reactos/dll/opengl/mesa/main/get.c

1640 lines
58 KiB
C

/*
* 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 <krh@bitplanet.net>
*/
#include <precomp.h>
/* This is a table driven implementation 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_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_BIT_6,
TYPE_BIT_7,
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_NEW_BUFFERS,
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_VALID_CLIP_DISTANCE,
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_attrib, 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_BIT6(field) CONTEXT_FIELD(field, TYPE_BIT_6)
#define CONTEXT_BIT7(field) CONTEXT_FIELD(field, TYPE_BIT_7)
#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_texture_unit[] = {
EXTRA_VALID_TEXTURE_UNIT,
EXTRA_END
};
static const int extra_valid_clip_distance[] = {
EXTRA_VALID_CLIP_DISTANCE,
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_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
};
EXTRA_EXT(ARB_texture_cube_map);
EXTRA_EXT(EXT_fog_coord);
EXTRA_EXT(NV_fog_distance);
EXTRA_EXT(EXT_texture_filter_anisotropic);
EXTRA_EXT(IBM_rasterpos_clip);
EXTRA_EXT(NV_point_sprite);
EXTRA_EXT(NV_light_max_exponent);
EXTRA_EXT(EXT_depth_bounds_test);
EXTRA_EXT(EXT_compiled_vertex_array);
EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
#define API_OPENGL_BIT (1 << API_OPENGL)
/* 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[] = {
{ GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
{ GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
{ GL_BLEND_SRC, CONTEXT_ENUM(Color.SrcFactor), NO_EXTRA },
{ GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
{ GL_COLOR_CLEAR_VALUE, LOC_CUSTOM, TYPE_FLOATN_4, 0, 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, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
/* 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.SrcFactor), NO_EXTRA },
{ GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.DstFactor), 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_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, NO_EXTRA },
/* GL_OES_read_format */
{ GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
extra_new_buffers },
{ GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
extra_new_buffers },
/* 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 },
{ GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), 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, LOC_CUSTOM, TYPE_FLOATN, 0, NO_EXTRA },
{ GL_BLEND_DST, CONTEXT_ENUM(Color.DstFactor), NO_EXTRA },
{ GL_CLIP_DISTANCE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE6, CONTEXT_BIT6(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_CLIP_DISTANCE7, CONTEXT_BIT7(Transform.ClipPlanesEnabled), extra_valid_clip_distance },
{ GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
{ GL_CURRENT_COLOR,
CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR][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, LOC_CUSTOM, TYPE_FLOATN_4, 0, 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(VertexAttrib[VERT_ATTRIB_POS].Enabled), NO_EXTRA },
{ GL_VERTEX_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Size), NO_EXTRA },
{ GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_POS].Type), NO_EXTRA },
{ GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_POS].Stride), NO_EXTRA },
{ GL_NORMAL_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_NORMAL].Enabled), NO_EXTRA },
{ GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_NORMAL].Type), NO_EXTRA },
{ GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_NORMAL].Stride), NO_EXTRA },
{ GL_COLOR_ARRAY, ARRAY_BOOL(VertexAttrib[VERT_ATTRIB_COLOR].Enabled), NO_EXTRA },
{ GL_COLOR_ARRAY_SIZE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR].Size), NO_EXTRA },
{ GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR].Type), NO_EXTRA },
{ GL_COLOR_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_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_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_attrib, VertexAttrib[VERT_ATTRIB_POS].BufferObj), NO_EXTRA },
{ GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_attrib, VertexAttrib[VERT_ATTRIB_NORMAL].BufferObj), NO_EXTRA },
{ GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_attrib, VertexAttrib[VERT_ATTRIB_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_EXT_texture_filter_anisotropic */
{ GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
extra_EXT_texture_filter_anisotropic },
{ GL_BLEND_COLOR_EXT, LOC_CUSTOM, TYPE_FLOATN_4, 0, 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_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), 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_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_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
{ GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
{ GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
{ 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_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(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled), NO_EXTRA },
{ GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Type), NO_EXTRA },
{ GL_INDEX_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_COLOR_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(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(VertexAttrib[VERT_ATTRIB_EDGEFLAG].Stride), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), 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_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(VertexAttrib[VERT_ATTRIB_FOG].Enabled),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(VertexAttrib[VERT_ATTRIB_FOG].Type),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(VertexAttrib[VERT_ATTRIB_FOG].Stride),
extra_EXT_fog_coord },
{ GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
extra_EXT_fog_coord },
/* GL_NV_fog_distance */
{ GL_FOG_DISTANCE_MODE_NV, CONTEXT_ENUM(Fog.FogDistanceMode),
extra_NV_fog_distance },
/* 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_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_ARB_vertex_buffer_object */
{ GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_attrib, VertexAttrib[VERT_ATTRIB_COLOR_INDEX].BufferObj), NO_EXTRA },
{ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_attrib, VertexAttrib[VERT_ATTRIB_EDGEFLAG].BufferObj), NO_EXTRA },
{ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
offsetof(struct gl_array_attrib, VertexAttrib[VERT_ATTRIB_FOG].BufferObj), NO_EXTRA },
/* 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_EXT_texture_integer */
{ GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
extra_EXT_texture_integer },
/* 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 },
/* GL 3.2 */
{ GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
extra_version_32 },
};
/* 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;
mask = Elements(table) - 1;
for (i = 0; i < Elements(values); i++) {
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 *p;
switch (d->pname) {
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_CUBE_MAP_ARB:
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:
v->value_float_4[0] = ctx->Current.RasterTexCoords[0];
v->value_float_4[1] = ctx->Current.RasterTexCoords[1];
v->value_float_4[2] = ctx->Current.RasterTexCoords[2];
v->value_float_4[3] = ctx->Current.RasterTexCoords[3];
break;
case GL_CURRENT_TEXTURE_COORDS:
v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX][0];
v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX][1];
v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX][2];
v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX][3];
break;
case GL_COLOR_WRITEMASK:
v->value_int_4[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
v->value_int_4[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
v->value_int_4[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
v->value_int_4[3] = ctx->Color.ColorMask[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:
v->value_int = ctx->TextureMatrixStack.Depth + 1;
break;
case GL_TEXTURE_MATRIX:
v->value_matrix = ctx->TextureMatrixStack.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.VertexAttrib[VERT_ATTRIB_TEX];
v->value_int = *(GLuint *) ((char *) array + d->offset);
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_STENCIL_FAIL:
v->value_enum = ctx->Stencil.FailFunc;
break;
case GL_STENCIL_FUNC:
v->value_enum = ctx->Stencil.Function;
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
v->value_enum = ctx->Stencil.ZFailFunc;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
v->value_enum = ctx->Stencil.ZPassFunc;
break;
case GL_STENCIL_REF:
v->value_int = ctx->Stencil.Ref;
break;
case GL_STENCIL_VALUE_MASK:
v->value_int = ctx->Stencil.ValueMask;
break;
case GL_STENCIL_WRITEMASK:
v->value_int = ctx->Stencil.WriteMask;
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;
/* Various object names */
case GL_TEXTURE_BINDING_1D:
case GL_TEXTURE_BINDING_2D:
case GL_TEXTURE_BINDING_3D:
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
v->value_int =
ctx->Texture.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 + d->offset);
v->value_int = (*buffer_obj)->Name;
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
v->value_int =
ctx->Array.VertexAttrib[VERT_ATTRIB_TEX].BufferObj->Name;
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
v->value_int = ctx->Array.ElementArrayBufferObj->Name;
break;
case GL_FOG_COLOR:
COPY_4FV(v->value_float_4, ctx->Fog.Color);
break;
case GL_COLOR_CLEAR_VALUE:
v->value_float_4[0] = ctx->Color.ClearColor.f[0];
v->value_float_4[1] = ctx->Color.ClearColor.f[1];
v->value_float_4[2] = ctx->Color.ClearColor.f[2];
v->value_float_4[3] = ctx->Color.ClearColor.f[3];
break;
case GL_ALPHA_TEST_REF:
v->value_float = ctx->Color.AlphaRef;
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_NEW_BUFFERS:
if (ctx->NewState & _NEW_BUFFERS)
_mesa_update_state(ctx);
break;
case EXTRA_FLUSH_CURRENT:
FLUSH_CURRENT(ctx, 0);
break;
case EXTRA_VALID_CLIP_DISTANCE:
if (d->pname - GL_CLIP_DISTANCE0 >= ctx->Const.MaxClipPlanes) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(clip distance %u)",
func, d->pname - GL_CLIP_DISTANCE0);
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) {
int idx = table[hash & mask];
/* If the enum isn't valid, the hash walk ends with index 0,
* pointing to the first entry of values[] which doesn't hold
* any valid enum. */
if (unlikely(idx == 0)) {
_mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
_mesa_lookup_enum_by_nr(pname));
return &error_value;
}
d = &values[idx];
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 + d->offset);
return d;
case LOC_TEXUNIT:
unit = &ctx->Texture.Unit;
*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;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
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:
case TYPE_BIT_6:
case TYPE_BIT_7:
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;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
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:
case TYPE_BIT_6:
case TYPE_BIT_7:
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;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
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:
case TYPE_BIT_6:
case TYPE_BIT_7:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
void GLAPIENTRY
_mesa_GetDoublev(GLenum pname, GLdouble *params)
{
const struct value_desc *d;
union value v;
GLmatrix *m;
int shift, i;
void *p;
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
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:
case TYPE_BIT_6:
case TYPE_BIT_7:
shift = d->type - TYPE_BIT_0;
params[0] = (*(GLbitfield *) p >> shift) & 1;
break;
}
}
#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:
case TYPE_BIT_6:
case TYPE_BIT_7:
shift = d->type - TYPE_BIT_0;
params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
break;
}
}
#endif