, - * and with a couple of macros to help, the table of struct value_desc - * is about as concise as the specification in the old python script. - */ - -#undef CONST - -#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE ) -#define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \ - ((F) * 65536.0f < INT_MIN) ? INT_MIN : \ - (GLint) ((F) * 65536.0f) ) - -#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) -#define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \ - ((I) < SHRT_MIN) ? INT_MIN : \ - (GLint) ((I) * 65536) ) - -#define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) -#define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) ) - -#define BOOLEAN_TO_INT(B) ( (GLint) (B) ) -#define BOOLEAN_TO_INT64(B) ( (GLint64) (B) ) -#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F ) -#define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 ) - -#define ENUM_TO_INT64(E) ( (GLint64) (E) ) -#define ENUM_TO_FIXED(E) (E) - -enum value_type { - TYPE_INVALID, - TYPE_API_MASK, - TYPE_INT, - TYPE_INT_2, - TYPE_INT_3, - TYPE_INT_4, - TYPE_INT_N, - TYPE_INT64, - TYPE_ENUM, - TYPE_ENUM_2, - TYPE_BOOLEAN, - TYPE_BIT_0, - TYPE_BIT_1, - TYPE_BIT_2, - TYPE_BIT_3, - TYPE_BIT_4, - TYPE_BIT_5, - TYPE_FLOAT, - TYPE_FLOAT_2, - TYPE_FLOAT_3, - TYPE_FLOAT_4, - TYPE_FLOATN, - TYPE_FLOATN_2, - TYPE_FLOATN_3, - TYPE_FLOATN_4, - TYPE_DOUBLEN, - TYPE_MATRIX, - TYPE_MATRIX_T, - TYPE_CONST -}; - -enum value_location { - LOC_BUFFER, - LOC_CONTEXT, - LOC_ARRAY, - LOC_TEXUNIT, - LOC_CUSTOM -}; - -enum value_extra { - EXTRA_END = 0x8000, - EXTRA_VERSION_30, - EXTRA_VERSION_31, - EXTRA_VERSION_32, - EXTRA_VERSION_ES2, - EXTRA_NEW_BUFFERS, - EXTRA_VALID_DRAW_BUFFER, - EXTRA_VALID_TEXTURE_UNIT, - EXTRA_FLUSH_CURRENT, -}; - -#define NO_EXTRA NULL -#define NO_OFFSET 0 - -struct value_desc { - GLenum pname; - GLubyte location; /**< enum value_location */ - GLubyte type; /**< enum value_type */ - int offset; - const int *extra; -}; - -union value { - GLfloat value_float; - GLfloat value_float_4[4]; - GLmatrix *value_matrix; - GLint value_int; - GLint value_int_4[4]; - GLint64 value_int64; - GLenum value_enum; - - /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */ - struct { - GLint n, ints[100]; - } value_int_n; - GLboolean value_bool; -}; - -#define BUFFER_FIELD(field, type) \ - LOC_BUFFER, type, offsetof(struct gl_framebuffer, field) -#define CONTEXT_FIELD(field, type) \ - LOC_CONTEXT, type, offsetof(struct gl_context, field) -#define ARRAY_FIELD(field, type) \ - LOC_ARRAY, type, offsetof(struct gl_array_object, field) -#define CONST(value) \ - LOC_CONTEXT, TYPE_CONST, value - -#define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT) -#define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM) -#define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN) - -#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT) -#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2) -#define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64) -#define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM) -#define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2) -#define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN) -#define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0) -#define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1) -#define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2) -#define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3) -#define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4) -#define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5) -#define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT) -#define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2) -#define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3) -#define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4) -#define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX) -#define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T) - -#define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT) -#define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM) -#define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN) - -#define EXT(f) \ - offsetof(struct gl_extensions, f) - -#define EXTRA_EXT(e) \ - static const int extra_##e[] = { \ - EXT(e), EXTRA_END \ - } - -#define EXTRA_EXT2(e1, e2) \ - static const int extra_##e1##_##e2[] = { \ - EXT(e1), EXT(e2), EXTRA_END \ - } - -/* The 'extra' mechanism is a way to specify extra checks (such as - * extensions or specific gl versions) or actions (flush current, new - * buffers) that we need to do before looking up an enum. We need to - * declare them all up front so we can refer to them in the value_desc - * structs below. */ - -static const int extra_new_buffers[] = { - EXTRA_NEW_BUFFERS, - EXTRA_END -}; - -static const int extra_valid_draw_buffer[] = { - EXTRA_VALID_DRAW_BUFFER, - EXTRA_END -}; - -static const int extra_valid_texture_unit[] = { - EXTRA_VALID_TEXTURE_UNIT, - EXTRA_END -}; - -static const int extra_flush_current_valid_texture_unit[] = { - EXTRA_FLUSH_CURRENT, - EXTRA_VALID_TEXTURE_UNIT, - EXTRA_END -}; - -static const int extra_flush_current[] = { - EXTRA_FLUSH_CURRENT, - EXTRA_END -}; - -static const int extra_new_buffers_OES_read_format[] = { - EXTRA_NEW_BUFFERS, - EXT(OES_read_format), - EXTRA_END -}; - -static const int extra_EXT_secondary_color_flush_current[] = { - EXT(EXT_secondary_color), - EXTRA_FLUSH_CURRENT, - EXTRA_END -}; - -static const int extra_EXT_fog_coord_flush_current[] = { - EXT(EXT_fog_coord), - EXTRA_FLUSH_CURRENT, - EXTRA_END -}; - -static const int extra_EXT_texture_integer[] = { - EXT(EXT_texture_integer), - EXTRA_END -}; - -static const int extra_EXT_gpu_shader4[] = { - EXT(EXT_gpu_shader4), - EXTRA_END -}; - - -EXTRA_EXT(ARB_ES2_compatibility); -EXTRA_EXT(ARB_multitexture); -EXTRA_EXT(ARB_texture_cube_map); -EXTRA_EXT(MESA_texture_array); -EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program); -EXTRA_EXT(EXT_secondary_color); -EXTRA_EXT(EXT_fog_coord); -EXTRA_EXT(EXT_texture_lod_bias); -EXTRA_EXT(EXT_texture_filter_anisotropic); -EXTRA_EXT(IBM_rasterpos_clip); -EXTRA_EXT(NV_point_sprite); -EXTRA_EXT(SGIS_generate_mipmap); -EXTRA_EXT(NV_vertex_program); -EXTRA_EXT(NV_fragment_program); -EXTRA_EXT(NV_texture_rectangle); -EXTRA_EXT(EXT_stencil_two_side); -EXTRA_EXT(NV_light_max_exponent); -EXTRA_EXT(EXT_depth_bounds_test); -EXTRA_EXT(ARB_depth_clamp); -EXTRA_EXT(ATI_fragment_shader); -EXTRA_EXT(EXT_framebuffer_blit); -EXTRA_EXT(ARB_shader_objects); -EXTRA_EXT(EXT_provoking_vertex); -EXTRA_EXT(ARB_fragment_shader); -EXTRA_EXT(ARB_fragment_program); -EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample); -EXTRA_EXT(EXT_framebuffer_object); -EXTRA_EXT(APPLE_vertex_array_object); -EXTRA_EXT(ARB_seamless_cube_map); -EXTRA_EXT(EXT_compiled_vertex_array); -EXTRA_EXT(ARB_sync); -EXTRA_EXT(ARB_vertex_shader); -EXTRA_EXT(EXT_transform_feedback); -EXTRA_EXT(ARB_transform_feedback2); -EXTRA_EXT(EXT_pixel_buffer_object); -EXTRA_EXT(ARB_vertex_program); -EXTRA_EXT2(NV_point_sprite, ARB_point_sprite); -EXTRA_EXT2(ARB_fragment_program, NV_fragment_program); -EXTRA_EXT2(ARB_vertex_program, NV_vertex_program); -EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program); -EXTRA_EXT(ARB_vertex_buffer_object); -EXTRA_EXT(ARB_geometry_shader4); -EXTRA_EXT(ARB_copy_buffer); -EXTRA_EXT(EXT_framebuffer_sRGB); - -static const int -extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = { - EXT(ARB_vertex_program), - EXT(ARB_fragment_program), - EXT(NV_vertex_program), - EXTRA_END -}; - -static const int -extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = { - EXT(NV_vertex_program), - EXT(ARB_vertex_program), - EXT(ARB_fragment_program), - EXT(NV_vertex_program), - EXTRA_END -}; - -static const int -extra_NV_primitive_restart[] = { - EXT(NV_primitive_restart), - EXTRA_END -}; - -static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END }; -static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END }; -static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END }; - -static const int -extra_ARB_vertex_program_version_es2[] = { - EXT(ARB_vertex_program), - EXTRA_VERSION_ES2, - EXTRA_END -}; - -#define API_OPENGL_BIT (1 << API_OPENGL) -#define API_OPENGLES_BIT (1 << API_OPENGLES) -#define API_OPENGLES2_BIT (1 << API_OPENGLES2) - -/* This is the big table describing all the enums we accept in - * glGet*v(). The table is partitioned into six parts: enums - * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared - * between OpenGL and GLES, enums exclusive to GLES, etc for the - * remaining combinations. When we add the enums to the hash table in - * _mesa_init_get_hash(), we only add the enums for the API we're - * instantiating and the different sections are guarded by #if - * FEATURE_GL etc to make sure we only compile in the enums we may - * need. */ - -static const struct value_desc values[] = { - /* Enums shared between OpenGL, GLES1 and GLES2 */ - { 0, 0, TYPE_API_MASK, - API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA}, - { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers }, - { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA }, - { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA }, - { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers }, - { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, - { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA }, - { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA }, - { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA }, - { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA }, - { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA }, - { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA }, - { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA }, - { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA }, - { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA }, - { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA }, - { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers }, - { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA }, - { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA }, - { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA }, - { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA }, - { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA }, - { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA }, - { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA }, - { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA }, - { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA }, - { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA }, - { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA }, - { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers }, - { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, - { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA }, - { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA }, - { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA }, - { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA }, - { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, - { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, - { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA }, - { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA }, - { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA }, - { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, - - /* GL_ARB_multitexture */ - { GL_ACTIVE_TEXTURE_ARB, - LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture }, - - /* Note that all the OES_* extensions require that the Mesa "struct - * gl_extensions" include a member with the name of the extension. - * That structure does not yet include OES extensions (and we're - * not sure whether it will). If it does, all the OES_* - * extensions below should mark the dependency. */ - - /* GL_ARB_texture_cube_map */ - { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT, - TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map }, - { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_context, Const.MaxCubeTextureLevels), - extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */ - - /* XXX: OES_blend_subtract */ - { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA }, - { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA }, - { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA }, - { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA }, - - /* GL_BLEND_EQUATION_RGB, which is what we're really after, is - * defined identically to GL_BLEND_EQUATION. */ - { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA }, - { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA }, - - /* GL_ARB_texture_compression */ - { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA }, - - /* GL_ARB_multisample */ - { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, - CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA }, - { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA }, - { GL_SAMPLE_COVERAGE_VALUE_ARB, - CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA }, - { GL_SAMPLE_COVERAGE_INVERT_ARB, - CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA }, - { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA }, - { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA }, - - /* GL_SGIS_generate_mipmap */ - { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), - extra_SGIS_generate_mipmap }, - - /* GL_ARB_vertex_buffer_object */ - { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - - /* GL_ARB_vertex_buffer_object */ - /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */ - { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_vertex_buffer_object }, - - /* GL_ARB_copy_buffer */ - { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer }, - { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer }, - - /* GL_OES_read_format */ - { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0, - extra_new_buffers_OES_read_format }, - { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0, - extra_new_buffers_OES_read_format }, - - /* GL_EXT_framebuffer_object */ - { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name), - extra_EXT_framebuffer_object }, - { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, - extra_EXT_framebuffer_object }, - { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize), - extra_EXT_framebuffer_object }, - - /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's - * GLSL: */ - { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA }, - -#if FEATURE_GL || FEATURE_ES1 - /* Enums in OpenGL and GLES1 */ - { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA }, - { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA }, - { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA }, - { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA }, - { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA }, - { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA }, - { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA }, - { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA }, - { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA }, - { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA }, - { GL_LIGHT_MODEL_AMBIENT, - CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA }, - { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA }, - { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA }, - { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA }, - { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA }, - { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA }, - { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA }, - { GL_CURRENT_COLOR, - CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4), - extra_flush_current }, - { GL_CURRENT_NORMAL, - CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3), - extra_flush_current }, - { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0, - extra_flush_current_valid_texture_unit }, - { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA }, - { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA }, - { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA }, - { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA }, - { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA }, - { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA }, - { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA }, - { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA }, - { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA }, - { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA }, - { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA }, - { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA }, - { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA }, - { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA }, - { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA }, - { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA }, - { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA }, - { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA }, - { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA }, - { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA }, - { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA }, - { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA }, - { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA }, - { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA }, - { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA }, - { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA }, - { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA }, - { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA }, - { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA }, - { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA }, - { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA }, - { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA }, - { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, - { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit }, - { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0, - extra_valid_texture_unit }, - - { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA }, - { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA }, - { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA }, - { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA }, - { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled), NO_EXTRA }, - { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA }, - { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA }, - { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA }, - { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA }, - { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA }, - { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY, - LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY_SIZE, - LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY_TYPE, - LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY_STRIDE, - LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride), NO_EXTRA }, - - /* GL_ARB_ES2_compatibility */ - { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility }, - { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), - extra_ARB_ES2_compatibility }, - { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_ES2_compatibility }, - { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_ES2_compatibility }, - - /* GL_ARB_multitexture */ - { GL_MAX_TEXTURE_UNITS_ARB, - CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture }, - { GL_CLIENT_ACTIVE_TEXTURE_ARB, - LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture }, - - /* GL_ARB_texture_cube_map */ - { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, - /* S, T, and R are always set at the same time */ - { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0, - offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, - - /* GL_ARB_multisample */ - { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA }, - { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA }, - - /* GL_ARB_vertex_buffer_object */ - { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA }, - { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA }, - { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, - - /* GL_OES_point_sprite */ - { GL_POINT_SPRITE_NV, - CONTEXT_BOOL(Point.PointSprite), - extra_NV_point_sprite_ARB_point_sprite }, - - /* GL_ARB_fragment_shader */ - { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, - CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), - extra_ARB_fragment_shader }, - - /* GL_ARB_vertex_shader */ - { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, - CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), - extra_ARB_vertex_shader }, - { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_vertex_shader }, - - /* GL_EXT_texture_lod_bias */ - { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias), - extra_EXT_texture_lod_bias }, - - /* GL_EXT_texture_filter_anisotropic */ - { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, - CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy), - extra_EXT_texture_filter_anisotropic }, -#endif /* FEATURE_GL || FEATURE_ES1 */ - -#if FEATURE_ES1 - { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT }, - /* XXX: OES_matrix_get */ - { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES }, - { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES }, - { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES }, - - /* OES_point_size_array */ - { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) }, - { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) }, - { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) }, - { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 }, -#endif /* FEATURE_ES1 */ - -#if FEATURE_GL || FEATURE_ES2 - { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA }, - /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */ - { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA }, - { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */ - CONTEXT_INT(Const.MaxTextureCoordUnits), - extra_ARB_fragment_program_NV_fragment_program }, - - /* GL_ARB_draw_buffers */ - { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA }, - - { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA }, - /* GL_ARB_fragment_program */ - { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */ - CONTEXT_INT(Const.MaxTextureImageUnits), - extra_ARB_fragment_program_NV_fragment_program }, - { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, - CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader }, - { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, - CONTEXT_INT(Const.MaxCombinedTextureImageUnits), - extra_ARB_vertex_shader }, - - /* GL_ARB_shader_objects - * Actually, this token isn't part of GL_ARB_shader_objects, but is - * close enough for now. */ - { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects }, - - /* OpenGL 2.0 */ - { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA }, - { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA }, - { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA }, - { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA }, - { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA }, - { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA }, - { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA }, - - { GL_MAX_VERTEX_ATTRIBS_ARB, - CONTEXT_INT(Const.VertexProgram.MaxAttribs), - extra_ARB_vertex_program_version_es2 }, - - /* OES_texture_3D */ - { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA }, - { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA }, - - /* GL_ARB_fragment_program/OES_standard_derivatives */ - { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB, - CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader }, -#endif /* FEATURE_GL || FEATURE_ES2 */ - -#if FEATURE_ES2 - /* Enums unique to OpenGL ES 2.0 */ - { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA }, - { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA }, - { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - { GL_SHADER_COMPILER, CONST(1), NO_EXTRA }, - /* OES_get_program_binary */ - { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA }, - { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA }, -#endif /* FEATURE_ES2 */ - -#if FEATURE_GL - /* Remaining enums are only in OpenGL */ - { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA }, - { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA }, - { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA }, - { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA }, - { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA }, - { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA }, - { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA }, - { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA }, - { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA }, - { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA }, - { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA }, - { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA }, - { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA }, - { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA }, - { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA }, - { GL_CURRENT_INDEX, - CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]), - extra_flush_current }, - { GL_CURRENT_RASTER_COLOR, - CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA }, - { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA }, - { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA }, - { GL_CURRENT_RASTER_SECONDARY_COLOR, - CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA }, - { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0, - extra_valid_texture_unit }, - { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA }, - { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA }, - { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA }, - { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA }, - { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA }, - { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, - { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA }, - { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA }, - { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA }, - { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA }, - { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA }, - { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers }, - { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA }, - { GL_INDEX_MODE, CONST(0) , NO_EXTRA}, - { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA }, - { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA }, - { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA }, - { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA }, - { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA }, - { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA }, - { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA }, - { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA }, - { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA }, - { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, - { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA }, - { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA }, - { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA }, - { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA }, - { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA }, - { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA }, - { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA }, - { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA }, - { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA }, - { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA }, - { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA }, - { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA }, - { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA }, - { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA }, - { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA }, - { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA }, - { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA }, - { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA }, - { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA }, - { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA }, - { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA }, - { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA }, - { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA }, - { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA }, - { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA }, - { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA }, - { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA }, - { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA }, - - { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA }, - { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA }, - { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA }, - { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA }, - { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA }, - { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA }, - { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA }, - { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA }, - { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA }, - { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA }, - { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA }, - { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA }, - { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA }, - { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA }, - { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA }, - { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA }, - { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA }, - { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA }, - { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA }, - { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA }, - { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA }, - { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA }, - { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA }, - { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA }, - { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA }, - { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA }, - { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA }, - { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA }, - { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA }, - { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA }, - { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA }, - { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA }, - { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA }, - { GL_RGBA_MODE, CONST(1), NO_EXTRA }, - { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA }, - { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA }, - - { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA }, - - { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, - { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, - { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, - { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, - - { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA }, - { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT, - TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array }, - { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT, - TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array }, - { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, - CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array }, - - { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0, - offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, - { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1, - offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, - { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2, - offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, - { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3, - offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, - { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA }, - { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA }, - { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA }, - { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA }, - { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA }, - { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA }, - { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA }, - { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA }, - { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA }, - { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA }, - - /* Vertex arrays */ - { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA }, - { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA }, - { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA }, - { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA }, - { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA }, - { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, - - /* GL_ARB_texture_compression */ - { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA }, - - /* GL_EXT_compiled_vertex_array */ - { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst), - extra_EXT_compiled_vertex_array }, - { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount), - extra_EXT_compiled_vertex_array }, - - /* GL_ARB_transpose_matrix */ - { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, - CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA }, - { GL_TRANSPOSE_PROJECTION_MATRIX_ARB, - CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA }, - { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA }, - - /* GL_EXT_secondary_color */ - { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled), - extra_EXT_secondary_color_ARB_vertex_program }, - { GL_CURRENT_SECONDARY_COLOR_EXT, - CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4), - extra_EXT_secondary_color_flush_current }, - { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled), - extra_EXT_secondary_color }, - { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type), - extra_EXT_secondary_color }, - { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride), - extra_EXT_secondary_color }, - { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size), - extra_EXT_secondary_color }, - - /* GL_EXT_fog_coord */ - { GL_CURRENT_FOG_COORDINATE_EXT, - CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]), - extra_EXT_fog_coord_flush_current }, - { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled), - extra_EXT_fog_coord }, - { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type), - extra_EXT_fog_coord }, - { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride), - extra_EXT_fog_coord }, - { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource), - extra_EXT_fog_coord }, - - /* GL_IBM_rasterpos_clip */ - { GL_RASTER_POSITION_UNCLIPPED_IBM, - CONTEXT_BOOL(Transform.RasterPositionUnclipped), - extra_IBM_rasterpos_clip }, - - /* GL_NV_point_sprite */ - { GL_POINT_SPRITE_R_MODE_NV, - CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite }, - { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin), - extra_NV_point_sprite_ARB_point_sprite }, - - /* GL_NV_vertex_program */ - { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0, - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled), - extra_NV_vertex_program }, - { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]), - extra_NV_vertex_program }, - { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]), - extra_NV_vertex_program }, - - /* GL_NV_fragment_program */ - { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled), - extra_NV_fragment_program }, - { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0, - extra_NV_fragment_program }, - { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV, - CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS), - extra_NV_fragment_program }, - - /* GL_NV_texture_rectangle */ - { GL_TEXTURE_RECTANGLE_NV, - LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle }, - { GL_TEXTURE_BINDING_RECTANGLE_NV, - LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle }, - { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, - CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle }, - - /* GL_EXT_stencil_two_side */ - { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide), - extra_EXT_stencil_two_side }, - { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, - - /* GL_NV_light_max_exponent */ - { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess), - extra_NV_light_max_exponent }, - { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent), - extra_NV_light_max_exponent }, - - /* GL_NV_primitive_restart */ - { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart), - extra_NV_primitive_restart }, - { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex), - extra_NV_primitive_restart }, - - /* GL_ARB_vertex_buffer_object */ - { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA }, - { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA }, - { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA }, - { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, - offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA }, - - /* GL_EXT_pixel_buffer_object */ - { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, - extra_EXT_pixel_buffer_object }, - { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, - extra_EXT_pixel_buffer_object }, - - /* GL_ARB_vertex_program */ - { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */ - CONTEXT_BOOL(VertexProgram.Enabled), - extra_ARB_vertex_program_NV_vertex_program }, - { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/ - CONTEXT_BOOL(VertexProgram.PointSizeEnabled), - extra_ARB_vertex_program_NV_vertex_program }, - { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */ - CONTEXT_BOOL(VertexProgram.TwoSideEnabled), - extra_ARB_vertex_program_NV_vertex_program }, - { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */ - CONTEXT_INT(Const.MaxProgramMatrixStackDepth), - extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, - { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */ - CONTEXT_INT(Const.MaxProgramMatrices), - extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, - { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */ - LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, - - { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */ - LOC_CUSTOM, TYPE_MATRIX, 0, - extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, - { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */ - LOC_CUSTOM, TYPE_MATRIX, 0, - extra_ARB_vertex_program_ARB_fragment_program }, - - { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */ - CONTEXT_INT(Program.ErrorPos), - extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, - - /* GL_ARB_fragment_program */ - { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled), - extra_ARB_fragment_program }, - - /* GL_EXT_depth_bounds_test */ - { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest), - extra_EXT_depth_bounds_test }, - { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin), - extra_EXT_depth_bounds_test }, - - /* GL_ARB_depth_clamp*/ - { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp), - extra_ARB_depth_clamp }, - - /* GL_ARB_draw_buffers */ - { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA }, - { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]), - extra_valid_draw_buffer }, - { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]), - extra_valid_draw_buffer }, - - /* GL_ATI_fragment_shader */ - { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader }, - { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader }, - { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader }, - { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader }, - { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader }, - { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader }, - { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader }, - { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI, - CONST(3), extra_ATI_fragment_shader }, - - /* GL_EXT_framebuffer_object */ - { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments), - extra_EXT_framebuffer_object }, - - /* GL_EXT_framebuffer_blit - * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */ - { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, - extra_EXT_framebuffer_blit }, - - /* GL_EXT_provoking_vertex */ - { GL_PROVOKING_VERTEX_EXT, - CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex }, - { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT, - CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention), - extra_EXT_provoking_vertex }, - - /* GL_ARB_framebuffer_object */ - { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples), - extra_ARB_framebuffer_object_EXT_framebuffer_multisample }, - - /* GL_APPLE_vertex_array_object */ - { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name), - extra_APPLE_vertex_array_object }, - - /* GL_ARB_seamless_cube_map */ - { GL_TEXTURE_CUBE_MAP_SEAMLESS, - CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map }, - - /* GL_ARB_sync */ - { GL_MAX_SERVER_WAIT_TIMEOUT, - CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync }, - - /* GL_EXT_texture_integer */ - { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor), - extra_EXT_texture_integer }, - - /* GL_EXT_transform_feedback */ - { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0, - extra_EXT_transform_feedback }, - { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard), - extra_EXT_transform_feedback }, - { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, - CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents), - extra_EXT_transform_feedback }, - { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, - CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs), - extra_EXT_transform_feedback }, - { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, - CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents), - extra_EXT_transform_feedback }, - - /* GL_ARB_transform_feedback2 */ - { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0, - extra_ARB_transform_feedback2 }, - { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0, - extra_ARB_transform_feedback2 }, - { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0, - extra_ARB_transform_feedback2 }, - - /* GL_ARB_geometry_shader4 */ - { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB, - CONTEXT_INT(Const.MaxGeometryTextureImageUnits), - extra_ARB_geometry_shader4 }, - { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB, - CONTEXT_INT(Const.MaxGeometryOutputVertices), - extra_ARB_geometry_shader4 }, - { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB, - CONTEXT_INT(Const.MaxGeometryTotalOutputComponents), - extra_ARB_geometry_shader4 }, - { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB, - CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents), - extra_ARB_geometry_shader4 }, - { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB, - CONTEXT_INT(Const.MaxGeometryVaryingComponents), - extra_ARB_geometry_shader4 }, - { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB, - CONTEXT_INT(Const.MaxVertexVaryingComponents), - extra_ARB_geometry_shader4 }, - - /* GL_EXT_gpu_shader4 / GL 3.0 */ - { GL_MIN_PROGRAM_TEXEL_OFFSET, - CONTEXT_INT(Const.MinProgramTexelOffset), - extra_EXT_gpu_shader4 }, - { GL_MAX_PROGRAM_TEXEL_OFFSET, - CONTEXT_INT(Const.MaxProgramTexelOffset), - extra_EXT_gpu_shader4 }, - - /* GL 3.0 */ - { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 }, - { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 }, - { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 }, - { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 }, - - /* GL3.0 / GL_EXT_framebuffer_sRGB */ - { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB }, - { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB }, - - /* GL 3.1 */ - /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV - * vs. GL_PRIMITIVE_RESTART! - */ - { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart), - extra_version_31 }, - { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex), - extra_version_31 }, - - - /* GL 3.2 */ - { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask), - extra_version_32 }, -#endif /* FEATURE_GL */ -}; - -/* All we need now is a way to look up the value struct from the enum. - * The code generated by gcc for the old generated big switch - * statement is a big, balanced, open coded if/else tree, essentially - * an unrolled binary search. It would be natural to sort the new - * enum table and use bsearch(), but we will use a read-only hash - * table instead. bsearch() has a nice guaranteed worst case - * performance, but we're also guaranteed to hit that worst case - * (log2(n) iterations) for about half the enums. Instead, using an - * open addressing hash table, we can find the enum on the first try - * for 80% of the enums, 1 collision for 10% and never more than 5 - * collisions for any enum (typical numbers). And the code is very - * simple, even though it feels a little magic. */ - -static unsigned short table[1024]; -static const int prime_factor = 89, prime_step = 281; - -#ifdef GET_DEBUG -static void -print_table_stats(void) -{ - int i, j, collisions[11], count, hash, mask; - const struct value_desc *d; - - count = 0; - mask = Elements(table) - 1; - memset(collisions, 0, sizeof collisions); - - for (i = 0; i < Elements(table); i++) { - if (!table[i]) - continue; - count++; - d = &values[table[i]]; - hash = (d->pname * prime_factor); - j = 0; - while (1) { - if (values[table[hash & mask]].pname == d->pname) - break; - hash += prime_step; - j++; - } - - if (j < 10) - collisions[j]++; - else - collisions[10]++; - } - - printf("number of enums: %d (total %d)\n", count, Elements(values)); - for (i = 0; i < Elements(collisions) - 1; i++) - if (collisions[i] > 0) - printf(" %d enums with %d %scollisions\n", - collisions[i], i, i == 10 ? "or more " : ""); -} -#endif - -/** - * Initialize the enum hash for a given API - * - * This is called from one_time_init() to insert the enum values that - * are valid for the API in question into the enum hash table. - * - * \param the current context, for determining the API in question - */ -void _mesa_init_get_hash(struct gl_context *ctx) -{ - int i, hash, index, mask; - int api_mask = 0, api_bit; - - mask = Elements(table) - 1; - api_bit = 1 << ctx->API; - - for (i = 0; i < Elements(values); i++) { - if (values[i].type == TYPE_API_MASK) { - api_mask = values[i].offset; - continue; - } - if (!(api_mask & api_bit)) - continue; - - hash = (values[i].pname * prime_factor) & mask; - while (1) { - index = hash & mask; - if (!table[index]) { - table[index] = i; - break; - } - hash += prime_step; - } - } - -#ifdef GET_DEBUG - print_table_stats(); -#endif -} - -/** - * Handle irregular enums - * - * Some values don't conform to the "well-known type at context - * pointer + offset" pattern, so we have this function to catch all - * the corner cases. Typically, it's a computed value or a one-off - * pointer to a custom struct or something. - * - * In this case we can't return a pointer to the value, so we'll have - * to use the temporary variable 'v' declared back in the calling - * glGet*v() function to store the result. - * - * \param ctx the current context - * \param d the struct value_desc that describes the enum - * \param v pointer to the tmp declared in the calling glGet*v() function - */ -static void -find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v) -{ - struct gl_buffer_object *buffer_obj; - struct gl_client_array *array; - GLuint unit, *p; - - switch (d->pname) { - case GL_TEXTURE_1D: - case GL_TEXTURE_2D: - case GL_TEXTURE_3D: - case GL_TEXTURE_1D_ARRAY_EXT: - case GL_TEXTURE_2D_ARRAY_EXT: - case GL_TEXTURE_CUBE_MAP_ARB: - case GL_TEXTURE_RECTANGLE_NV: - v->value_bool = _mesa_IsEnabled(d->pname); - break; - - case GL_LINE_STIPPLE_PATTERN: - /* This is the only GLushort, special case it here by promoting - * to an int rather than introducing a new type. */ - v->value_int = ctx->Line.StipplePattern; - break; - - case GL_CURRENT_RASTER_TEXTURE_COORDS: - unit = ctx->Texture.CurrentUnit; - v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0]; - v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1]; - v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2]; - v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3]; - break; - - case GL_CURRENT_TEXTURE_COORDS: - unit = ctx->Texture.CurrentUnit; - v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0]; - v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1]; - v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2]; - v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3]; - break; - - case GL_COLOR_WRITEMASK: - v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0; - v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0; - v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0; - v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0; - break; - - case GL_EDGE_FLAG: - v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0; - break; - - case GL_READ_BUFFER: - v->value_enum = ctx->ReadBuffer->ColorReadBuffer; - break; - - case GL_MAP2_GRID_DOMAIN: - v->value_float_4[0] = ctx->Eval.MapGrid2u1; - v->value_float_4[1] = ctx->Eval.MapGrid2u2; - v->value_float_4[2] = ctx->Eval.MapGrid2v1; - v->value_float_4[3] = ctx->Eval.MapGrid2v2; - break; - - case GL_TEXTURE_STACK_DEPTH: - unit = ctx->Texture.CurrentUnit; - v->value_int = ctx->TextureMatrixStack[unit].Depth + 1; - break; - case GL_TEXTURE_MATRIX: - unit = ctx->Texture.CurrentUnit; - v->value_matrix = ctx->TextureMatrixStack[unit].Top; - break; - - case GL_TEXTURE_COORD_ARRAY: - case GL_TEXTURE_COORD_ARRAY_SIZE: - case GL_TEXTURE_COORD_ARRAY_TYPE: - case GL_TEXTURE_COORD_ARRAY_STRIDE: - array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture]; - v->value_int = *(GLuint *) ((char *) array + d->offset); - break; - - case GL_ACTIVE_TEXTURE_ARB: - v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; - break; - case GL_CLIENT_ACTIVE_TEXTURE_ARB: - v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; - break; - - case GL_MODELVIEW_STACK_DEPTH: - case GL_PROJECTION_STACK_DEPTH: - v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1; - break; - - case GL_MAX_TEXTURE_SIZE: - case GL_MAX_3D_TEXTURE_SIZE: - case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: - p = (GLuint *) ((char *) ctx + d->offset); - v->value_int = 1 << (*p - 1); - break; - - case GL_SCISSOR_BOX: - v->value_int_4[0] = ctx->Scissor.X; - v->value_int_4[1] = ctx->Scissor.Y; - v->value_int_4[2] = ctx->Scissor.Width; - v->value_int_4[3] = ctx->Scissor.Height; - break; - - case GL_LIST_INDEX: - v->value_int = - ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0; - break; - case GL_LIST_MODE: - if (!ctx->CompileFlag) - v->value_enum = 0; - else if (ctx->ExecuteFlag) - v->value_enum = GL_COMPILE_AND_EXECUTE; - else - v->value_enum = GL_COMPILE; - break; - - case GL_VIEWPORT: - v->value_int_4[0] = ctx->Viewport.X; - v->value_int_4[1] = ctx->Viewport.Y; - v->value_int_4[2] = ctx->Viewport.Width; - v->value_int_4[3] = ctx->Viewport.Height; - break; - - case GL_ACTIVE_STENCIL_FACE_EXT: - v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT; - break; - - case GL_STENCIL_FAIL: - v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_FUNC: - v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_PASS_DEPTH_FAIL: - v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_PASS_DEPTH_PASS: - v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_REF: - v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_VALUE_MASK: - v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; - break; - case GL_STENCIL_WRITEMASK: - v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; - break; - - case GL_NUM_EXTENSIONS: - v->value_int = _mesa_get_extension_count(ctx); - break; - - case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: - v->value_int = _mesa_get_color_read_type(ctx); - break; - case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: - v->value_int = _mesa_get_color_read_format(ctx); - break; - - case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: - v->value_int = ctx->CurrentStack->Depth + 1; - break; - case GL_CURRENT_MATRIX_ARB: - case GL_TRANSPOSE_CURRENT_MATRIX_ARB: - v->value_matrix = ctx->CurrentStack->Top; - break; - - case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: - v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE); - break; - case GL_COMPRESSED_TEXTURE_FORMATS_ARB: - v->value_int_n.n = - _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE); - ASSERT(v->value_int_n.n <= 100); - break; - - case GL_MAX_VARYING_FLOATS_ARB: - v->value_int = ctx->Const.MaxVarying * 4; - break; - - /* Various object names */ - - case GL_TEXTURE_BINDING_1D: - case GL_TEXTURE_BINDING_2D: - case GL_TEXTURE_BINDING_3D: - case GL_TEXTURE_BINDING_1D_ARRAY_EXT: - case GL_TEXTURE_BINDING_2D_ARRAY_EXT: - case GL_TEXTURE_BINDING_CUBE_MAP_ARB: - case GL_TEXTURE_BINDING_RECTANGLE_NV: - unit = ctx->Texture.CurrentUnit; - v->value_int = - ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name; - break; - - /* GL_ARB_vertex_buffer_object */ - case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: - case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: - case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: - case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: - case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: - case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: - case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: - buffer_obj = (struct gl_buffer_object *) - ((char *) ctx->Array.ArrayObj + d->offset); - v->value_int = buffer_obj->Name; - break; - case GL_ARRAY_BUFFER_BINDING_ARB: - v->value_int = ctx->Array.ArrayBufferObj->Name; - break; - case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: - v->value_int = - ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name; - break; - case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: - v->value_int = ctx->Array.ElementArrayBufferObj->Name; - break; - - /* ARB_copy_buffer */ - case GL_COPY_READ_BUFFER: - v->value_int = ctx->CopyReadBuffer->Name; - break; - case GL_COPY_WRITE_BUFFER: - v->value_int = ctx->CopyWriteBuffer->Name; - break; - - case GL_FRAGMENT_PROGRAM_BINDING_NV: - v->value_int = - ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0; - break; - case GL_VERTEX_PROGRAM_BINDING_NV: - v->value_int = - ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0; - break; - case GL_PIXEL_PACK_BUFFER_BINDING_EXT: - v->value_int = ctx->Pack.BufferObj->Name; - break; - case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: - v->value_int = ctx->Unpack.BufferObj->Name; - break; - case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: - v->value_int = ctx->TransformFeedback.CurrentBuffer->Name; - break; - case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED: - v->value_int = ctx->TransformFeedback.CurrentObject->Paused; - break; - case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE: - v->value_int = ctx->TransformFeedback.CurrentObject->Active; - break; - case GL_TRANSFORM_FEEDBACK_BINDING: - v->value_int = ctx->TransformFeedback.CurrentObject->Name; - break; - case GL_CURRENT_PROGRAM: - v->value_int = - ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0; - break; - case GL_READ_FRAMEBUFFER_BINDING_EXT: - v->value_int = ctx->ReadBuffer->Name; - break; - case GL_RENDERBUFFER_BINDING_EXT: - v->value_int = - ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0; - break; - case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: - v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name; - break; - - case GL_MAX_VERTEX_UNIFORM_VECTORS: - v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4; - break; - - case GL_MAX_FRAGMENT_UNIFORM_VECTORS: - v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4; - break; - } -} - -/** - * Check extra constraints on a struct value_desc descriptor - * - * If a struct value_desc has a non-NULL extra pointer, it means that - * there are a number of extra constraints to check or actions to - * perform. The extras is just an integer array where each integer - * encode different constraints or actions. - * - * \param ctx current context - * \param func name of calling glGet*v() function for error reporting - * \param d the struct value_desc that has the extra constraints - * - * \return GL_FALSE if one of the constraints was not satisfied, - * otherwise GL_TRUE. - */ -static GLboolean -check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d) -{ - const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor; - int total, enabled; - const int *e; - - total = 0; - enabled = 0; - for (e = d->extra; *e != EXTRA_END; e++) - switch (*e) { - case EXTRA_VERSION_30: - if (version >= 30) { - total++; - enabled++; - } - break; - case EXTRA_VERSION_31: - if (version >= 31) { - total++; - enabled++; - } - break; - case EXTRA_VERSION_32: - if (version >= 32) { - total++; - enabled++; - } - break; - case EXTRA_VERSION_ES2: - if (ctx->API == API_OPENGLES2) { - total++; - enabled++; - } - break; - case EXTRA_NEW_BUFFERS: - if (ctx->NewState & _NEW_BUFFERS) - _mesa_update_state(ctx); - break; - case EXTRA_FLUSH_CURRENT: - FLUSH_CURRENT(ctx, 0); - break; - case EXTRA_VALID_DRAW_BUFFER: - if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)", - func, d->pname - GL_DRAW_BUFFER0_ARB); - return GL_FALSE; - } - break; - case EXTRA_VALID_TEXTURE_UNIT: - if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)", - func, ctx->Texture.CurrentUnit); - return GL_FALSE; - } - break; - case EXTRA_END: - break; - default: /* *e is a offset into the extension struct */ - total++; - if (*(GLboolean *) ((char *) &ctx->Extensions + *e)) - enabled++; - break; - } - - if (total > 0 && enabled == 0) { - _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, - _mesa_lookup_enum_by_nr(d->pname)); - return GL_FALSE; - } - - return GL_TRUE; -} - -static const struct value_desc error_value = - { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA }; - -/** - * Find the struct value_desc corresponding to the enum 'pname'. - * - * We hash the enum value to get an index into the 'table' array, - * which holds the index in the 'values' array of struct value_desc. - * Once we've found the entry, we do the extra checks, if any, then - * look up the value and return a pointer to it. - * - * If the value has to be computed (for example, it's the result of a - * function call or we need to add 1 to it), we use the tmp 'v' to - * store the result. - * - * \param func name of glGet*v() func for error reporting - * \param pname the enum value we're looking up - * \param p is were we return the pointer to the value - * \param v a tmp union value variable in the calling glGet*v() function - * - * \return the struct value_desc corresponding to the enum or a struct - * value_desc of TYPE_INVALID if not found. This lets the calling - * glGet*v() function jump right into a switch statement and - * handle errors there instead of having to check for NULL. - */ -static const struct value_desc * -find_value(const char *func, GLenum pname, void **p, union value *v) -{ - GET_CURRENT_CONTEXT(ctx); - struct gl_texture_unit *unit; - int mask, hash; - const struct value_desc *d; - - mask = Elements(table) - 1; - hash = (pname * prime_factor); - while (1) { - d = &values[table[hash & mask]]; - - /* If the enum isn't valid, the hash walk ends with index 0, - * which is the API mask entry at the beginning of values[]. */ - if (unlikely(d->type == TYPE_API_MASK)) { - _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, - _mesa_lookup_enum_by_nr(pname)); - return &error_value; - } - - if (likely(d->pname == pname)) - break; - - hash += prime_step; - } - - if (unlikely(d->extra && !check_extra(ctx, func, d))) - return &error_value; - - switch (d->location) { - case LOC_BUFFER: - *p = ((char *) ctx->DrawBuffer + d->offset); - return d; - case LOC_CONTEXT: - *p = ((char *) ctx + d->offset); - return d; - case LOC_ARRAY: - *p = ((char *) ctx->Array.ArrayObj + d->offset); - return d; - case LOC_TEXUNIT: - unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; - *p = ((char *) unit + d->offset); - return d; - case LOC_CUSTOM: - find_custom_value(ctx, d, v); - *p = v; - return d; - default: - assert(0); - break; - } - - /* silence warning */ - return &error_value; -} - -static const int transpose[] = { - 0, 4, 8, 12, - 1, 5, 9, 13, - 2, 6, 10, 14, - 3, 7, 11, 15 -}; - -void GLAPIENTRY -_mesa_GetBooleanv(GLenum pname, GLboolean *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetBooleanv", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = INT_TO_BOOLEAN(d->offset); - break; - - case TYPE_FLOAT_4: - case TYPE_FLOATN_4: - params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]); - case TYPE_FLOAT_3: - case TYPE_FLOATN_3: - params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]); - case TYPE_FLOAT_2: - case TYPE_FLOATN_2: - params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]); - case TYPE_FLOAT: - case TYPE_FLOATN: - params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]); - break; - - case TYPE_DOUBLEN: - params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]); - break; - - case TYPE_INT_4: - params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]); - case TYPE_INT_3: - params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]); - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]); - case TYPE_INT: - case TYPE_ENUM: - params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]); - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]); - break; - - case TYPE_INT64: - params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]); - break; - - case TYPE_BOOLEAN: - params[0] = ((GLboolean*) p)[0]; - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_BOOLEAN(m->m[i]); - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]); - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = (*(GLbitfield *) p >> shift) & 1; - break; - } -} - -void GLAPIENTRY -_mesa_GetFloatv(GLenum pname, GLfloat *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetFloatv", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = (GLfloat) d->offset; - break; - - case TYPE_FLOAT_4: - case TYPE_FLOATN_4: - params[3] = ((GLfloat *) p)[3]; - case TYPE_FLOAT_3: - case TYPE_FLOATN_3: - params[2] = ((GLfloat *) p)[2]; - case TYPE_FLOAT_2: - case TYPE_FLOATN_2: - params[1] = ((GLfloat *) p)[1]; - case TYPE_FLOAT: - case TYPE_FLOATN: - params[0] = ((GLfloat *) p)[0]; - break; - - case TYPE_DOUBLEN: - params[0] = ((GLdouble *) p)[0]; - break; - - case TYPE_INT_4: - params[3] = (GLfloat) (((GLint *) p)[3]); - case TYPE_INT_3: - params[2] = (GLfloat) (((GLint *) p)[2]); - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = (GLfloat) (((GLint *) p)[1]); - case TYPE_INT: - case TYPE_ENUM: - params[0] = (GLfloat) (((GLint *) p)[0]); - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]); - break; - - case TYPE_INT64: - params[0] = ((GLint64 *) p)[0]; - break; - - case TYPE_BOOLEAN: - params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p); - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = m->m[i]; - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = m->m[transpose[i]]; - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1); - break; - } -} - -void GLAPIENTRY -_mesa_GetIntegerv(GLenum pname, GLint *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetIntegerv", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = d->offset; - break; - - case TYPE_FLOAT_4: - params[3] = IROUND(((GLfloat *) p)[3]); - case TYPE_FLOAT_3: - params[2] = IROUND(((GLfloat *) p)[2]); - case TYPE_FLOAT_2: - params[1] = IROUND(((GLfloat *) p)[1]); - case TYPE_FLOAT: - params[0] = IROUND(((GLfloat *) p)[0]); - break; - - case TYPE_FLOATN_4: - params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); - case TYPE_FLOATN_3: - params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); - case TYPE_FLOATN_2: - params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]); - case TYPE_FLOATN: - params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]); - break; - - case TYPE_DOUBLEN: - params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]); - break; - - case TYPE_INT_4: - params[3] = ((GLint *) p)[3]; - case TYPE_INT_3: - params[2] = ((GLint *) p)[2]; - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = ((GLint *) p)[1]; - case TYPE_INT: - case TYPE_ENUM: - params[0] = ((GLint *) p)[0]; - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = v.value_int_n.ints[i]; - break; - - case TYPE_INT64: - params[0] = INT64_TO_INT(((GLint64 *) p)[0]); - break; - - case TYPE_BOOLEAN: - params[0] = BOOLEAN_TO_INT(*(GLboolean*) p); - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_INT(m->m[i]); - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_INT(m->m[transpose[i]]); - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = (*(GLbitfield *) p >> shift) & 1; - break; - } -} - -#if FEATURE_ARB_sync -void GLAPIENTRY -_mesa_GetInteger64v(GLenum pname, GLint64 *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetInteger64v", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = d->offset; - break; - - case TYPE_FLOAT_4: - params[3] = IROUND64(((GLfloat *) p)[3]); - case TYPE_FLOAT_3: - params[2] = IROUND64(((GLfloat *) p)[2]); - case TYPE_FLOAT_2: - params[1] = IROUND64(((GLfloat *) p)[1]); - case TYPE_FLOAT: - params[0] = IROUND64(((GLfloat *) p)[0]); - break; - - case TYPE_FLOATN_4: - params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]); - case TYPE_FLOATN_3: - params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]); - case TYPE_FLOATN_2: - params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]); - case TYPE_FLOATN: - params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]); - break; - - case TYPE_DOUBLEN: - params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]); - break; - - case TYPE_INT_4: - params[3] = ((GLint *) p)[3]; - case TYPE_INT_3: - params[2] = ((GLint *) p)[2]; - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = ((GLint *) p)[1]; - case TYPE_INT: - case TYPE_ENUM: - params[0] = ((GLint *) p)[0]; - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]); - break; - - case TYPE_INT64: - params[0] = ((GLint64 *) p)[0]; - break; - - case TYPE_BOOLEAN: - params[0] = ((GLboolean*) p)[0]; - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_INT64(m->m[i]); - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_INT64(m->m[transpose[i]]); - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = (*(GLbitfield *) p >> shift) & 1; - break; - } -} -#endif /* FEATURE_ARB_sync */ - -void GLAPIENTRY -_mesa_GetDoublev(GLenum pname, GLdouble *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetDoublev", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = d->offset; - break; - - case TYPE_FLOAT_4: - case TYPE_FLOATN_4: - params[3] = ((GLfloat *) p)[3]; - case TYPE_FLOAT_3: - case TYPE_FLOATN_3: - params[2] = ((GLfloat *) p)[2]; - case TYPE_FLOAT_2: - case TYPE_FLOATN_2: - params[1] = ((GLfloat *) p)[1]; - case TYPE_FLOAT: - case TYPE_FLOATN: - params[0] = ((GLfloat *) p)[0]; - break; - - case TYPE_DOUBLEN: - params[0] = ((GLdouble *) p)[0]; - break; - - case TYPE_INT_4: - params[3] = ((GLint *) p)[3]; - case TYPE_INT_3: - params[2] = ((GLint *) p)[2]; - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = ((GLint *) p)[1]; - case TYPE_INT: - case TYPE_ENUM: - params[0] = ((GLint *) p)[0]; - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = v.value_int_n.ints[i]; - break; - - case TYPE_INT64: - params[0] = ((GLint64 *) p)[0]; - break; - - case TYPE_BOOLEAN: - params[0] = *(GLboolean*) p; - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = m->m[i]; - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = m->m[transpose[i]]; - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = (*(GLbitfield *) p >> shift) & 1; - break; - } -} - -static enum value_type -find_value_indexed(const char *func, GLenum pname, int index, union value *v) -{ - GET_CURRENT_CONTEXT(ctx); - - switch (pname) { - - case GL_BLEND: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.EXT_draw_buffers2) - goto invalid_enum; - v->value_int = (ctx->Color.BlendEnabled >> index) & 1; - return TYPE_INT; - - case GL_BLEND_SRC: - /* fall-through */ - case GL_BLEND_SRC_RGB: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].SrcRGB; - return TYPE_INT; - case GL_BLEND_SRC_ALPHA: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].SrcA; - return TYPE_INT; - case GL_BLEND_DST: - /* fall-through */ - case GL_BLEND_DST_RGB: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].DstRGB; - return TYPE_INT; - case GL_BLEND_DST_ALPHA: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].DstA; - return TYPE_INT; - case GL_BLEND_EQUATION_RGB: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].EquationRGB; - return TYPE_INT; - case GL_BLEND_EQUATION_ALPHA: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.ARB_draw_buffers_blend) - goto invalid_enum; - v->value_int = ctx->Color.Blend[index].EquationA; - return TYPE_INT; - - case GL_COLOR_WRITEMASK: - if (index >= ctx->Const.MaxDrawBuffers) - goto invalid_value; - if (!ctx->Extensions.EXT_draw_buffers2) - goto invalid_enum; - v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0; - v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0; - v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0; - v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0; - return TYPE_INT_4; - - case GL_TRANSFORM_FEEDBACK_BUFFER_START: - if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) - goto invalid_value; - if (!ctx->Extensions.EXT_transform_feedback) - goto invalid_enum; - v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index]; - return TYPE_INT64; - - case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: - if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) - goto invalid_value; - if (!ctx->Extensions.EXT_transform_feedback) - goto invalid_enum; - v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index]; - return TYPE_INT64; - - case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: - if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) - goto invalid_value; - if (!ctx->Extensions.EXT_transform_feedback) - goto invalid_enum; - v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name; - return TYPE_INT; - } - - invalid_enum: - _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, - _mesa_lookup_enum_by_nr(pname)); - return TYPE_INVALID; - invalid_value: - _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func, - _mesa_lookup_enum_by_nr(pname)); - return TYPE_INVALID; -} - -void GLAPIENTRY -_mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params ) -{ - union value v; - enum value_type type = - find_value_indexed("glGetBooleanIndexedv", pname, index, &v); - - switch (type) { - case TYPE_INT: - params[0] = INT_TO_BOOLEAN(v.value_int); - break; - case TYPE_INT_4: - params[0] = INT_TO_BOOLEAN(v.value_int_4[0]); - params[1] = INT_TO_BOOLEAN(v.value_int_4[1]); - params[2] = INT_TO_BOOLEAN(v.value_int_4[2]); - params[3] = INT_TO_BOOLEAN(v.value_int_4[3]); - break; - case TYPE_INT64: - params[0] = INT64_TO_BOOLEAN(v.value_int); - break; - default: - ; /* nothing - GL error was recorded */ - } -} - -void GLAPIENTRY -_mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params ) -{ - union value v; - enum value_type type = - find_value_indexed("glGetIntegerIndexedv", pname, index, &v); - - switch (type) { - case TYPE_INT: - params[0] = v.value_int; - break; - case TYPE_INT_4: - params[0] = v.value_int_4[0]; - params[1] = v.value_int_4[1]; - params[2] = v.value_int_4[2]; - params[3] = v.value_int_4[3]; - break; - case TYPE_INT64: - params[0] = INT64_TO_INT(v.value_int); - break; - default: - ; /* nothing - GL error was recorded */ - } -} - -#if FEATURE_ARB_sync -void GLAPIENTRY -_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params ) -{ - union value v; - enum value_type type = - find_value_indexed("glGetIntegerIndexedv", pname, index, &v); - - switch (type) { - case TYPE_INT: - params[0] = v.value_int; - break; - case TYPE_INT_4: - params[0] = v.value_int_4[0]; - params[1] = v.value_int_4[1]; - params[2] = v.value_int_4[2]; - params[3] = v.value_int_4[3]; - break; - case TYPE_INT64: - params[0] = v.value_int; - break; - default: - ; /* nothing - GL error was recorded */ - } -} -#endif /* FEATURE_ARB_sync */ - -#if FEATURE_ES1 -void GLAPIENTRY -_mesa_GetFixedv(GLenum pname, GLfixed *params) -{ - const struct value_desc *d; - union value v; - GLmatrix *m; - int shift, i; - void *p; - - d = find_value("glGetDoublev", pname, &p, &v); - switch (d->type) { - case TYPE_INVALID: - break; - case TYPE_CONST: - params[0] = INT_TO_FIXED(d->offset); - break; - - case TYPE_FLOAT_4: - case TYPE_FLOATN_4: - params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]); - case TYPE_FLOAT_3: - case TYPE_FLOATN_3: - params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]); - case TYPE_FLOAT_2: - case TYPE_FLOATN_2: - params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]); - case TYPE_FLOAT: - case TYPE_FLOATN: - params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]); - break; - - case TYPE_DOUBLEN: - params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]); - break; - - case TYPE_INT_4: - params[3] = INT_TO_FIXED(((GLint *) p)[3]); - case TYPE_INT_3: - params[2] = INT_TO_FIXED(((GLint *) p)[2]); - case TYPE_INT_2: - case TYPE_ENUM_2: - params[1] = INT_TO_FIXED(((GLint *) p)[1]); - case TYPE_INT: - case TYPE_ENUM: - params[0] = INT_TO_FIXED(((GLint *) p)[0]); - break; - - case TYPE_INT_N: - for (i = 0; i < v.value_int_n.n; i++) - params[i] = INT_TO_FIXED(v.value_int_n.ints[i]); - break; - - case TYPE_INT64: - params[0] = ((GLint64 *) p)[0]; - break; - - case TYPE_BOOLEAN: - params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]); - break; - - case TYPE_MATRIX: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_FIXED(m->m[i]); - break; - - case TYPE_MATRIX_T: - m = *(GLmatrix **) p; - for (i = 0; i < 16; i++) - params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]); - break; - - case TYPE_BIT_0: - case TYPE_BIT_1: - case TYPE_BIT_2: - case TYPE_BIT_3: - case TYPE_BIT_4: - case TYPE_BIT_5: - shift = d->type - TYPE_BIT_0; - params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1); - break; - } -} -#endif +/* + * Copyright (C) 2010 Brian Paul All Rights Reserved. + * Copyright (C) 2010 Intel Corporation + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + * Author: Kristian Høgsberg + */ + +#include "glheader.h" +#include "context.h" +#include "enable.h" +#include "enums.h" +#include "extensions.h" +#include "get.h" +#include "macros.h" +#include "mfeatures.h" +#include "mtypes.h" +#include "state.h" +#include "texcompress.h" +#include "framebuffer.h" + +/* This is a table driven implemetation of the glGet*v() functions. + * The basic idea is that most getters just look up an int somewhere + * in struct gl_context and then convert it to a bool or float according to + * which of glGetIntegerv() glGetBooleanv() etc is being called. + * Instead of generating code to do this, we can just record the enum + * value and the offset into struct gl_context in an array of structs. Then + * in glGet*(), we lookup the struct for the enum in question, and use + * the offset to get the int we need. + * + * Sometimes we need to look up a float, a boolean, a bit in a + * bitfield, a matrix or other types instead, so we need to track the + * type of the value in struct gl_context. And sometimes the value isn't in + * struct gl_context but in the drawbuffer, the array object, current texture + * unit, or maybe it's a computed value. So we need to also track + * where or how to find the value. Finally, we sometimes need to + * check that one of a number of extensions are enabled, the GL + * version or flush or call _mesa_update_state(). This is done by + * attaching optional extra information to the value description + * struct, it's sort of like an array of opcodes that describe extra + * checks or actions. + * + * Putting all this together we end up with struct value_desc below, + * and with a couple of macros to help, the table of struct value_desc + * is about as concise as the specification in the old python script. + */ + +#undef CONST + +#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE ) +#define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \ + ((F) * 65536.0f < INT_MIN) ? INT_MIN : \ + (GLint) ((F) * 65536.0f) ) + +#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) +#define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \ + ((I) < SHRT_MIN) ? INT_MIN : \ + (GLint) ((I) * 65536) ) + +#define INT64_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) +#define INT64_TO_INT(I) ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) ) + +#define BOOLEAN_TO_INT(B) ( (GLint) (B) ) +#define BOOLEAN_TO_INT64(B) ( (GLint64) (B) ) +#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F ) +#define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 ) + +#define ENUM_TO_INT64(E) ( (GLint64) (E) ) +#define ENUM_TO_FIXED(E) (E) + +enum value_type { + TYPE_INVALID, + TYPE_API_MASK, + TYPE_INT, + TYPE_INT_2, + TYPE_INT_3, + TYPE_INT_4, + TYPE_INT_N, + TYPE_INT64, + TYPE_ENUM, + TYPE_ENUM_2, + TYPE_BOOLEAN, + TYPE_BIT_0, + TYPE_BIT_1, + TYPE_BIT_2, + TYPE_BIT_3, + TYPE_BIT_4, + TYPE_BIT_5, + TYPE_FLOAT, + TYPE_FLOAT_2, + TYPE_FLOAT_3, + TYPE_FLOAT_4, + TYPE_FLOATN, + TYPE_FLOATN_2, + TYPE_FLOATN_3, + TYPE_FLOATN_4, + TYPE_DOUBLEN, + TYPE_MATRIX, + TYPE_MATRIX_T, + TYPE_CONST +}; + +enum value_location { + LOC_BUFFER, + LOC_CONTEXT, + LOC_ARRAY, + LOC_TEXUNIT, + LOC_CUSTOM +}; + +enum value_extra { + EXTRA_END = 0x8000, + EXTRA_VERSION_30, + EXTRA_VERSION_31, + EXTRA_VERSION_32, + EXTRA_VERSION_ES2, + EXTRA_NEW_BUFFERS, + EXTRA_VALID_DRAW_BUFFER, + EXTRA_VALID_TEXTURE_UNIT, + EXTRA_FLUSH_CURRENT, +}; + +#define NO_EXTRA NULL +#define NO_OFFSET 0 + +struct value_desc { + GLenum pname; + GLubyte location; /**< enum value_location */ + GLubyte type; /**< enum value_type */ + int offset; + const int *extra; +}; + +union value { + GLfloat value_float; + GLfloat value_float_4[4]; + GLmatrix *value_matrix; + GLint value_int; + GLint value_int_4[4]; + GLint64 value_int64; + GLenum value_enum; + + /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */ + struct { + GLint n, ints[100]; + } value_int_n; + GLboolean value_bool; +}; + +#define BUFFER_FIELD(field, type) \ + LOC_BUFFER, type, offsetof(struct gl_framebuffer, field) +#define CONTEXT_FIELD(field, type) \ + LOC_CONTEXT, type, offsetof(struct gl_context, field) +#define ARRAY_FIELD(field, type) \ + LOC_ARRAY, type, offsetof(struct gl_array_object, field) +#define CONST(value) \ + LOC_CONTEXT, TYPE_CONST, value + +#define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT) +#define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM) +#define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN) + +#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT) +#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2) +#define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64) +#define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM) +#define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2) +#define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN) +#define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0) +#define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1) +#define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2) +#define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3) +#define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4) +#define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5) +#define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT) +#define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2) +#define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3) +#define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4) +#define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX) +#define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T) + +#define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT) +#define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM) +#define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN) + +#define EXT(f) \ + offsetof(struct gl_extensions, f) + +#define EXTRA_EXT(e) \ + static const int extra_##e[] = { \ + EXT(e), EXTRA_END \ + } + +#define EXTRA_EXT2(e1, e2) \ + static const int extra_##e1##_##e2[] = { \ + EXT(e1), EXT(e2), EXTRA_END \ + } + +/* The 'extra' mechanism is a way to specify extra checks (such as + * extensions or specific gl versions) or actions (flush current, new + * buffers) that we need to do before looking up an enum. We need to + * declare them all up front so we can refer to them in the value_desc + * structs below. */ + +static const int extra_new_buffers[] = { + EXTRA_NEW_BUFFERS, + EXTRA_END +}; + +static const int extra_valid_draw_buffer[] = { + EXTRA_VALID_DRAW_BUFFER, + EXTRA_END +}; + +static const int extra_valid_texture_unit[] = { + EXTRA_VALID_TEXTURE_UNIT, + EXTRA_END +}; + +static const int extra_flush_current_valid_texture_unit[] = { + EXTRA_FLUSH_CURRENT, + EXTRA_VALID_TEXTURE_UNIT, + EXTRA_END +}; + +static const int extra_flush_current[] = { + EXTRA_FLUSH_CURRENT, + EXTRA_END +}; + +static const int extra_new_buffers_OES_read_format[] = { + EXTRA_NEW_BUFFERS, + EXT(OES_read_format), + EXTRA_END +}; + +static const int extra_EXT_secondary_color_flush_current[] = { + EXT(EXT_secondary_color), + EXTRA_FLUSH_CURRENT, + EXTRA_END +}; + +static const int extra_EXT_fog_coord_flush_current[] = { + EXT(EXT_fog_coord), + EXTRA_FLUSH_CURRENT, + EXTRA_END +}; + +static const int extra_EXT_texture_integer[] = { + EXT(EXT_texture_integer), + EXTRA_END +}; + +static const int extra_EXT_gpu_shader4[] = { + EXT(EXT_gpu_shader4), + EXTRA_END +}; + + +EXTRA_EXT(ARB_ES2_compatibility); +EXTRA_EXT(ARB_multitexture); +EXTRA_EXT(ARB_texture_cube_map); +EXTRA_EXT(MESA_texture_array); +EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program); +EXTRA_EXT(EXT_secondary_color); +EXTRA_EXT(EXT_fog_coord); +EXTRA_EXT(EXT_texture_lod_bias); +EXTRA_EXT(EXT_texture_filter_anisotropic); +EXTRA_EXT(IBM_rasterpos_clip); +EXTRA_EXT(NV_point_sprite); +EXTRA_EXT(SGIS_generate_mipmap); +EXTRA_EXT(NV_vertex_program); +EXTRA_EXT(NV_fragment_program); +EXTRA_EXT(NV_texture_rectangle); +EXTRA_EXT(EXT_stencil_two_side); +EXTRA_EXT(NV_light_max_exponent); +EXTRA_EXT(EXT_depth_bounds_test); +EXTRA_EXT(ARB_depth_clamp); +EXTRA_EXT(ATI_fragment_shader); +EXTRA_EXT(EXT_framebuffer_blit); +EXTRA_EXT(ARB_shader_objects); +EXTRA_EXT(EXT_provoking_vertex); +EXTRA_EXT(ARB_fragment_shader); +EXTRA_EXT(ARB_fragment_program); +EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample); +EXTRA_EXT(EXT_framebuffer_object); +EXTRA_EXT(APPLE_vertex_array_object); +EXTRA_EXT(ARB_seamless_cube_map); +EXTRA_EXT(EXT_compiled_vertex_array); +EXTRA_EXT(ARB_sync); +EXTRA_EXT(ARB_vertex_shader); +EXTRA_EXT(EXT_transform_feedback); +EXTRA_EXT(ARB_transform_feedback2); +EXTRA_EXT(EXT_pixel_buffer_object); +EXTRA_EXT(ARB_vertex_program); +EXTRA_EXT2(NV_point_sprite, ARB_point_sprite); +EXTRA_EXT2(ARB_fragment_program, NV_fragment_program); +EXTRA_EXT2(ARB_vertex_program, NV_vertex_program); +EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program); +EXTRA_EXT(ARB_vertex_buffer_object); +EXTRA_EXT(ARB_geometry_shader4); +EXTRA_EXT(ARB_copy_buffer); +EXTRA_EXT(EXT_framebuffer_sRGB); + +static const int +extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = { + EXT(ARB_vertex_program), + EXT(ARB_fragment_program), + EXT(NV_vertex_program), + EXTRA_END +}; + +static const int +extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = { + EXT(NV_vertex_program), + EXT(ARB_vertex_program), + EXT(ARB_fragment_program), + EXT(NV_vertex_program), + EXTRA_END +}; + +static const int +extra_NV_primitive_restart[] = { + EXT(NV_primitive_restart), + EXTRA_END +}; + +static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END }; +static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END }; +static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END }; + +static const int +extra_ARB_vertex_program_version_es2[] = { + EXT(ARB_vertex_program), + EXTRA_VERSION_ES2, + EXTRA_END +}; + +#define API_OPENGL_BIT (1 << API_OPENGL) +#define API_OPENGLES_BIT (1 << API_OPENGLES) +#define API_OPENGLES2_BIT (1 << API_OPENGLES2) + +/* This is the big table describing all the enums we accept in + * glGet*v(). The table is partitioned into six parts: enums + * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared + * between OpenGL and GLES, enums exclusive to GLES, etc for the + * remaining combinations. When we add the enums to the hash table in + * _mesa_init_get_hash(), we only add the enums for the API we're + * instantiating and the different sections are guarded by #if + * FEATURE_GL etc to make sure we only compile in the enums we may + * need. */ + +static const struct value_desc values[] = { + /* Enums shared between OpenGL, GLES1 and GLES2 */ + { 0, 0, TYPE_API_MASK, + API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA}, + { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers }, + { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA }, + { GL_BLEND_SRC, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA }, + { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers }, + { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, + { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA }, + { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA }, + { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA }, + { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA }, + { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA }, + { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA }, + { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA }, + { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA }, + { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA }, + { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA }, + { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers }, + { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA }, + { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA }, + { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA }, + { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA }, + { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA }, + { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA }, + { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA }, + { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA }, + { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA }, + { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA }, + { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA }, + { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers }, + { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, + { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA }, + { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA }, + { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA }, + { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA }, + { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, + { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, + { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA }, + { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA }, + { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA }, + { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA }, + + /* GL_ARB_multitexture */ + { GL_ACTIVE_TEXTURE_ARB, + LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture }, + + /* Note that all the OES_* extensions require that the Mesa "struct + * gl_extensions" include a member with the name of the extension. + * That structure does not yet include OES extensions (and we're + * not sure whether it will). If it does, all the OES_* + * extensions below should mark the dependency. */ + + /* GL_ARB_texture_cube_map */ + { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT, + TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map }, + { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_context, Const.MaxCubeTextureLevels), + extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */ + + /* XXX: OES_blend_subtract */ + { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].SrcRGB), NO_EXTRA }, + { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA }, + { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].SrcA), NO_EXTRA }, + { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].DstA), NO_EXTRA }, + + /* GL_BLEND_EQUATION_RGB, which is what we're really after, is + * defined identically to GL_BLEND_EQUATION. */ + { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.Blend[0].EquationRGB), NO_EXTRA }, + { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.Blend[0].EquationA), NO_EXTRA }, + + /* GL_ARB_texture_compression */ + { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA }, + + /* GL_ARB_multisample */ + { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, + CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA }, + { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA }, + { GL_SAMPLE_COVERAGE_VALUE_ARB, + CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA }, + { GL_SAMPLE_COVERAGE_INVERT_ARB, + CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA }, + { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA }, + { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA }, + + /* GL_SGIS_generate_mipmap */ + { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap), + extra_SGIS_generate_mipmap }, + + /* GL_ARB_vertex_buffer_object */ + { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + + /* GL_ARB_vertex_buffer_object */ + /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */ + { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_vertex_buffer_object }, + + /* GL_ARB_copy_buffer */ + { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer }, + { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer }, + + /* GL_OES_read_format */ + { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0, + extra_new_buffers_OES_read_format }, + { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0, + extra_new_buffers_OES_read_format }, + + /* GL_EXT_framebuffer_object */ + { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name), + extra_EXT_framebuffer_object }, + { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, + extra_EXT_framebuffer_object }, + { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize), + extra_EXT_framebuffer_object }, + + /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's + * GLSL: */ + { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA }, + +#if FEATURE_GL || FEATURE_ES1 + /* Enums in OpenGL and GLES1 */ + { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA }, + { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA }, + { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA }, + { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA }, + { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA }, + { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA }, + { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA }, + { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA }, + { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA }, + { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA }, + { GL_LIGHT_MODEL_AMBIENT, + CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA }, + { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA }, + { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA }, + { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA }, + { GL_BLEND_DST, CONTEXT_ENUM(Color.Blend[0].DstRGB), NO_EXTRA }, + { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA }, + { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA }, + { GL_CURRENT_COLOR, + CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4), + extra_flush_current }, + { GL_CURRENT_NORMAL, + CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3), + extra_flush_current }, + { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0, + extra_flush_current_valid_texture_unit }, + { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA }, + { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA }, + { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA }, + { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA }, + { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA }, + { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA }, + { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA }, + { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA }, + { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA }, + { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA }, + { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA }, + { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA }, + { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA }, + { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA }, + { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA }, + { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA }, + { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA }, + { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA }, + { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA }, + { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA }, + { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA }, + { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA }, + { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA }, + { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA }, + { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA }, + { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA }, + { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA }, + { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA }, + { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA }, + { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA }, + { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA }, + { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA }, + { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, + { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit }, + { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0, + extra_valid_texture_unit }, + + { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA }, + { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA }, + { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA }, + { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA }, + { GL_NORMAL_ARRAY, ARRAY_BOOL(Normal.Enabled), NO_EXTRA }, + { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA }, + { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA }, + { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA }, + { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA }, + { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA }, + { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY, + LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY_SIZE, + LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Size), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY_TYPE, + LOC_CUSTOM, TYPE_ENUM, offsetof(struct gl_client_array, Type), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY_STRIDE, + LOC_CUSTOM, TYPE_INT, offsetof(struct gl_client_array, Stride), NO_EXTRA }, + + /* GL_ARB_ES2_compatibility */ + { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility }, + { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), + extra_ARB_ES2_compatibility }, + { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_ES2_compatibility }, + { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_ES2_compatibility }, + + /* GL_ARB_multitexture */ + { GL_MAX_TEXTURE_UNITS_ARB, + CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture }, + { GL_CLIENT_ACTIVE_TEXTURE_ARB, + LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture }, + + /* GL_ARB_texture_cube_map */ + { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, + /* S, T, and R are always set at the same time */ + { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0, + offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, + + /* GL_ARB_multisample */ + { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA }, + { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA }, + + /* GL_ARB_vertex_buffer_object */ + { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA }, + { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA }, + { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA }, + + /* GL_OES_point_sprite */ + { GL_POINT_SPRITE_NV, + CONTEXT_BOOL(Point.PointSprite), + extra_NV_point_sprite_ARB_point_sprite }, + + /* GL_ARB_fragment_shader */ + { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, + CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents), + extra_ARB_fragment_shader }, + + /* GL_ARB_vertex_shader */ + { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, + CONTEXT_INT(Const.VertexProgram.MaxUniformComponents), + extra_ARB_vertex_shader }, + { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_vertex_shader }, + + /* GL_EXT_texture_lod_bias */ + { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias), + extra_EXT_texture_lod_bias }, + + /* GL_EXT_texture_filter_anisotropic */ + { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, + CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy), + extra_EXT_texture_filter_anisotropic }, +#endif /* FEATURE_GL || FEATURE_ES1 */ + +#if FEATURE_ES1 + { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT }, + /* XXX: OES_matrix_get */ + { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES }, + { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES }, + { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES }, + + /* OES_point_size_array */ + { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) }, + { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) }, + { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) }, + { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 }, +#endif /* FEATURE_ES1 */ + +#if FEATURE_GL || FEATURE_ES2 + { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA }, + /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */ + { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA }, + { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */ + CONTEXT_INT(Const.MaxTextureCoordUnits), + extra_ARB_fragment_program_NV_fragment_program }, + + /* GL_ARB_draw_buffers */ + { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA }, + + { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA }, + /* GL_ARB_fragment_program */ + { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */ + CONTEXT_INT(Const.MaxTextureImageUnits), + extra_ARB_fragment_program_NV_fragment_program }, + { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, + CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader }, + { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, + CONTEXT_INT(Const.MaxCombinedTextureImageUnits), + extra_ARB_vertex_shader }, + + /* GL_ARB_shader_objects + * Actually, this token isn't part of GL_ARB_shader_objects, but is + * close enough for now. */ + { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects }, + + /* OpenGL 2.0 */ + { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA }, + { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA }, + { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA }, + { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA }, + { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA }, + { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA }, + { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA }, + + { GL_MAX_VERTEX_ATTRIBS_ARB, + CONTEXT_INT(Const.VertexProgram.MaxAttribs), + extra_ARB_vertex_program_version_es2 }, + + /* OES_texture_3D */ + { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA }, + { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA }, + + /* GL_ARB_fragment_program/OES_standard_derivatives */ + { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB, + CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader }, +#endif /* FEATURE_GL || FEATURE_ES2 */ + +#if FEATURE_ES2 + /* Enums unique to OpenGL ES 2.0 */ + { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA }, + { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA }, + { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + { GL_SHADER_COMPILER, CONST(1), NO_EXTRA }, + /* OES_get_program_binary */ + { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA }, + { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA }, +#endif /* FEATURE_ES2 */ + +#if FEATURE_GL + /* Remaining enums are only in OpenGL */ + { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA }, + { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA }, + { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA }, + { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA }, + { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA }, + { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA }, + { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA }, + { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA }, + { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA }, + { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA }, + { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA }, + { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA }, + { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA }, + { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA }, + { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA }, + { GL_CURRENT_INDEX, + CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]), + extra_flush_current }, + { GL_CURRENT_RASTER_COLOR, + CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA }, + { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA }, + { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA }, + { GL_CURRENT_RASTER_SECONDARY_COLOR, + CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA }, + { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0, + extra_valid_texture_unit }, + { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA }, + { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA }, + { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA }, + { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA }, + { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA }, + { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA }, + { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA }, + { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA }, + { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA }, + { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA }, + { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA }, + { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers }, + { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA }, + { GL_INDEX_MODE, CONST(0) , NO_EXTRA}, + { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA }, + { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA }, + { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA }, + { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA }, + { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA }, + { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA }, + { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA }, + { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA }, + { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA }, + { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA }, + { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA }, + { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA }, + { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA }, + { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA }, + { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA }, + { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA }, + { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA }, + { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA }, + { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA }, + { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA }, + { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA }, + { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA }, + { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA }, + { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA }, + { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA }, + { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA }, + { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA }, + { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA }, + { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA }, + { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA }, + { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA }, + { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA }, + { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA }, + { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA }, + { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA }, + { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA }, + { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA }, + { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA }, + + { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA }, + { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA }, + { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA }, + { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA }, + { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA }, + { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA }, + { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA }, + { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA }, + { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA }, + { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA }, + { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA }, + { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA }, + { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA }, + { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA }, + { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA }, + { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA }, + { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA }, + { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA }, + { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA }, + { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA }, + { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA }, + { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA }, + { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA }, + { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA }, + { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA }, + { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA }, + { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA }, + { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA }, + { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA }, + { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA }, + { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA }, + { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA }, + { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA }, + { GL_RGBA_MODE, CONST(1), NO_EXTRA }, + { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA }, + { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA }, + + { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA }, + + { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, + { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, + { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, + { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA }, + + { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA }, + { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT, + TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array }, + { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT, + TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array }, + { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, + CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array }, + + { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0, + offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, + { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1, + offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, + { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2, + offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, + { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3, + offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA }, + { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA }, + { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA }, + { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA }, + { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA }, + { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA }, + { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA }, + { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA }, + { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA }, + { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA }, + { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA }, + + /* Vertex arrays */ + { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA }, + { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA }, + { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA }, + { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA }, + { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA }, + { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA }, + + /* GL_ARB_texture_compression */ + { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA }, + + /* GL_EXT_compiled_vertex_array */ + { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst), + extra_EXT_compiled_vertex_array }, + { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount), + extra_EXT_compiled_vertex_array }, + + /* GL_ARB_transpose_matrix */ + { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB, + CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA }, + { GL_TRANSPOSE_PROJECTION_MATRIX_ARB, + CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA }, + { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA }, + + /* GL_EXT_secondary_color */ + { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled), + extra_EXT_secondary_color_ARB_vertex_program }, + { GL_CURRENT_SECONDARY_COLOR_EXT, + CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4), + extra_EXT_secondary_color_flush_current }, + { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled), + extra_EXT_secondary_color }, + { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type), + extra_EXT_secondary_color }, + { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride), + extra_EXT_secondary_color }, + { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size), + extra_EXT_secondary_color }, + + /* GL_EXT_fog_coord */ + { GL_CURRENT_FOG_COORDINATE_EXT, + CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]), + extra_EXT_fog_coord_flush_current }, + { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled), + extra_EXT_fog_coord }, + { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type), + extra_EXT_fog_coord }, + { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride), + extra_EXT_fog_coord }, + { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource), + extra_EXT_fog_coord }, + + /* GL_IBM_rasterpos_clip */ + { GL_RASTER_POSITION_UNCLIPPED_IBM, + CONTEXT_BOOL(Transform.RasterPositionUnclipped), + extra_IBM_rasterpos_clip }, + + /* GL_NV_point_sprite */ + { GL_POINT_SPRITE_R_MODE_NV, + CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite }, + { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin), + extra_NV_point_sprite_ARB_point_sprite }, + + /* GL_NV_vertex_program */ + { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0, + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled), + extra_NV_vertex_program }, + { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]), + extra_NV_vertex_program }, + { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]), + extra_NV_vertex_program }, + + /* GL_NV_fragment_program */ + { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled), + extra_NV_fragment_program }, + { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0, + extra_NV_fragment_program }, + { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV, + CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS), + extra_NV_fragment_program }, + + /* GL_NV_texture_rectangle */ + { GL_TEXTURE_RECTANGLE_NV, + LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle }, + { GL_TEXTURE_BINDING_RECTANGLE_NV, + LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle }, + { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, + CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle }, + + /* GL_EXT_stencil_two_side */ + { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide), + extra_EXT_stencil_two_side }, + { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA }, + + /* GL_NV_light_max_exponent */ + { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess), + extra_NV_light_max_exponent }, + { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent), + extra_NV_light_max_exponent }, + + /* GL_NV_primitive_restart */ + { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart), + extra_NV_primitive_restart }, + { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex), + extra_NV_primitive_restart }, + + /* GL_ARB_vertex_buffer_object */ + { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA }, + { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA }, + { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA }, + { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, + offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA }, + + /* GL_EXT_pixel_buffer_object */ + { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, + extra_EXT_pixel_buffer_object }, + { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, + extra_EXT_pixel_buffer_object }, + + /* GL_ARB_vertex_program */ + { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */ + CONTEXT_BOOL(VertexProgram.Enabled), + extra_ARB_vertex_program_NV_vertex_program }, + { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/ + CONTEXT_BOOL(VertexProgram.PointSizeEnabled), + extra_ARB_vertex_program_NV_vertex_program }, + { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */ + CONTEXT_BOOL(VertexProgram.TwoSideEnabled), + extra_ARB_vertex_program_NV_vertex_program }, + { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */ + CONTEXT_INT(Const.MaxProgramMatrixStackDepth), + extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, + { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */ + CONTEXT_INT(Const.MaxProgramMatrices), + extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, + { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */ + LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, + + { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */ + LOC_CUSTOM, TYPE_MATRIX, 0, + extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, + { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */ + LOC_CUSTOM, TYPE_MATRIX, 0, + extra_ARB_vertex_program_ARB_fragment_program }, + + { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */ + CONTEXT_INT(Program.ErrorPos), + extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program }, + + /* GL_ARB_fragment_program */ + { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled), + extra_ARB_fragment_program }, + + /* GL_EXT_depth_bounds_test */ + { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest), + extra_EXT_depth_bounds_test }, + { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin), + extra_EXT_depth_bounds_test }, + + /* GL_ARB_depth_clamp*/ + { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp), + extra_ARB_depth_clamp }, + + /* GL_ARB_draw_buffers */ + { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA }, + { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]), + extra_valid_draw_buffer }, + { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]), + extra_valid_draw_buffer }, + + /* GL_ATI_fragment_shader */ + { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader }, + { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader }, + { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader }, + { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader }, + { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader }, + { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader }, + { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader }, + { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI, + CONST(3), extra_ATI_fragment_shader }, + + /* GL_EXT_framebuffer_object */ + { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments), + extra_EXT_framebuffer_object }, + + /* GL_EXT_framebuffer_blit + * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */ + { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0, + extra_EXT_framebuffer_blit }, + + /* GL_EXT_provoking_vertex */ + { GL_PROVOKING_VERTEX_EXT, + CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex }, + { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT, + CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention), + extra_EXT_provoking_vertex }, + + /* GL_ARB_framebuffer_object */ + { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples), + extra_ARB_framebuffer_object_EXT_framebuffer_multisample }, + + /* GL_APPLE_vertex_array_object */ + { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name), + extra_APPLE_vertex_array_object }, + + /* GL_ARB_seamless_cube_map */ + { GL_TEXTURE_CUBE_MAP_SEAMLESS, + CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map }, + + /* GL_ARB_sync */ + { GL_MAX_SERVER_WAIT_TIMEOUT, + CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync }, + + /* GL_EXT_texture_integer */ + { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor), + extra_EXT_texture_integer }, + + /* GL_EXT_transform_feedback */ + { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0, + extra_EXT_transform_feedback }, + { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard), + extra_EXT_transform_feedback }, + { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, + CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents), + extra_EXT_transform_feedback }, + { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, + CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs), + extra_EXT_transform_feedback }, + { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, + CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents), + extra_EXT_transform_feedback }, + + /* GL_ARB_transform_feedback2 */ + { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0, + extra_ARB_transform_feedback2 }, + { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0, + extra_ARB_transform_feedback2 }, + { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0, + extra_ARB_transform_feedback2 }, + + /* GL_ARB_geometry_shader4 */ + { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB, + CONTEXT_INT(Const.MaxGeometryTextureImageUnits), + extra_ARB_geometry_shader4 }, + { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB, + CONTEXT_INT(Const.MaxGeometryOutputVertices), + extra_ARB_geometry_shader4 }, + { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB, + CONTEXT_INT(Const.MaxGeometryTotalOutputComponents), + extra_ARB_geometry_shader4 }, + { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB, + CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents), + extra_ARB_geometry_shader4 }, + { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB, + CONTEXT_INT(Const.MaxGeometryVaryingComponents), + extra_ARB_geometry_shader4 }, + { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB, + CONTEXT_INT(Const.MaxVertexVaryingComponents), + extra_ARB_geometry_shader4 }, + + /* GL_EXT_gpu_shader4 / GL 3.0 */ + { GL_MIN_PROGRAM_TEXEL_OFFSET, + CONTEXT_INT(Const.MinProgramTexelOffset), + extra_EXT_gpu_shader4 }, + { GL_MAX_PROGRAM_TEXEL_OFFSET, + CONTEXT_INT(Const.MaxProgramTexelOffset), + extra_EXT_gpu_shader4 }, + + /* GL 3.0 */ + { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 }, + { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 }, + { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30 }, + { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30 }, + + /* GL3.0 / GL_EXT_framebuffer_sRGB */ + { GL_FRAMEBUFFER_SRGB_EXT, CONTEXT_BOOL(Color.sRGBEnabled), extra_EXT_framebuffer_sRGB }, + { GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, BUFFER_INT(Visual.sRGBCapable), extra_EXT_framebuffer_sRGB }, + + /* GL 3.1 */ + /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV + * vs. GL_PRIMITIVE_RESTART! + */ + { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart), + extra_version_31 }, + { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex), + extra_version_31 }, + + + /* GL 3.2 */ + { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask), + extra_version_32 }, +#endif /* FEATURE_GL */ +}; + +/* All we need now is a way to look up the value struct from the enum. + * The code generated by gcc for the old generated big switch + * statement is a big, balanced, open coded if/else tree, essentially + * an unrolled binary search. It would be natural to sort the new + * enum table and use bsearch(), but we will use a read-only hash + * table instead. bsearch() has a nice guaranteed worst case + * performance, but we're also guaranteed to hit that worst case + * (log2(n) iterations) for about half the enums. Instead, using an + * open addressing hash table, we can find the enum on the first try + * for 80% of the enums, 1 collision for 10% and never more than 5 + * collisions for any enum (typical numbers). And the code is very + * simple, even though it feels a little magic. */ + +static unsigned short table[1024]; +static const int prime_factor = 89, prime_step = 281; + +#ifdef GET_DEBUG +static void +print_table_stats(void) +{ + int i, j, collisions[11], count, hash, mask; + const struct value_desc *d; + + count = 0; + mask = Elements(table) - 1; + memset(collisions, 0, sizeof collisions); + + for (i = 0; i < Elements(table); i++) { + if (!table[i]) + continue; + count++; + d = &values[table[i]]; + hash = (d->pname * prime_factor); + j = 0; + while (1) { + if (values[table[hash & mask]].pname == d->pname) + break; + hash += prime_step; + j++; + } + + if (j < 10) + collisions[j]++; + else + collisions[10]++; + } + + printf("number of enums: %d (total %d)\n", count, Elements(values)); + for (i = 0; i < Elements(collisions) - 1; i++) + if (collisions[i] > 0) + printf(" %d enums with %d %scollisions\n", + collisions[i], i, i == 10 ? "or more " : ""); +} +#endif + +/** + * Initialize the enum hash for a given API + * + * This is called from one_time_init() to insert the enum values that + * are valid for the API in question into the enum hash table. + * + * \param the current context, for determining the API in question + */ +void _mesa_init_get_hash(struct gl_context *ctx) +{ + int i, hash, index, mask; + int api_mask = 0, api_bit; + + mask = Elements(table) - 1; + api_bit = 1 << ctx->API; + + for (i = 0; i < Elements(values); i++) { + if (values[i].type == TYPE_API_MASK) { + api_mask = values[i].offset; + continue; + } + if (!(api_mask & api_bit)) + continue; + + hash = (values[i].pname * prime_factor) & mask; + while (1) { + index = hash & mask; + if (!table[index]) { + table[index] = i; + break; + } + hash += prime_step; + } + } + +#ifdef GET_DEBUG + print_table_stats(); +#endif +} + +/** + * Handle irregular enums + * + * Some values don't conform to the "well-known type at context + * pointer + offset" pattern, so we have this function to catch all + * the corner cases. Typically, it's a computed value or a one-off + * pointer to a custom struct or something. + * + * In this case we can't return a pointer to the value, so we'll have + * to use the temporary variable 'v' declared back in the calling + * glGet*v() function to store the result. + * + * \param ctx the current context + * \param d the struct value_desc that describes the enum + * \param v pointer to the tmp declared in the calling glGet*v() function + */ +static void +find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v) +{ + struct gl_buffer_object **buffer_obj; + struct gl_client_array *array; + GLuint unit, *p; + + switch (d->pname) { + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + case GL_TEXTURE_3D: + case GL_TEXTURE_1D_ARRAY_EXT: + case GL_TEXTURE_2D_ARRAY_EXT: + case GL_TEXTURE_CUBE_MAP_ARB: + case GL_TEXTURE_RECTANGLE_NV: + v->value_bool = _mesa_IsEnabled(d->pname); + break; + + case GL_LINE_STIPPLE_PATTERN: + /* This is the only GLushort, special case it here by promoting + * to an int rather than introducing a new type. */ + v->value_int = ctx->Line.StipplePattern; + break; + + case GL_CURRENT_RASTER_TEXTURE_COORDS: + unit = ctx->Texture.CurrentUnit; + v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0]; + v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1]; + v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2]; + v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3]; + break; + + case GL_CURRENT_TEXTURE_COORDS: + unit = ctx->Texture.CurrentUnit; + v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0]; + v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1]; + v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2]; + v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3]; + break; + + case GL_COLOR_WRITEMASK: + v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0; + v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0; + v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0; + v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0; + break; + + case GL_EDGE_FLAG: + v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0; + break; + + case GL_READ_BUFFER: + v->value_enum = ctx->ReadBuffer->ColorReadBuffer; + break; + + case GL_MAP2_GRID_DOMAIN: + v->value_float_4[0] = ctx->Eval.MapGrid2u1; + v->value_float_4[1] = ctx->Eval.MapGrid2u2; + v->value_float_4[2] = ctx->Eval.MapGrid2v1; + v->value_float_4[3] = ctx->Eval.MapGrid2v2; + break; + + case GL_TEXTURE_STACK_DEPTH: + unit = ctx->Texture.CurrentUnit; + v->value_int = ctx->TextureMatrixStack[unit].Depth + 1; + break; + case GL_TEXTURE_MATRIX: + unit = ctx->Texture.CurrentUnit; + v->value_matrix = ctx->TextureMatrixStack[unit].Top; + break; + + case GL_TEXTURE_COORD_ARRAY: + case GL_TEXTURE_COORD_ARRAY_SIZE: + case GL_TEXTURE_COORD_ARRAY_TYPE: + case GL_TEXTURE_COORD_ARRAY_STRIDE: + array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture]; + v->value_int = *(GLuint *) ((char *) array + d->offset); + break; + + case GL_ACTIVE_TEXTURE_ARB: + v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; + break; + case GL_CLIENT_ACTIVE_TEXTURE_ARB: + v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; + break; + + case GL_MODELVIEW_STACK_DEPTH: + case GL_PROJECTION_STACK_DEPTH: + v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1; + break; + + case GL_MAX_TEXTURE_SIZE: + case GL_MAX_3D_TEXTURE_SIZE: + case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: + p = (GLuint *) ((char *) ctx + d->offset); + v->value_int = 1 << (*p - 1); + break; + + case GL_SCISSOR_BOX: + v->value_int_4[0] = ctx->Scissor.X; + v->value_int_4[1] = ctx->Scissor.Y; + v->value_int_4[2] = ctx->Scissor.Width; + v->value_int_4[3] = ctx->Scissor.Height; + break; + + case GL_LIST_INDEX: + v->value_int = + ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0; + break; + case GL_LIST_MODE: + if (!ctx->CompileFlag) + v->value_enum = 0; + else if (ctx->ExecuteFlag) + v->value_enum = GL_COMPILE_AND_EXECUTE; + else + v->value_enum = GL_COMPILE; + break; + + case GL_VIEWPORT: + v->value_int_4[0] = ctx->Viewport.X; + v->value_int_4[1] = ctx->Viewport.Y; + v->value_int_4[2] = ctx->Viewport.Width; + v->value_int_4[3] = ctx->Viewport.Height; + break; + + case GL_ACTIVE_STENCIL_FACE_EXT: + v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT; + break; + + case GL_STENCIL_FAIL: + v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_FUNC: + v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_PASS_DEPTH_FAIL: + v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_PASS_DEPTH_PASS: + v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_REF: + v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_VALUE_MASK: + v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; + break; + case GL_STENCIL_WRITEMASK: + v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; + break; + + case GL_NUM_EXTENSIONS: + v->value_int = _mesa_get_extension_count(ctx); + break; + + case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: + v->value_int = _mesa_get_color_read_type(ctx); + break; + case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: + v->value_int = _mesa_get_color_read_format(ctx); + break; + + case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: + v->value_int = ctx->CurrentStack->Depth + 1; + break; + case GL_CURRENT_MATRIX_ARB: + case GL_TRANSPOSE_CURRENT_MATRIX_ARB: + v->value_matrix = ctx->CurrentStack->Top; + break; + + case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: + v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE); + break; + case GL_COMPRESSED_TEXTURE_FORMATS_ARB: + v->value_int_n.n = + _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE); + ASSERT(v->value_int_n.n <= 100); + break; + + case GL_MAX_VARYING_FLOATS_ARB: + v->value_int = ctx->Const.MaxVarying * 4; + break; + + /* Various object names */ + + case GL_TEXTURE_BINDING_1D: + case GL_TEXTURE_BINDING_2D: + case GL_TEXTURE_BINDING_3D: + case GL_TEXTURE_BINDING_1D_ARRAY_EXT: + case GL_TEXTURE_BINDING_2D_ARRAY_EXT: + case GL_TEXTURE_BINDING_CUBE_MAP_ARB: + case GL_TEXTURE_BINDING_RECTANGLE_NV: + unit = ctx->Texture.CurrentUnit; + v->value_int = + ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name; + break; + + /* GL_ARB_vertex_buffer_object */ + case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: + case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: + case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: + case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: + case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: + case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: + case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: + buffer_obj = (struct gl_buffer_object **) + ((char *) ctx->Array.ArrayObj + d->offset); + v->value_int = (*buffer_obj)->Name; + break; + case GL_ARRAY_BUFFER_BINDING_ARB: + v->value_int = ctx->Array.ArrayBufferObj->Name; + break; + case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: + v->value_int = + ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name; + break; + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + v->value_int = ctx->Array.ElementArrayBufferObj->Name; + break; + + /* ARB_copy_buffer */ + case GL_COPY_READ_BUFFER: + v->value_int = ctx->CopyReadBuffer->Name; + break; + case GL_COPY_WRITE_BUFFER: + v->value_int = ctx->CopyWriteBuffer->Name; + break; + + case GL_FRAGMENT_PROGRAM_BINDING_NV: + v->value_int = + ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0; + break; + case GL_VERTEX_PROGRAM_BINDING_NV: + v->value_int = + ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0; + break; + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + v->value_int = ctx->Pack.BufferObj->Name; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + v->value_int = ctx->Unpack.BufferObj->Name; + break; + case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: + v->value_int = ctx->TransformFeedback.CurrentBuffer->Name; + break; + case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED: + v->value_int = ctx->TransformFeedback.CurrentObject->Paused; + break; + case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE: + v->value_int = ctx->TransformFeedback.CurrentObject->Active; + break; + case GL_TRANSFORM_FEEDBACK_BINDING: + v->value_int = ctx->TransformFeedback.CurrentObject->Name; + break; + case GL_CURRENT_PROGRAM: + v->value_int = + ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0; + break; + case GL_READ_FRAMEBUFFER_BINDING_EXT: + v->value_int = ctx->ReadBuffer->Name; + break; + case GL_RENDERBUFFER_BINDING_EXT: + v->value_int = + ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0; + break; + case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: + v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name; + break; + + case GL_MAX_VERTEX_UNIFORM_VECTORS: + v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4; + break; + + case GL_MAX_FRAGMENT_UNIFORM_VECTORS: + v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4; + break; + } +} + +/** + * Check extra constraints on a struct value_desc descriptor + * + * If a struct value_desc has a non-NULL extra pointer, it means that + * there are a number of extra constraints to check or actions to + * perform. The extras is just an integer array where each integer + * encode different constraints or actions. + * + * \param ctx current context + * \param func name of calling glGet*v() function for error reporting + * \param d the struct value_desc that has the extra constraints + * + * \return GL_FALSE if one of the constraints was not satisfied, + * otherwise GL_TRUE. + */ +static GLboolean +check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d) +{ + const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor; + int total, enabled; + const int *e; + + total = 0; + enabled = 0; + for (e = d->extra; *e != EXTRA_END; e++) + switch (*e) { + case EXTRA_VERSION_30: + if (version >= 30) { + total++; + enabled++; + } + break; + case EXTRA_VERSION_31: + if (version >= 31) { + total++; + enabled++; + } + break; + case EXTRA_VERSION_32: + if (version >= 32) { + total++; + enabled++; + } + break; + case EXTRA_VERSION_ES2: + if (ctx->API == API_OPENGLES2) { + total++; + enabled++; + } + break; + case EXTRA_NEW_BUFFERS: + if (ctx->NewState & _NEW_BUFFERS) + _mesa_update_state(ctx); + break; + case EXTRA_FLUSH_CURRENT: + FLUSH_CURRENT(ctx, 0); + break; + case EXTRA_VALID_DRAW_BUFFER: + if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)", + func, d->pname - GL_DRAW_BUFFER0_ARB); + return GL_FALSE; + } + break; + case EXTRA_VALID_TEXTURE_UNIT: + if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)", + func, ctx->Texture.CurrentUnit); + return GL_FALSE; + } + break; + case EXTRA_END: + break; + default: /* *e is a offset into the extension struct */ + total++; + if (*(GLboolean *) ((char *) &ctx->Extensions + *e)) + enabled++; + break; + } + + if (total > 0 && enabled == 0) { + _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, + _mesa_lookup_enum_by_nr(d->pname)); + return GL_FALSE; + } + + return GL_TRUE; +} + +static const struct value_desc error_value = + { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA }; + +/** + * Find the struct value_desc corresponding to the enum 'pname'. + * + * We hash the enum value to get an index into the 'table' array, + * which holds the index in the 'values' array of struct value_desc. + * Once we've found the entry, we do the extra checks, if any, then + * look up the value and return a pointer to it. + * + * If the value has to be computed (for example, it's the result of a + * function call or we need to add 1 to it), we use the tmp 'v' to + * store the result. + * + * \param func name of glGet*v() func for error reporting + * \param pname the enum value we're looking up + * \param p is were we return the pointer to the value + * \param v a tmp union value variable in the calling glGet*v() function + * + * \return the struct value_desc corresponding to the enum or a struct + * value_desc of TYPE_INVALID if not found. This lets the calling + * glGet*v() function jump right into a switch statement and + * handle errors there instead of having to check for NULL. + */ +static const struct value_desc * +find_value(const char *func, GLenum pname, void **p, union value *v) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_texture_unit *unit; + int mask, hash; + const struct value_desc *d; + + mask = Elements(table) - 1; + hash = (pname * prime_factor); + while (1) { + d = &values[table[hash & mask]]; + + /* If the enum isn't valid, the hash walk ends with index 0, + * which is the API mask entry at the beginning of values[]. */ + if (unlikely(d->type == TYPE_API_MASK)) { + _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, + _mesa_lookup_enum_by_nr(pname)); + return &error_value; + } + + if (likely(d->pname == pname)) + break; + + hash += prime_step; + } + + if (unlikely(d->extra && !check_extra(ctx, func, d))) + return &error_value; + + switch (d->location) { + case LOC_BUFFER: + *p = ((char *) ctx->DrawBuffer + d->offset); + return d; + case LOC_CONTEXT: + *p = ((char *) ctx + d->offset); + return d; + case LOC_ARRAY: + *p = ((char *) ctx->Array.ArrayObj + d->offset); + return d; + case LOC_TEXUNIT: + unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit]; + *p = ((char *) unit + d->offset); + return d; + case LOC_CUSTOM: + find_custom_value(ctx, d, v); + *p = v; + return d; + default: + assert(0); + break; + } + + /* silence warning */ + return &error_value; +} + +static const int transpose[] = { + 0, 4, 8, 12, + 1, 5, 9, 13, + 2, 6, 10, 14, + 3, 7, 11, 15 +}; + +void GLAPIENTRY +_mesa_GetBooleanv(GLenum pname, GLboolean *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetBooleanv", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = INT_TO_BOOLEAN(d->offset); + break; + + case TYPE_FLOAT_4: + case TYPE_FLOATN_4: + params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]); + case TYPE_FLOAT_3: + case TYPE_FLOATN_3: + params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]); + case TYPE_FLOAT_2: + case TYPE_FLOATN_2: + params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]); + case TYPE_FLOAT: + case TYPE_FLOATN: + params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]); + break; + + case TYPE_DOUBLEN: + params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]); + break; + + case TYPE_INT_4: + params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]); + case TYPE_INT_3: + params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]); + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]); + case TYPE_INT: + case TYPE_ENUM: + params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]); + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]); + break; + + case TYPE_INT64: + params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]); + break; + + case TYPE_BOOLEAN: + params[0] = ((GLboolean*) p)[0]; + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_BOOLEAN(m->m[i]); + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]); + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = (*(GLbitfield *) p >> shift) & 1; + break; + } +} + +void GLAPIENTRY +_mesa_GetFloatv(GLenum pname, GLfloat *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetFloatv", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = (GLfloat) d->offset; + break; + + case TYPE_FLOAT_4: + case TYPE_FLOATN_4: + params[3] = ((GLfloat *) p)[3]; + case TYPE_FLOAT_3: + case TYPE_FLOATN_3: + params[2] = ((GLfloat *) p)[2]; + case TYPE_FLOAT_2: + case TYPE_FLOATN_2: + params[1] = ((GLfloat *) p)[1]; + case TYPE_FLOAT: + case TYPE_FLOATN: + params[0] = ((GLfloat *) p)[0]; + break; + + case TYPE_DOUBLEN: + params[0] = ((GLdouble *) p)[0]; + break; + + case TYPE_INT_4: + params[3] = (GLfloat) (((GLint *) p)[3]); + case TYPE_INT_3: + params[2] = (GLfloat) (((GLint *) p)[2]); + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = (GLfloat) (((GLint *) p)[1]); + case TYPE_INT: + case TYPE_ENUM: + params[0] = (GLfloat) (((GLint *) p)[0]); + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]); + break; + + case TYPE_INT64: + params[0] = ((GLint64 *) p)[0]; + break; + + case TYPE_BOOLEAN: + params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p); + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = m->m[i]; + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = m->m[transpose[i]]; + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1); + break; + } +} + +void GLAPIENTRY +_mesa_GetIntegerv(GLenum pname, GLint *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetIntegerv", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = d->offset; + break; + + case TYPE_FLOAT_4: + params[3] = IROUND(((GLfloat *) p)[3]); + case TYPE_FLOAT_3: + params[2] = IROUND(((GLfloat *) p)[2]); + case TYPE_FLOAT_2: + params[1] = IROUND(((GLfloat *) p)[1]); + case TYPE_FLOAT: + params[0] = IROUND(((GLfloat *) p)[0]); + break; + + case TYPE_FLOATN_4: + params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); + case TYPE_FLOATN_3: + params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); + case TYPE_FLOATN_2: + params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]); + case TYPE_FLOATN: + params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]); + break; + + case TYPE_DOUBLEN: + params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]); + break; + + case TYPE_INT_4: + params[3] = ((GLint *) p)[3]; + case TYPE_INT_3: + params[2] = ((GLint *) p)[2]; + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = ((GLint *) p)[1]; + case TYPE_INT: + case TYPE_ENUM: + params[0] = ((GLint *) p)[0]; + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = v.value_int_n.ints[i]; + break; + + case TYPE_INT64: + params[0] = INT64_TO_INT(((GLint64 *) p)[0]); + break; + + case TYPE_BOOLEAN: + params[0] = BOOLEAN_TO_INT(*(GLboolean*) p); + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_INT(m->m[i]); + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_INT(m->m[transpose[i]]); + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = (*(GLbitfield *) p >> shift) & 1; + break; + } +} + +#if FEATURE_ARB_sync +void GLAPIENTRY +_mesa_GetInteger64v(GLenum pname, GLint64 *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetInteger64v", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = d->offset; + break; + + case TYPE_FLOAT_4: + params[3] = IROUND64(((GLfloat *) p)[3]); + case TYPE_FLOAT_3: + params[2] = IROUND64(((GLfloat *) p)[2]); + case TYPE_FLOAT_2: + params[1] = IROUND64(((GLfloat *) p)[1]); + case TYPE_FLOAT: + params[0] = IROUND64(((GLfloat *) p)[0]); + break; + + case TYPE_FLOATN_4: + params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]); + case TYPE_FLOATN_3: + params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]); + case TYPE_FLOATN_2: + params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]); + case TYPE_FLOATN: + params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]); + break; + + case TYPE_DOUBLEN: + params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]); + break; + + case TYPE_INT_4: + params[3] = ((GLint *) p)[3]; + case TYPE_INT_3: + params[2] = ((GLint *) p)[2]; + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = ((GLint *) p)[1]; + case TYPE_INT: + case TYPE_ENUM: + params[0] = ((GLint *) p)[0]; + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]); + break; + + case TYPE_INT64: + params[0] = ((GLint64 *) p)[0]; + break; + + case TYPE_BOOLEAN: + params[0] = ((GLboolean*) p)[0]; + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_INT64(m->m[i]); + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_INT64(m->m[transpose[i]]); + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = (*(GLbitfield *) p >> shift) & 1; + break; + } +} +#endif /* FEATURE_ARB_sync */ + +void GLAPIENTRY +_mesa_GetDoublev(GLenum pname, GLdouble *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetDoublev", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = d->offset; + break; + + case TYPE_FLOAT_4: + case TYPE_FLOATN_4: + params[3] = ((GLfloat *) p)[3]; + case TYPE_FLOAT_3: + case TYPE_FLOATN_3: + params[2] = ((GLfloat *) p)[2]; + case TYPE_FLOAT_2: + case TYPE_FLOATN_2: + params[1] = ((GLfloat *) p)[1]; + case TYPE_FLOAT: + case TYPE_FLOATN: + params[0] = ((GLfloat *) p)[0]; + break; + + case TYPE_DOUBLEN: + params[0] = ((GLdouble *) p)[0]; + break; + + case TYPE_INT_4: + params[3] = ((GLint *) p)[3]; + case TYPE_INT_3: + params[2] = ((GLint *) p)[2]; + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = ((GLint *) p)[1]; + case TYPE_INT: + case TYPE_ENUM: + params[0] = ((GLint *) p)[0]; + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = v.value_int_n.ints[i]; + break; + + case TYPE_INT64: + params[0] = ((GLint64 *) p)[0]; + break; + + case TYPE_BOOLEAN: + params[0] = *(GLboolean*) p; + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = m->m[i]; + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = m->m[transpose[i]]; + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = (*(GLbitfield *) p >> shift) & 1; + break; + } +} + +static enum value_type +find_value_indexed(const char *func, GLenum pname, int index, union value *v) +{ + GET_CURRENT_CONTEXT(ctx); + + switch (pname) { + + case GL_BLEND: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.EXT_draw_buffers2) + goto invalid_enum; + v->value_int = (ctx->Color.BlendEnabled >> index) & 1; + return TYPE_INT; + + case GL_BLEND_SRC: + /* fall-through */ + case GL_BLEND_SRC_RGB: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].SrcRGB; + return TYPE_INT; + case GL_BLEND_SRC_ALPHA: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].SrcA; + return TYPE_INT; + case GL_BLEND_DST: + /* fall-through */ + case GL_BLEND_DST_RGB: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].DstRGB; + return TYPE_INT; + case GL_BLEND_DST_ALPHA: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].DstA; + return TYPE_INT; + case GL_BLEND_EQUATION_RGB: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].EquationRGB; + return TYPE_INT; + case GL_BLEND_EQUATION_ALPHA: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.ARB_draw_buffers_blend) + goto invalid_enum; + v->value_int = ctx->Color.Blend[index].EquationA; + return TYPE_INT; + + case GL_COLOR_WRITEMASK: + if (index >= ctx->Const.MaxDrawBuffers) + goto invalid_value; + if (!ctx->Extensions.EXT_draw_buffers2) + goto invalid_enum; + v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0; + v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0; + v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0; + v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0; + return TYPE_INT_4; + + case GL_TRANSFORM_FEEDBACK_BUFFER_START: + if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) + goto invalid_value; + if (!ctx->Extensions.EXT_transform_feedback) + goto invalid_enum; + v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index]; + return TYPE_INT64; + + case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: + if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) + goto invalid_value; + if (!ctx->Extensions.EXT_transform_feedback) + goto invalid_enum; + v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index]; + return TYPE_INT64; + + case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: + if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs) + goto invalid_value; + if (!ctx->Extensions.EXT_transform_feedback) + goto invalid_enum; + v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name; + return TYPE_INT; + } + + invalid_enum: + _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func, + _mesa_lookup_enum_by_nr(pname)); + return TYPE_INVALID; + invalid_value: + _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func, + _mesa_lookup_enum_by_nr(pname)); + return TYPE_INVALID; +} + +void GLAPIENTRY +_mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params ) +{ + union value v; + enum value_type type = + find_value_indexed("glGetBooleanIndexedv", pname, index, &v); + + switch (type) { + case TYPE_INT: + params[0] = INT_TO_BOOLEAN(v.value_int); + break; + case TYPE_INT_4: + params[0] = INT_TO_BOOLEAN(v.value_int_4[0]); + params[1] = INT_TO_BOOLEAN(v.value_int_4[1]); + params[2] = INT_TO_BOOLEAN(v.value_int_4[2]); + params[3] = INT_TO_BOOLEAN(v.value_int_4[3]); + break; + case TYPE_INT64: + params[0] = INT64_TO_BOOLEAN(v.value_int); + break; + default: + ; /* nothing - GL error was recorded */ + } +} + +void GLAPIENTRY +_mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params ) +{ + union value v; + enum value_type type = + find_value_indexed("glGetIntegerIndexedv", pname, index, &v); + + switch (type) { + case TYPE_INT: + params[0] = v.value_int; + break; + case TYPE_INT_4: + params[0] = v.value_int_4[0]; + params[1] = v.value_int_4[1]; + params[2] = v.value_int_4[2]; + params[3] = v.value_int_4[3]; + break; + case TYPE_INT64: + params[0] = INT64_TO_INT(v.value_int); + break; + default: + ; /* nothing - GL error was recorded */ + } +} + +#if FEATURE_ARB_sync +void GLAPIENTRY +_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params ) +{ + union value v; + enum value_type type = + find_value_indexed("glGetIntegerIndexedv", pname, index, &v); + + switch (type) { + case TYPE_INT: + params[0] = v.value_int; + break; + case TYPE_INT_4: + params[0] = v.value_int_4[0]; + params[1] = v.value_int_4[1]; + params[2] = v.value_int_4[2]; + params[3] = v.value_int_4[3]; + break; + case TYPE_INT64: + params[0] = v.value_int; + break; + default: + ; /* nothing - GL error was recorded */ + } +} +#endif /* FEATURE_ARB_sync */ + +#if FEATURE_ES1 +void GLAPIENTRY +_mesa_GetFixedv(GLenum pname, GLfixed *params) +{ + const struct value_desc *d; + union value v; + GLmatrix *m; + int shift, i; + void *p; + + d = find_value("glGetDoublev", pname, &p, &v); + switch (d->type) { + case TYPE_INVALID: + break; + case TYPE_CONST: + params[0] = INT_TO_FIXED(d->offset); + break; + + case TYPE_FLOAT_4: + case TYPE_FLOATN_4: + params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]); + case TYPE_FLOAT_3: + case TYPE_FLOATN_3: + params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]); + case TYPE_FLOAT_2: + case TYPE_FLOATN_2: + params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]); + case TYPE_FLOAT: + case TYPE_FLOATN: + params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]); + break; + + case TYPE_DOUBLEN: + params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]); + break; + + case TYPE_INT_4: + params[3] = INT_TO_FIXED(((GLint *) p)[3]); + case TYPE_INT_3: + params[2] = INT_TO_FIXED(((GLint *) p)[2]); + case TYPE_INT_2: + case TYPE_ENUM_2: + params[1] = INT_TO_FIXED(((GLint *) p)[1]); + case TYPE_INT: + case TYPE_ENUM: + params[0] = INT_TO_FIXED(((GLint *) p)[0]); + break; + + case TYPE_INT_N: + for (i = 0; i < v.value_int_n.n; i++) + params[i] = INT_TO_FIXED(v.value_int_n.ints[i]); + break; + + case TYPE_INT64: + params[0] = ((GLint64 *) p)[0]; + break; + + case TYPE_BOOLEAN: + params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]); + break; + + case TYPE_MATRIX: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_FIXED(m->m[i]); + break; + + case TYPE_MATRIX_T: + m = *(GLmatrix **) p; + for (i = 0; i < 16; i++) + params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]); + break; + + case TYPE_BIT_0: + case TYPE_BIT_1: + case TYPE_BIT_2: + case TYPE_BIT_3: + case TYPE_BIT_4: + case TYPE_BIT_5: + shift = d->type - TYPE_BIT_0; + params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1); + break; + } +} +#endif diff --git a/mesalib/src/mesa/main/mtypes.h b/mesalib/src/mesa/main/mtypes.h index 831774fa4..39577bb02 100644 --- a/mesalib/src/mesa/main/mtypes.h +++ b/mesalib/src/mesa/main/mtypes.h @@ -3022,11 +3022,6 @@ struct gl_matrix_stack _NEW_POINT | \ _NEW_PROGRAM | \ _NEW_MODELVIEW) - -#define _MESA_NEW_NEED_NORMALS (_NEW_LIGHT | \ - _NEW_TEXTURE) - -#define _MESA_NEW_TRANSFER_STATE (_NEW_PIXEL) /*@}*/ diff --git a/mesalib/src/mesa/main/pixel.c b/mesalib/src/mesa/main/pixel.c index 195fa234b..da99c9b6f 100644 --- a/mesalib/src/mesa/main/pixel.c +++ b/mesalib/src/mesa/main/pixel.c @@ -617,7 +617,7 @@ update_image_transfer_state(struct gl_context *ctx) */ void _mesa_update_pixel( struct gl_context *ctx, GLuint new_state ) { - if (new_state & _MESA_NEW_TRANSFER_STATE) + if (new_state & _NEW_PIXEL) update_image_transfer_state(ctx); } diff --git a/mesalib/src/mesa/main/state.c b/mesalib/src/mesa/main/state.c index f50f2af1e..118ed1d28 100644 --- a/mesalib/src/mesa/main/state.c +++ b/mesalib/src/mesa/main/state.c @@ -1,734 +1,734 @@ -/* - * Mesa 3-D graphics library - * Version: 7.3 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -/** - * \file state.c - * State management. - * - * This file manages recalculation of derived values in struct gl_context. - */ - - -#include "glheader.h" -#include "mtypes.h" -#include "context.h" -#include "debug.h" -#include "macros.h" -#include "ffvertex_prog.h" -#include "framebuffer.h" -#include "light.h" -#include "matrix.h" -#include "pixel.h" -#include "program/program.h" -#include "program/prog_parameter.h" -#include "state.h" -#include "stencil.h" -#include "texenvprogram.h" -#include "texobj.h" -#include "texstate.h" - - -static void -update_separate_specular(struct gl_context *ctx) -{ - if (_mesa_need_secondary_color(ctx)) - ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; - else - ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; -} - - -/** - * Compute the index of the last array element that can be safely accessed - * in a vertex array. We can really only do this when the array lives in - * a VBO. - * The array->_MaxElement field will be updated. - * Later in glDrawArrays/Elements/etc we can do some bounds checking. - */ -static void -compute_max_element(struct gl_client_array *array) -{ - assert(array->Enabled); - if (array->BufferObj->Name) { - GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr; - GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size; - - if (offset < obj_size) { - array->_MaxElement = (obj_size - offset + - array->StrideB - - array->_ElementSize) / array->StrideB; - } else { - array->_MaxElement = 0; - } - } - else { - /* user-space array, no idea how big it is */ - array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ - } -} - - -/** - * Helper for update_arrays(). - * \return min(current min, array->_MaxElement). - */ -static GLuint -update_min(GLuint min, struct gl_client_array *array) -{ - compute_max_element(array); - return MIN2(min, array->_MaxElement); -} - - -/** - * Update ctx->Array._MaxElement (the max legal index into all enabled arrays). - * Need to do this upon new array state or new buffer object state. - */ -static void -update_arrays( struct gl_context *ctx ) -{ - struct gl_array_object *arrayObj = ctx->Array.ArrayObj; - GLuint i, min = ~0; - - /* find min of _MaxElement values for all enabled arrays */ - - /* 0 */ - if (ctx->VertexProgram._Current - && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]); - } - else if (arrayObj->Vertex.Enabled) { - min = update_min(min, &arrayObj->Vertex); - } - - /* 1 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]); - } - /* no conventional vertex weight array */ - - /* 2 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]); - } - else if (arrayObj->Normal.Enabled) { - min = update_min(min, &arrayObj->Normal); - } - - /* 3 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]); - } - else if (arrayObj->Color.Enabled) { - min = update_min(min, &arrayObj->Color); - } - - /* 4 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]); - } - else if (arrayObj->SecondaryColor.Enabled) { - min = update_min(min, &arrayObj->SecondaryColor); - } - - /* 5 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]); - } - else if (arrayObj->FogCoord.Enabled) { - min = update_min(min, &arrayObj->FogCoord); - } - - /* 6 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]); - } - else if (arrayObj->Index.Enabled) { - min = update_min(min, &arrayObj->Index); - } - - /* 7 */ - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]); - } - - /* 8..15 */ - for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { - if (ctx->VertexProgram._Enabled - && arrayObj->VertexAttrib[i].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[i]); - } - else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits - && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { - min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]); - } - } - - /* 16..31 */ - if (ctx->VertexProgram._Current) { - for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) { - if (arrayObj->VertexAttrib[i].Enabled) { - min = update_min(min, &arrayObj->VertexAttrib[i]); - } - } - } - - if (arrayObj->EdgeFlag.Enabled) { - min = update_min(min, &arrayObj->EdgeFlag); - } - - /* _MaxElement is one past the last legal array element */ - arrayObj->_MaxElement = min; -} - - -/** - * Update the following fields: - * ctx->VertexProgram._Enabled - * ctx->FragmentProgram._Enabled - * ctx->ATIFragmentShader._Enabled - * This needs to be done before texture state validation. - */ -static void -update_program_enables(struct gl_context *ctx) -{ - /* These _Enabled flags indicate if the program is enabled AND valid. */ - ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled - && ctx->VertexProgram.Current->Base.Instructions; - ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled - && ctx->FragmentProgram.Current->Base.Instructions; - ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled - && ctx->ATIFragmentShader.Current->Instructions[0]; -} - - -/** - * Update vertex/fragment program state. In particular, update these fields: - * ctx->VertexProgram._Current - * ctx->VertexProgram._TnlProgram, - * These point to the highest priority enabled vertex/fragment program or are - * NULL if fixed-function processing is to be done. - * - * This function needs to be called after texture state validation in case - * we're generating a fragment program from fixed-function texture state. - * - * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex - * or fragment program is being used. - */ -static GLbitfield -update_program(struct gl_context *ctx) -{ - const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram; - const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram; - const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram; - const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; - const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; - const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; - GLbitfield new_state = 0x0; - - /* - * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current - * pointers to the programs that should be used for rendering. If either - * is NULL, use fixed-function code paths. - * - * These programs may come from several sources. The priority is as - * follows: - * 1. OpenGL 2.0/ARB vertex/fragment shaders - * 2. ARB/NV vertex/fragment programs - * 3. Programs derived from fixed-function state. - * - * Note: it's possible for a vertex shader to get used with a fragment - * program (and vice versa) here, but in practice that shouldn't ever - * come up, or matter. - */ - - if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) { - /* Use shader programs */ - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - fsProg->FragmentProgram); - } - else if (ctx->FragmentProgram._Enabled) { - /* use user-defined vertex program */ - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - ctx->FragmentProgram.Current); - } - else if (ctx->FragmentProgram._MaintainTexEnvProgram) { - /* Use fragment program generated from fixed-function state. - */ - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, - _mesa_get_fixed_func_fragment_program(ctx)); - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, - ctx->FragmentProgram._Current); - } - else { - /* no fragment program */ - _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); - } - - if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) { - /* Use shader programs */ - _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, - gsProg->GeometryProgram); - } else { - /* no fragment program */ - _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); - } - - /* Examine vertex program after fragment program as - * _mesa_get_fixed_func_vertex_program() needs to know active - * fragprog inputs. - */ - if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) { - /* Use shader programs */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - vsProg->VertexProgram); - } - else if (ctx->VertexProgram._Enabled) { - /* use user-defined vertex program */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - ctx->VertexProgram.Current); - } - else if (ctx->VertexProgram._MaintainTnlProgram) { - /* Use vertex program generated from fixed-function state. - */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, - _mesa_get_fixed_func_vertex_program(ctx)); - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, - ctx->VertexProgram._Current); - } - else { - /* no vertex program */ - _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); - } - - /* Let the driver know what's happening: - */ - if (ctx->FragmentProgram._Current != prevFP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, - (struct gl_program *) ctx->FragmentProgram._Current); - } - } - - if (ctx->GeometryProgram._Current != prevGP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, - (struct gl_program *) ctx->GeometryProgram._Current); - } - } - - if (ctx->VertexProgram._Current != prevVP) { - new_state |= _NEW_PROGRAM; - if (ctx->Driver.BindProgram) { - ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, - (struct gl_program *) ctx->VertexProgram._Current); - } - } - - return new_state; -} - - -/** - * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. - */ -static GLbitfield -update_program_constants(struct gl_context *ctx) -{ - GLbitfield new_state = 0x0; - - if (ctx->FragmentProgram._Current) { - const struct gl_program_parameter_list *params = - ctx->FragmentProgram._Current->Base.Parameters; - if (params && params->StateFlags & ctx->NewState) { - new_state |= _NEW_PROGRAM_CONSTANTS; - } - } - - if (ctx->GeometryProgram._Current) { - const struct gl_program_parameter_list *params = - ctx->GeometryProgram._Current->Base.Parameters; - /*FIXME: StateFlags is always 0 because we have unnamed constant - * not state changes */ - if (params /*&& params->StateFlags & ctx->NewState*/) { - new_state |= _NEW_PROGRAM_CONSTANTS; - } - } - - if (ctx->VertexProgram._Current) { - const struct gl_program_parameter_list *params = - ctx->VertexProgram._Current->Base.Parameters; - if (params && params->StateFlags & ctx->NewState) { - new_state |= _NEW_PROGRAM_CONSTANTS; - } - } - - return new_state; -} - - - - -static void -update_viewport_matrix(struct gl_context *ctx) -{ - const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; - - ASSERT(depthMax > 0); - - /* Compute scale and bias values. This is really driver-specific - * and should be maintained elsewhere if at all. - * NOTE: RasterPos uses this. - */ - _math_matrix_viewport(&ctx->Viewport._WindowMap, - ctx->Viewport.X, ctx->Viewport.Y, - ctx->Viewport.Width, ctx->Viewport.Height, - ctx->Viewport.Near, ctx->Viewport.Far, - depthMax); -} - - -/** - * Update derived multisample state. - */ -static void -update_multisample(struct gl_context *ctx) -{ - ctx->Multisample._Enabled = GL_FALSE; - if (ctx->Multisample.Enabled && - ctx->DrawBuffer && - ctx->DrawBuffer->Visual.sampleBuffers) - ctx->Multisample._Enabled = GL_TRUE; -} - - -/** - * Update derived color/blend/logicop state. - */ -static void -update_color(struct gl_context *ctx) -{ - /* This is needed to support 1.1's RGB logic ops AND - * 1.0's blending logicops. - */ - ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx); -} - - -/* - * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET - * in ctx->_TriangleCaps if needed. - */ -static void -update_polygon(struct gl_context *ctx) -{ - ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); - - if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) - ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; - - if ( ctx->Polygon.OffsetPoint - || ctx->Polygon.OffsetLine - || ctx->Polygon.OffsetFill) - ctx->_TriangleCaps |= DD_TRI_OFFSET; -} - - -/** - * Update the ctx->_TriangleCaps bitfield. - * XXX that bitfield should really go away someday! - * This function must be called after other update_*() functions since - * there are dependencies on some other derived values. - */ -#if 0 -static void -update_tricaps(struct gl_context *ctx, GLbitfield new_state) -{ - ctx->_TriangleCaps = 0; - - /* - * Points - */ - if (1/*new_state & _NEW_POINT*/) { - if (ctx->Point.SmoothFlag) - ctx->_TriangleCaps |= DD_POINT_SMOOTH; - if (ctx->Point._Attenuated) - ctx->_TriangleCaps |= DD_POINT_ATTEN; - } - - /* - * Lines - */ - if (1/*new_state & _NEW_LINE*/) { - if (ctx->Line.SmoothFlag) - ctx->_TriangleCaps |= DD_LINE_SMOOTH; - if (ctx->Line.StippleFlag) - ctx->_TriangleCaps |= DD_LINE_STIPPLE; - } - - /* - * Polygons - */ - if (1/*new_state & _NEW_POLYGON*/) { - if (ctx->Polygon.SmoothFlag) - ctx->_TriangleCaps |= DD_TRI_SMOOTH; - if (ctx->Polygon.StippleFlag) - ctx->_TriangleCaps |= DD_TRI_STIPPLE; - if (ctx->Polygon.FrontMode != GL_FILL - || ctx->Polygon.BackMode != GL_FILL) - ctx->_TriangleCaps |= DD_TRI_UNFILLED; - if (ctx->Polygon.CullFlag - && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) - ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; - if (ctx->Polygon.OffsetPoint || - ctx->Polygon.OffsetLine || - ctx->Polygon.OffsetFill) - ctx->_TriangleCaps |= DD_TRI_OFFSET; - } - - /* - * Lighting and shading - */ - if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) - ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; - if (ctx->Light.ShadeModel == GL_FLAT) - ctx->_TriangleCaps |= DD_FLATSHADE; - if (_mesa_need_secondary_color(ctx)) - ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; - - /* - * Stencil - */ - if (ctx->Stencil._TestTwoSide) - ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; -} -#endif - - -/** - * Compute derived GL state. - * If __struct gl_contextRec::NewState is non-zero then this function \b must - * be called before rendering anything. - * - * Calls dd_function_table::UpdateState to perform any internal state - * management necessary. - * - * \sa _mesa_update_modelview_project(), _mesa_update_texture(), - * _mesa_update_buffer_bounds(), - * _mesa_update_lighting() and _mesa_update_tnl_spaces(). - */ -void -_mesa_update_state_locked( struct gl_context *ctx ) -{ - GLbitfield new_state = ctx->NewState; - GLbitfield prog_flags = _NEW_PROGRAM; - GLbitfield new_prog_state = 0x0; - - if (new_state == _NEW_CURRENT_ATTRIB) - goto out; - - if (MESA_VERBOSE & VERBOSE_STATE) - _mesa_print_state("_mesa_update_state", new_state); - - /* Determine which state flags effect vertex/fragment program state */ - if (ctx->FragmentProgram._MaintainTexEnvProgram) { - prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | - _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | - _NEW_PROGRAM); - } - if (ctx->VertexProgram._MaintainTnlProgram) { - prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | - _NEW_TRANSFORM | _NEW_POINT | - _NEW_FOG | _NEW_LIGHT | - _MESA_NEW_NEED_EYE_COORDS); - } - - /* - * Now update derived state info - */ - - if (new_state & prog_flags) - update_program_enables( ctx ); - - if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) - _mesa_update_modelview_project( ctx, new_state ); - - if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) - _mesa_update_texture( ctx, new_state ); - - if (new_state & _NEW_BUFFERS) - _mesa_update_framebuffer(ctx); - - if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) - _mesa_update_draw_buffer_bounds( ctx ); - - if (new_state & _NEW_POLYGON) - update_polygon( ctx ); - - if (new_state & _NEW_LIGHT) - _mesa_update_lighting( ctx ); - - if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) - _mesa_update_stencil( ctx ); - - if (new_state & _MESA_NEW_TRANSFER_STATE) - _mesa_update_pixel( ctx, new_state ); - - if (new_state & _DD_NEW_SEPARATE_SPECULAR) - update_separate_specular( ctx ); - - if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) - update_viewport_matrix(ctx); - - if (new_state & _NEW_MULTISAMPLE) - update_multisample( ctx ); - - if (new_state & _NEW_COLOR) - update_color( ctx ); - -#if 0 - if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT - | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) - update_tricaps( ctx, new_state ); -#endif - - /* ctx->_NeedEyeCoords is now up to date. - * - * If the truth value of this variable has changed, update for the - * new lighting space and recompute the positions of lights and the - * normal transform. - * - * If the lighting space hasn't changed, may still need to recompute - * light positions & normal transforms for other reasons. - */ - if (new_state & _MESA_NEW_NEED_EYE_COORDS) - _mesa_update_tnl_spaces( ctx, new_state ); - - if (new_state & prog_flags) { - /* When we generate programs from fixed-function vertex/fragment state - * this call may generate/bind a new program. If so, we need to - * propogate the _NEW_PROGRAM flag to the driver. - */ - new_prog_state |= update_program( ctx ); - } - - if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) - update_arrays( ctx ); - - out: - new_prog_state |= update_program_constants(ctx); - - /* - * Give the driver a chance to act upon the new_state flags. - * The driver might plug in different span functions, for example. - * Also, this is where the driver can invalidate the state of any - * active modules (such as swrast_setup, swrast, tnl, etc). - * - * Set ctx->NewState to zero to avoid recursion if - * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) - */ - new_state = ctx->NewState | new_prog_state; - ctx->NewState = 0; - ctx->Driver.UpdateState(ctx, new_state); - ctx->Array.NewState = 0; - if (!ctx->Array.RebindArrays) - ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0; -} - - -/* This is the usual entrypoint for state updates: - */ -void -_mesa_update_state( struct gl_context *ctx ) -{ - _mesa_lock_context_textures(ctx); - _mesa_update_state_locked(ctx); - _mesa_unlock_context_textures(ctx); -} - - - - -/** - * Want to figure out which fragment program inputs are actually - * constant/current values from ctx->Current. These should be - * referenced as a tracked state variable rather than a fragment - * program input, to save the overhead of putting a constant value in - * every submitted vertex, transferring it to hardware, interpolating - * it across the triangle, etc... - * - * When there is a VP bound, just use vp->outputs. But when we're - * generating vp from fixed function state, basically want to - * calculate: - * - * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | - * potential_vp_outputs ) - * - * Where potential_vp_outputs is calculated by looking at enabled - * texgen, etc. - * - * The generated fragment program should then only declare inputs that - * may vary or otherwise differ from the ctx->Current values. - * Otherwise, the fp should track them as state values instead. - */ -void -_mesa_set_varying_vp_inputs( struct gl_context *ctx, - GLbitfield varying_inputs ) -{ - if (ctx->varying_vp_inputs != varying_inputs) { - ctx->varying_vp_inputs = varying_inputs; - ctx->NewState |= _NEW_ARRAY; - /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/ - } -} - - -/** - * Used by drivers to tell core Mesa that the driver is going to - * install/ use its own vertex program. In particular, this will - * prevent generated fragment programs from using state vars instead - * of ordinary varyings/inputs. - */ -void -_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) -{ - if (ctx->VertexProgram._Overriden != flag) { - ctx->VertexProgram._Overriden = flag; - - /* Set one of the bits which will trigger fragment program - * regeneration: - */ - ctx->NewState |= _NEW_PROGRAM; - } -} +/* + * Mesa 3-D graphics library + * Version: 7.3 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/** + * \file state.c + * State management. + * + * This file manages recalculation of derived values in struct gl_context. + */ + + +#include "glheader.h" +#include "mtypes.h" +#include "context.h" +#include "debug.h" +#include "macros.h" +#include "ffvertex_prog.h" +#include "framebuffer.h" +#include "light.h" +#include "matrix.h" +#include "pixel.h" +#include "program/program.h" +#include "program/prog_parameter.h" +#include "state.h" +#include "stencil.h" +#include "texenvprogram.h" +#include "texobj.h" +#include "texstate.h" + + +static void +update_separate_specular(struct gl_context *ctx) +{ + if (_mesa_need_secondary_color(ctx)) + ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; + else + ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR; +} + + +/** + * Compute the index of the last array element that can be safely accessed + * in a vertex array. We can really only do this when the array lives in + * a VBO. + * The array->_MaxElement field will be updated. + * Later in glDrawArrays/Elements/etc we can do some bounds checking. + */ +static void +compute_max_element(struct gl_client_array *array) +{ + assert(array->Enabled); + if (array->BufferObj->Name) { + GLsizeiptrARB offset = (GLsizeiptrARB) array->Ptr; + GLsizeiptrARB obj_size = (GLsizeiptrARB) array->BufferObj->Size; + + if (offset < obj_size) { + array->_MaxElement = (obj_size - offset + + array->StrideB - + array->_ElementSize) / array->StrideB; + } else { + array->_MaxElement = 0; + } + } + else { + /* user-space array, no idea how big it is */ + array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ + } +} + + +/** + * Helper for update_arrays(). + * \return min(current min, array->_MaxElement). + */ +static GLuint +update_min(GLuint min, struct gl_client_array *array) +{ + compute_max_element(array); + return MIN2(min, array->_MaxElement); +} + + +/** + * Update ctx->Array._MaxElement (the max legal index into all enabled arrays). + * Need to do this upon new array state or new buffer object state. + */ +static void +update_arrays( struct gl_context *ctx ) +{ + struct gl_array_object *arrayObj = ctx->Array.ArrayObj; + GLuint i, min = ~0; + + /* find min of _MaxElement values for all enabled arrays */ + + /* 0 */ + if (ctx->VertexProgram._Current + && arrayObj->VertexAttrib[VERT_ATTRIB_POS].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_POS]); + } + else if (arrayObj->Vertex.Enabled) { + min = update_min(min, &arrayObj->Vertex); + } + + /* 1 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_WEIGHT]); + } + /* no conventional vertex weight array */ + + /* 2 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_NORMAL]); + } + else if (arrayObj->Normal.Enabled) { + min = update_min(min, &arrayObj->Normal); + } + + /* 3 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR0]); + } + else if (arrayObj->Color.Enabled) { + min = update_min(min, &arrayObj->Color); + } + + /* 4 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR1]); + } + else if (arrayObj->SecondaryColor.Enabled) { + min = update_min(min, &arrayObj->SecondaryColor); + } + + /* 5 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_FOG].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_FOG]); + } + else if (arrayObj->FogCoord.Enabled) { + min = update_min(min, &arrayObj->FogCoord); + } + + /* 6 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_COLOR_INDEX]); + } + else if (arrayObj->Index.Enabled) { + min = update_min(min, &arrayObj->Index); + } + + /* 7 */ + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[VERT_ATTRIB_EDGEFLAG]); + } + + /* 8..15 */ + for (i = VERT_ATTRIB_TEX0; i <= VERT_ATTRIB_TEX7; i++) { + if (ctx->VertexProgram._Enabled + && arrayObj->VertexAttrib[i].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[i]); + } + else if (i - VERT_ATTRIB_TEX0 < ctx->Const.MaxTextureCoordUnits + && arrayObj->TexCoord[i - VERT_ATTRIB_TEX0].Enabled) { + min = update_min(min, &arrayObj->TexCoord[i - VERT_ATTRIB_TEX0]); + } + } + + /* 16..31 */ + if (ctx->VertexProgram._Current) { + for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) { + if (arrayObj->VertexAttrib[i].Enabled) { + min = update_min(min, &arrayObj->VertexAttrib[i]); + } + } + } + + if (arrayObj->EdgeFlag.Enabled) { + min = update_min(min, &arrayObj->EdgeFlag); + } + + /* _MaxElement is one past the last legal array element */ + arrayObj->_MaxElement = min; +} + + +/** + * Update the following fields: + * ctx->VertexProgram._Enabled + * ctx->FragmentProgram._Enabled + * ctx->ATIFragmentShader._Enabled + * This needs to be done before texture state validation. + */ +static void +update_program_enables(struct gl_context *ctx) +{ + /* These _Enabled flags indicate if the program is enabled AND valid. */ + ctx->VertexProgram._Enabled = ctx->VertexProgram.Enabled + && ctx->VertexProgram.Current->Base.Instructions; + ctx->FragmentProgram._Enabled = ctx->FragmentProgram.Enabled + && ctx->FragmentProgram.Current->Base.Instructions; + ctx->ATIFragmentShader._Enabled = ctx->ATIFragmentShader.Enabled + && ctx->ATIFragmentShader.Current->Instructions[0]; +} + + +/** + * Update vertex/fragment program state. In particular, update these fields: + * ctx->VertexProgram._Current + * ctx->VertexProgram._TnlProgram, + * These point to the highest priority enabled vertex/fragment program or are + * NULL if fixed-function processing is to be done. + * + * This function needs to be called after texture state validation in case + * we're generating a fragment program from fixed-function texture state. + * + * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex + * or fragment program is being used. + */ +static GLbitfield +update_program(struct gl_context *ctx) +{ + const struct gl_shader_program *vsProg = ctx->Shader.CurrentVertexProgram; + const struct gl_shader_program *gsProg = ctx->Shader.CurrentGeometryProgram; + const struct gl_shader_program *fsProg = ctx->Shader.CurrentFragmentProgram; + const struct gl_vertex_program *prevVP = ctx->VertexProgram._Current; + const struct gl_fragment_program *prevFP = ctx->FragmentProgram._Current; + const struct gl_geometry_program *prevGP = ctx->GeometryProgram._Current; + GLbitfield new_state = 0x0; + + /* + * Set the ctx->VertexProgram._Current and ctx->FragmentProgram._Current + * pointers to the programs that should be used for rendering. If either + * is NULL, use fixed-function code paths. + * + * These programs may come from several sources. The priority is as + * follows: + * 1. OpenGL 2.0/ARB vertex/fragment shaders + * 2. ARB/NV vertex/fragment programs + * 3. Programs derived from fixed-function state. + * + * Note: it's possible for a vertex shader to get used with a fragment + * program (and vice versa) here, but in practice that shouldn't ever + * come up, or matter. + */ + + if (fsProg && fsProg->LinkStatus && fsProg->FragmentProgram) { + /* Use shader programs */ + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, + fsProg->FragmentProgram); + } + else if (ctx->FragmentProgram._Enabled) { + /* use user-defined vertex program */ + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, + ctx->FragmentProgram.Current); + } + else if (ctx->FragmentProgram._MaintainTexEnvProgram) { + /* Use fragment program generated from fixed-function state. + */ + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, + _mesa_get_fixed_func_fragment_program(ctx)); + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._TexEnvProgram, + ctx->FragmentProgram._Current); + } + else { + /* no fragment program */ + _mesa_reference_fragprog(ctx, &ctx->FragmentProgram._Current, NULL); + } + + if (gsProg && gsProg->LinkStatus && gsProg->GeometryProgram) { + /* Use shader programs */ + _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, + gsProg->GeometryProgram); + } else { + /* no fragment program */ + _mesa_reference_geomprog(ctx, &ctx->GeometryProgram._Current, NULL); + } + + /* Examine vertex program after fragment program as + * _mesa_get_fixed_func_vertex_program() needs to know active + * fragprog inputs. + */ + if (vsProg && vsProg->LinkStatus && vsProg->VertexProgram) { + /* Use shader programs */ + _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, + vsProg->VertexProgram); + } + else if (ctx->VertexProgram._Enabled) { + /* use user-defined vertex program */ + _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, + ctx->VertexProgram.Current); + } + else if (ctx->VertexProgram._MaintainTnlProgram) { + /* Use vertex program generated from fixed-function state. + */ + _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, + _mesa_get_fixed_func_vertex_program(ctx)); + _mesa_reference_vertprog(ctx, &ctx->VertexProgram._TnlProgram, + ctx->VertexProgram._Current); + } + else { + /* no vertex program */ + _mesa_reference_vertprog(ctx, &ctx->VertexProgram._Current, NULL); + } + + /* Let the driver know what's happening: + */ + if (ctx->FragmentProgram._Current != prevFP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, + (struct gl_program *) ctx->FragmentProgram._Current); + } + } + + if (ctx->GeometryProgram._Current != prevGP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, MESA_GEOMETRY_PROGRAM, + (struct gl_program *) ctx->GeometryProgram._Current); + } + } + + if (ctx->VertexProgram._Current != prevVP) { + new_state |= _NEW_PROGRAM; + if (ctx->Driver.BindProgram) { + ctx->Driver.BindProgram(ctx, GL_VERTEX_PROGRAM_ARB, + (struct gl_program *) ctx->VertexProgram._Current); + } + } + + return new_state; +} + + +/** + * Examine shader constants and return either _NEW_PROGRAM_CONSTANTS or 0. + */ +static GLbitfield +update_program_constants(struct gl_context *ctx) +{ + GLbitfield new_state = 0x0; + + if (ctx->FragmentProgram._Current) { + const struct gl_program_parameter_list *params = + ctx->FragmentProgram._Current->Base.Parameters; + if (params && params->StateFlags & ctx->NewState) { + new_state |= _NEW_PROGRAM_CONSTANTS; + } + } + + if (ctx->GeometryProgram._Current) { + const struct gl_program_parameter_list *params = + ctx->GeometryProgram._Current->Base.Parameters; + /*FIXME: StateFlags is always 0 because we have unnamed constant + * not state changes */ + if (params /*&& params->StateFlags & ctx->NewState*/) { + new_state |= _NEW_PROGRAM_CONSTANTS; + } + } + + if (ctx->VertexProgram._Current) { + const struct gl_program_parameter_list *params = + ctx->VertexProgram._Current->Base.Parameters; + if (params && params->StateFlags & ctx->NewState) { + new_state |= _NEW_PROGRAM_CONSTANTS; + } + } + + return new_state; +} + + + + +static void +update_viewport_matrix(struct gl_context *ctx) +{ + const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF; + + ASSERT(depthMax > 0); + + /* Compute scale and bias values. This is really driver-specific + * and should be maintained elsewhere if at all. + * NOTE: RasterPos uses this. + */ + _math_matrix_viewport(&ctx->Viewport._WindowMap, + ctx->Viewport.X, ctx->Viewport.Y, + ctx->Viewport.Width, ctx->Viewport.Height, + ctx->Viewport.Near, ctx->Viewport.Far, + depthMax); +} + + +/** + * Update derived multisample state. + */ +static void +update_multisample(struct gl_context *ctx) +{ + ctx->Multisample._Enabled = GL_FALSE; + if (ctx->Multisample.Enabled && + ctx->DrawBuffer && + ctx->DrawBuffer->Visual.sampleBuffers) + ctx->Multisample._Enabled = GL_TRUE; +} + + +/** + * Update derived color/blend/logicop state. + */ +static void +update_color(struct gl_context *ctx) +{ + /* This is needed to support 1.1's RGB logic ops AND + * 1.0's blending logicops. + */ + ctx->Color._LogicOpEnabled = _mesa_rgba_logicop_enabled(ctx); +} + + +/* + * Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET + * in ctx->_TriangleCaps if needed. + */ +static void +update_polygon(struct gl_context *ctx) +{ + ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET); + + if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) + ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; + + if ( ctx->Polygon.OffsetPoint + || ctx->Polygon.OffsetLine + || ctx->Polygon.OffsetFill) + ctx->_TriangleCaps |= DD_TRI_OFFSET; +} + + +/** + * Update the ctx->_TriangleCaps bitfield. + * XXX that bitfield should really go away someday! + * This function must be called after other update_*() functions since + * there are dependencies on some other derived values. + */ +#if 0 +static void +update_tricaps(struct gl_context *ctx, GLbitfield new_state) +{ + ctx->_TriangleCaps = 0; + + /* + * Points + */ + if (1/*new_state & _NEW_POINT*/) { + if (ctx->Point.SmoothFlag) + ctx->_TriangleCaps |= DD_POINT_SMOOTH; + if (ctx->Point._Attenuated) + ctx->_TriangleCaps |= DD_POINT_ATTEN; + } + + /* + * Lines + */ + if (1/*new_state & _NEW_LINE*/) { + if (ctx->Line.SmoothFlag) + ctx->_TriangleCaps |= DD_LINE_SMOOTH; + if (ctx->Line.StippleFlag) + ctx->_TriangleCaps |= DD_LINE_STIPPLE; + } + + /* + * Polygons + */ + if (1/*new_state & _NEW_POLYGON*/) { + if (ctx->Polygon.SmoothFlag) + ctx->_TriangleCaps |= DD_TRI_SMOOTH; + if (ctx->Polygon.StippleFlag) + ctx->_TriangleCaps |= DD_TRI_STIPPLE; + if (ctx->Polygon.FrontMode != GL_FILL + || ctx->Polygon.BackMode != GL_FILL) + ctx->_TriangleCaps |= DD_TRI_UNFILLED; + if (ctx->Polygon.CullFlag + && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) + ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK; + if (ctx->Polygon.OffsetPoint || + ctx->Polygon.OffsetLine || + ctx->Polygon.OffsetFill) + ctx->_TriangleCaps |= DD_TRI_OFFSET; + } + + /* + * Lighting and shading + */ + if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) + ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE; + if (ctx->Light.ShadeModel == GL_FLAT) + ctx->_TriangleCaps |= DD_FLATSHADE; + if (_mesa_need_secondary_color(ctx)) + ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR; + + /* + * Stencil + */ + if (ctx->Stencil._TestTwoSide) + ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL; +} +#endif + + +/** + * Compute derived GL state. + * If __struct gl_contextRec::NewState is non-zero then this function \b must + * be called before rendering anything. + * + * Calls dd_function_table::UpdateState to perform any internal state + * management necessary. + * + * \sa _mesa_update_modelview_project(), _mesa_update_texture(), + * _mesa_update_buffer_bounds(), + * _mesa_update_lighting() and _mesa_update_tnl_spaces(). + */ +void +_mesa_update_state_locked( struct gl_context *ctx ) +{ + GLbitfield new_state = ctx->NewState; + GLbitfield prog_flags = _NEW_PROGRAM; + GLbitfield new_prog_state = 0x0; + + if (new_state == _NEW_CURRENT_ATTRIB) + goto out; + + if (MESA_VERBOSE & VERBOSE_STATE) + _mesa_print_state("_mesa_update_state", new_state); + + /* Determine which state flags effect vertex/fragment program state */ + if (ctx->FragmentProgram._MaintainTexEnvProgram) { + prog_flags |= (_NEW_BUFFERS | _NEW_TEXTURE | _NEW_FOG | + _NEW_ARRAY | _NEW_LIGHT | _NEW_POINT | _NEW_RENDERMODE | + _NEW_PROGRAM); + } + if (ctx->VertexProgram._MaintainTnlProgram) { + prog_flags |= (_NEW_ARRAY | _NEW_TEXTURE | _NEW_TEXTURE_MATRIX | + _NEW_TRANSFORM | _NEW_POINT | + _NEW_FOG | _NEW_LIGHT | + _MESA_NEW_NEED_EYE_COORDS); + } + + /* + * Now update derived state info + */ + + if (new_state & prog_flags) + update_program_enables( ctx ); + + if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) + _mesa_update_modelview_project( ctx, new_state ); + + if (new_state & (_NEW_PROGRAM|_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) + _mesa_update_texture( ctx, new_state ); + + if (new_state & _NEW_BUFFERS) + _mesa_update_framebuffer(ctx); + + if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT)) + _mesa_update_draw_buffer_bounds( ctx ); + + if (new_state & _NEW_POLYGON) + update_polygon( ctx ); + + if (new_state & _NEW_LIGHT) + _mesa_update_lighting( ctx ); + + if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) + _mesa_update_stencil( ctx ); + + if (new_state & _NEW_PIXEL) + _mesa_update_pixel( ctx, new_state ); + + if (new_state & _DD_NEW_SEPARATE_SPECULAR) + update_separate_specular( ctx ); + + if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT)) + update_viewport_matrix(ctx); + + if (new_state & _NEW_MULTISAMPLE) + update_multisample( ctx ); + + if (new_state & _NEW_COLOR) + update_color( ctx ); + +#if 0 + if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT + | _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR)) + update_tricaps( ctx, new_state ); +#endif + + /* ctx->_NeedEyeCoords is now up to date. + * + * If the truth value of this variable has changed, update for the + * new lighting space and recompute the positions of lights and the + * normal transform. + * + * If the lighting space hasn't changed, may still need to recompute + * light positions & normal transforms for other reasons. + */ + if (new_state & _MESA_NEW_NEED_EYE_COORDS) + _mesa_update_tnl_spaces( ctx, new_state ); + + if (new_state & prog_flags) { + /* When we generate programs from fixed-function vertex/fragment state + * this call may generate/bind a new program. If so, we need to + * propogate the _NEW_PROGRAM flag to the driver. + */ + new_prog_state |= update_program( ctx ); + } + + if (new_state & (_NEW_ARRAY | _NEW_PROGRAM | _NEW_BUFFER_OBJECT)) + update_arrays( ctx ); + + out: + new_prog_state |= update_program_constants(ctx); + + /* + * Give the driver a chance to act upon the new_state flags. + * The driver might plug in different span functions, for example. + * Also, this is where the driver can invalidate the state of any + * active modules (such as swrast_setup, swrast, tnl, etc). + * + * Set ctx->NewState to zero to avoid recursion if + * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?) + */ + new_state = ctx->NewState | new_prog_state; + ctx->NewState = 0; + ctx->Driver.UpdateState(ctx, new_state); + ctx->Array.NewState = 0; + if (!ctx->Array.RebindArrays) + ctx->Array.RebindArrays = (new_state & (_NEW_ARRAY | _NEW_PROGRAM)) != 0; +} + + +/* This is the usual entrypoint for state updates: + */ +void +_mesa_update_state( struct gl_context *ctx ) +{ + _mesa_lock_context_textures(ctx); + _mesa_update_state_locked(ctx); + _mesa_unlock_context_textures(ctx); +} + + + + +/** + * Want to figure out which fragment program inputs are actually + * constant/current values from ctx->Current. These should be + * referenced as a tracked state variable rather than a fragment + * program input, to save the overhead of putting a constant value in + * every submitted vertex, transferring it to hardware, interpolating + * it across the triangle, etc... + * + * When there is a VP bound, just use vp->outputs. But when we're + * generating vp from fixed function state, basically want to + * calculate: + * + * vp_out_2_fp_in( vp_in_2_vp_out( varying_inputs ) | + * potential_vp_outputs ) + * + * Where potential_vp_outputs is calculated by looking at enabled + * texgen, etc. + * + * The generated fragment program should then only declare inputs that + * may vary or otherwise differ from the ctx->Current values. + * Otherwise, the fp should track them as state values instead. + */ +void +_mesa_set_varying_vp_inputs( struct gl_context *ctx, + GLbitfield varying_inputs ) +{ + if (ctx->varying_vp_inputs != varying_inputs) { + ctx->varying_vp_inputs = varying_inputs; + ctx->NewState |= _NEW_ARRAY; + /*printf("%s %x\n", __FUNCTION__, varying_inputs);*/ + } +} + + +/** + * Used by drivers to tell core Mesa that the driver is going to + * install/ use its own vertex program. In particular, this will + * prevent generated fragment programs from using state vars instead + * of ordinary varyings/inputs. + */ +void +_mesa_set_vp_override(struct gl_context *ctx, GLboolean flag) +{ + if (ctx->VertexProgram._Overriden != flag) { + ctx->VertexProgram._Overriden = flag; + + /* Set one of the bits which will trigger fragment program + * regeneration: + */ + ctx->NewState |= _NEW_PROGRAM; + } +} diff --git a/mesalib/src/mesa/main/teximage.c b/mesalib/src/mesa/main/teximage.c index 2a3037f61..c6b8c05b1 100644 --- a/mesalib/src/mesa/main/teximage.c +++ b/mesalib/src/mesa/main/teximage.c @@ -55,9 +55,7 @@ * In particular, we care about pixel transfer state and buffer state * (such as glReadBuffer to make sure we read from the right renderbuffer). */ -#define NEW_COPY_TEX_STATE (_MESA_NEW_TRANSFER_STATE | \ - _NEW_BUFFERS | \ - _NEW_PIXEL) +#define NEW_COPY_TEX_STATE (_NEW_BUFFERS | _NEW_PIXEL) @@ -2434,7 +2432,7 @@ teximage(struct gl_context *ctx, GLuint dims, return; /* error was recorded */ } - if (ctx->NewState & _MESA_NEW_TRANSFER_STATE) + if (ctx->NewState & _NEW_PIXEL) _mesa_update_state(ctx); texObj = _mesa_get_current_tex_object(ctx, target); @@ -2580,7 +2578,7 @@ _mesa_EGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image) return; } - if (ctx->NewState & _MESA_NEW_TRANSFER_STATE) + if (ctx->NewState & _NEW_PIXEL) _mesa_update_state(ctx); texObj = _mesa_get_current_tex_object(ctx, target); @@ -2637,7 +2635,7 @@ texsubimage(struct gl_context *ctx, GLuint dims, GLenum target, GLint level, return; } - if (ctx->NewState & _MESA_NEW_TRANSFER_STATE) + if (ctx->NewState & _NEW_PIXEL) _mesa_update_state(ctx); if (subtexture_error_check(ctx, dims, target, level, xoffset, yoffset, zoffset, -- cgit v1.2.3