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  1. /*
  2.  * Copyright (C) 2010  Brian Paul   All Rights Reserved.
  3.  * Copyright (C) 2010  Intel Corporation
  4.  *
  5.  * Permission is hereby granted, free of charge, to any person obtaining a
  6.  * copy of this software and associated documentation files (the "Software"),
  7.  * to deal in the Software without restriction, including without limitation
  8.  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  9.  * and/or sell copies of the Software, and to permit persons to whom the
  10.  * Software is furnished to do so, subject to the following conditions:
  11.  *
  12.  * The above copyright notice and this permission notice shall be included
  13.  * in all copies or substantial portions of the Software.
  14.  *
  15.  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  16.  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17.  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
  18.  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
  19.  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  20.  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  21.  *
  22.  * Author: Kristian Høgsberg <krh@bitplanet.net>
  23.  */
  24.  
  25. #include "glheader.h"
  26. #include "context.h"
  27. #include "enable.h"
  28. #include "enums.h"
  29. #include "extensions.h"
  30. #include "get.h"
  31. #include "macros.h"
  32. #include "mtypes.h"
  33. #include "state.h"
  34. #include "texcompress.h"
  35. #include "framebuffer.h"
  36.  
  37. /* This is a table driven implemetation of the glGet*v() functions.
  38.  * The basic idea is that most getters just look up an int somewhere
  39.  * in struct gl_context and then convert it to a bool or float according to
  40.  * which of glGetIntegerv() glGetBooleanv() etc is being called.
  41.  * Instead of generating code to do this, we can just record the enum
  42.  * value and the offset into struct gl_context in an array of structs.  Then
  43.  * in glGet*(), we lookup the struct for the enum in question, and use
  44.  * the offset to get the int we need.
  45.  *
  46.  * Sometimes we need to look up a float, a boolean, a bit in a
  47.  * bitfield, a matrix or other types instead, so we need to track the
  48.  * type of the value in struct gl_context.  And sometimes the value isn't in
  49.  * struct gl_context but in the drawbuffer, the array object, current texture
  50.  * unit, or maybe it's a computed value.  So we need to also track
  51.  * where or how to find the value.  Finally, we sometimes need to
  52.  * check that one of a number of extensions are enabled, the GL
  53.  * version or flush or call _mesa_update_state().  This is done by
  54.  * attaching optional extra information to the value description
  55.  * struct, it's sort of like an array of opcodes that describe extra
  56.  * checks or actions.
  57.  *
  58.  * Putting all this together we end up with struct value_desc below,
  59.  * and with a couple of macros to help, the table of struct value_desc
  60.  * is about as concise as the specification in the old python script.
  61.  */
  62.  
  63. #undef CONST
  64.  
  65. #define FLOAT_TO_BOOLEAN(X)   ( (X) ? GL_TRUE : GL_FALSE )
  66. #define FLOAT_TO_FIXED(F)     ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
  67.                                 ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
  68.                                 (GLint) ((F) * 65536.0f) )
  69.  
  70. #define INT_TO_BOOLEAN(I)     ( (I) ? GL_TRUE : GL_FALSE )
  71. #define INT_TO_FIXED(I)       ( ((I) > SHRT_MAX) ? INT_MAX : \
  72.                                 ((I) < SHRT_MIN) ? INT_MIN : \
  73.                                 (GLint) ((I) * 65536) )
  74.  
  75. #define INT64_TO_BOOLEAN(I)   ( (I) ? GL_TRUE : GL_FALSE )
  76. #define INT64_TO_INT(I)       ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
  77.  
  78. #define BOOLEAN_TO_INT(B)     ( (GLint) (B) )
  79. #define BOOLEAN_TO_INT64(B)   ( (GLint64) (B) )
  80. #define BOOLEAN_TO_FLOAT(B)   ( (B) ? 1.0F : 0.0F )
  81. #define BOOLEAN_TO_FIXED(B)   ( (GLint) ((B) ? 1 : 0) << 16 )
  82.  
  83. #define ENUM_TO_INT64(E)      ( (GLint64) (E) )
  84. #define ENUM_TO_FIXED(E)      (E)
  85.  
  86. enum value_type {
  87.    TYPE_INVALID,
  88.    TYPE_API_MASK,
  89.    TYPE_INT,
  90.    TYPE_INT_2,
  91.    TYPE_INT_3,
  92.    TYPE_INT_4,
  93.    TYPE_INT_N,
  94.    TYPE_INT64,
  95.    TYPE_ENUM,
  96.    TYPE_ENUM_2,
  97.    TYPE_BOOLEAN,
  98.    TYPE_BIT_0,
  99.    TYPE_BIT_1,
  100.    TYPE_BIT_2,
  101.    TYPE_BIT_3,
  102.    TYPE_BIT_4,
  103.    TYPE_BIT_5,
  104.    TYPE_FLOAT,
  105.    TYPE_FLOAT_2,
  106.    TYPE_FLOAT_3,
  107.    TYPE_FLOAT_4,
  108.    TYPE_FLOATN,
  109.    TYPE_FLOATN_2,
  110.    TYPE_FLOATN_3,
  111.    TYPE_FLOATN_4,
  112.    TYPE_DOUBLEN,
  113.    TYPE_MATRIX,
  114.    TYPE_MATRIX_T,
  115.    TYPE_CONST
  116. };
  117.  
  118. enum value_location {
  119.    LOC_BUFFER,
  120.    LOC_CONTEXT,
  121.    LOC_ARRAY,
  122.    LOC_TEXUNIT,
  123.    LOC_CUSTOM
  124. };
  125.  
  126. enum value_extra {
  127.    EXTRA_END = 0x8000,
  128.    EXTRA_VERSION_30,
  129.    EXTRA_VERSION_31,
  130.    EXTRA_VERSION_32,
  131.    EXTRA_VERSION_ES2,
  132.    EXTRA_NEW_BUFFERS,
  133.    EXTRA_VALID_DRAW_BUFFER,
  134.    EXTRA_VALID_TEXTURE_UNIT,
  135.    EXTRA_FLUSH_CURRENT,
  136. };
  137.  
  138. #define NO_EXTRA NULL
  139. #define NO_OFFSET 0
  140.  
  141. struct value_desc {
  142.    GLenum pname;
  143.    GLubyte location;  /**< enum value_location */
  144.    GLubyte type;      /**< enum value_type */
  145.    int offset;
  146.    const int *extra;
  147. };
  148.  
  149. union value {
  150.    GLfloat value_float;
  151.    GLfloat value_float_4[4];
  152.    GLmatrix *value_matrix;
  153.    GLint value_int;
  154.    GLint value_int_4[4];
  155.    GLint64 value_int64;
  156.    GLenum value_enum;
  157.  
  158.    /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
  159.    struct {
  160.       GLint n, ints[100];
  161.    } value_int_n;
  162.    GLboolean value_bool;
  163. };
  164.  
  165. #define BUFFER_FIELD(field, type) \
  166.    LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
  167. #define CONTEXT_FIELD(field, type) \
  168.    LOC_CONTEXT, type, offsetof(struct gl_context, field)
  169. #define ARRAY_FIELD(field, type) \
  170.    LOC_ARRAY, type, offsetof(struct gl_array_object, field)
  171. #define CONST(value) \
  172.    LOC_CONTEXT, TYPE_CONST, value
  173.  
  174. #define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
  175. #define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
  176. #define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
  177.  
  178. #define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
  179. #define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
  180. #define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
  181. #define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
  182. #define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
  183. #define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
  184. #define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
  185. #define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
  186. #define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
  187. #define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
  188. #define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
  189. #define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
  190. #define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
  191. #define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
  192. #define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
  193. #define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
  194. #define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
  195. #define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
  196.  
  197. #define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
  198. #define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
  199. #define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
  200.  
  201. #define EXT(f)                                  \
  202.    offsetof(struct gl_extensions, f)
  203.  
  204. #define EXTRA_EXT(e)                            \
  205.    static const int extra_##e[] = {             \
  206.       EXT(e), EXTRA_END                         \
  207.    }
  208.  
  209. #define EXTRA_EXT2(e1, e2)                      \
  210.    static const int extra_##e1##_##e2[] = {     \
  211.       EXT(e1), EXT(e2), EXTRA_END               \
  212.    }
  213.  
  214. /* The 'extra' mechanism is a way to specify extra checks (such as
  215.  * extensions or specific gl versions) or actions (flush current, new
  216.  * buffers) that we need to do before looking up an enum.  We need to
  217.  * declare them all up front so we can refer to them in the value_desc
  218.  * structs below. */
  219.  
  220. static const int extra_new_buffers[] = {
  221.    EXTRA_NEW_BUFFERS,
  222.    EXTRA_END
  223. };
  224.  
  225. static const int extra_valid_draw_buffer[] = {
  226.    EXTRA_VALID_DRAW_BUFFER,
  227.    EXTRA_END
  228. };
  229.  
  230. static const int extra_valid_texture_unit[] = {
  231.    EXTRA_VALID_TEXTURE_UNIT,
  232.    EXTRA_END
  233. };
  234.  
  235. static const int extra_flush_current_valid_texture_unit[] = {
  236.    EXTRA_FLUSH_CURRENT,
  237.    EXTRA_VALID_TEXTURE_UNIT,
  238.    EXTRA_END
  239. };
  240.  
  241. static const int extra_flush_current[] = {
  242.    EXTRA_FLUSH_CURRENT,
  243.    EXTRA_END
  244. };
  245.  
  246. static const int extra_new_buffers_OES_read_format[] = {
  247.    EXTRA_NEW_BUFFERS,
  248.    EXT(OES_read_format),
  249.    EXTRA_END
  250. };
  251.  
  252. static const int extra_EXT_secondary_color_flush_current[] = {
  253.    EXT(EXT_secondary_color),
  254.    EXTRA_FLUSH_CURRENT,
  255.    EXTRA_END
  256. };
  257.  
  258. static const int extra_EXT_fog_coord_flush_current[] = {
  259.    EXT(EXT_fog_coord),
  260.    EXTRA_FLUSH_CURRENT,
  261.    EXTRA_END
  262. };
  263.  
  264. static const int extra_EXT_texture_integer[] = {
  265.    EXT(EXT_texture_integer),
  266.    EXTRA_END
  267. };
  268.  
  269. static const int extra_EXT_gpu_shader4[] = {
  270.    EXT(EXT_gpu_shader4),
  271.    EXTRA_END
  272. };
  273.  
  274.  
  275. EXTRA_EXT(ARB_ES2_compatibility);
  276. EXTRA_EXT(ARB_multitexture);
  277. EXTRA_EXT(ARB_texture_cube_map);
  278. EXTRA_EXT(MESA_texture_array);
  279. EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
  280. EXTRA_EXT(EXT_secondary_color);
  281. EXTRA_EXT(EXT_fog_coord);
  282. EXTRA_EXT(EXT_texture_lod_bias);
  283. EXTRA_EXT(EXT_texture_filter_anisotropic);
  284. EXTRA_EXT(IBM_rasterpos_clip);
  285. EXTRA_EXT(NV_point_sprite);
  286. EXTRA_EXT(SGIS_generate_mipmap);
  287. EXTRA_EXT(NV_vertex_program);
  288. EXTRA_EXT(NV_fragment_program);
  289. EXTRA_EXT(NV_texture_rectangle);
  290. EXTRA_EXT(EXT_stencil_two_side);
  291. EXTRA_EXT(NV_light_max_exponent);
  292. EXTRA_EXT(SGI_texture_color_table);
  293. EXTRA_EXT(EXT_depth_bounds_test);
  294. EXTRA_EXT(ARB_depth_clamp);
  295. EXTRA_EXT(ATI_fragment_shader);
  296. EXTRA_EXT(EXT_framebuffer_blit);
  297. EXTRA_EXT(ARB_shader_objects);
  298. EXTRA_EXT(EXT_provoking_vertex);
  299. EXTRA_EXT(ARB_fragment_shader);
  300. EXTRA_EXT(ARB_fragment_program);
  301. EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
  302. EXTRA_EXT(EXT_framebuffer_object);
  303. EXTRA_EXT(APPLE_vertex_array_object);
  304. EXTRA_EXT(ARB_seamless_cube_map);
  305. EXTRA_EXT(EXT_compiled_vertex_array);
  306. EXTRA_EXT(ARB_sync);
  307. EXTRA_EXT(ARB_vertex_shader);
  308. EXTRA_EXT(EXT_transform_feedback);
  309. EXTRA_EXT(ARB_transform_feedback2);
  310. EXTRA_EXT(EXT_pixel_buffer_object);
  311. EXTRA_EXT(ARB_vertex_program);
  312. EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
  313. EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
  314. EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
  315. EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
  316. EXTRA_EXT(ARB_vertex_buffer_object);
  317. EXTRA_EXT(ARB_geometry_shader4);
  318. EXTRA_EXT(ARB_copy_buffer);
  319.  
  320. static const int
  321. extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
  322.    EXT(ARB_vertex_program),
  323.    EXT(ARB_fragment_program),
  324.    EXT(NV_vertex_program),
  325.    EXTRA_END
  326. };
  327.  
  328. static const int
  329. extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program[] = {
  330.    EXT(NV_vertex_program),
  331.    EXT(ARB_vertex_program),
  332.    EXT(ARB_fragment_program),
  333.    EXT(NV_vertex_program),
  334.    EXTRA_END
  335. };
  336.  
  337. static const int
  338. extra_NV_primitive_restart[] = {
  339.    EXT(NV_primitive_restart),
  340.    EXTRA_END
  341. };
  342.  
  343. static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
  344. static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
  345. static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
  346.  
  347. static const int
  348. extra_ARB_vertex_program_version_es2[] = {
  349.    EXT(ARB_vertex_program),
  350.    EXTRA_VERSION_ES2,
  351.    EXTRA_END
  352. };
  353.  
  354. #define API_OPENGL_BIT (1 << API_OPENGL)
  355. #define API_OPENGLES_BIT (1 << API_OPENGLES)
  356. #define API_OPENGLES2_BIT (1 << API_OPENGLES2)
  357.  
  358. /* This is the big table describing all the enums we accept in
  359.  * glGet*v().  The table is partitioned into six parts: enums
  360.  * understood by all GL APIs (OpenGL, GLES and GLES2), enums shared
  361.  * between OpenGL and GLES, enums exclusive to GLES, etc for the
  362.  * remaining combinations.  When we add the enums to the hash table in
  363.  * _mesa_init_get_hash(), we only add the enums for the API we're
  364.  * instantiating and the different sections are guarded by #if
  365.  * FEATURE_GL etc to make sure we only compile in the enums we may
  366.  * need. */
  367.  
  368. static const struct value_desc values[] = {
  369.    /* Enums shared between OpenGL, GLES1 and GLES2 */
  370.    { 0, 0, TYPE_API_MASK,
  371.      API_OPENGL_BIT | API_OPENGLES_BIT | API_OPENGLES2_BIT, NO_EXTRA},
  372.    { GL_ALPHA_BITS, BUFFER_INT(Visual.alphaBits), extra_new_buffers },
  373.    { GL_BLEND, CONTEXT_BIT0(Color.BlendEnabled), NO_EXTRA },
  374.    { GL_BLEND_SRC, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
  375.    { GL_BLUE_BITS, BUFFER_INT(Visual.blueBits), extra_new_buffers },
  376.    { GL_COLOR_CLEAR_VALUE, CONTEXT_FIELD(Color.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
  377.    { GL_COLOR_WRITEMASK, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
  378.    { GL_CULL_FACE, CONTEXT_BOOL(Polygon.CullFlag), NO_EXTRA },
  379.    { GL_CULL_FACE_MODE, CONTEXT_ENUM(Polygon.CullFaceMode), NO_EXTRA },
  380.    { GL_DEPTH_BITS, BUFFER_INT(Visual.depthBits), NO_EXTRA },
  381.    { GL_DEPTH_CLEAR_VALUE, CONTEXT_FIELD(Depth.Clear, TYPE_DOUBLEN), NO_EXTRA },
  382.    { GL_DEPTH_FUNC, CONTEXT_ENUM(Depth.Func), NO_EXTRA },
  383.    { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
  384.    { GL_DEPTH_TEST, CONTEXT_BOOL(Depth.Test), NO_EXTRA },
  385.    { GL_DEPTH_WRITEMASK, CONTEXT_BOOL(Depth.Mask), NO_EXTRA },
  386.    { GL_DITHER, CONTEXT_BOOL(Color.DitherFlag), NO_EXTRA },
  387.    { GL_FRONT_FACE, CONTEXT_ENUM(Polygon.FrontFace), NO_EXTRA },
  388.    { GL_GREEN_BITS, BUFFER_INT(Visual.greenBits), extra_new_buffers },
  389.    { GL_LINE_WIDTH, CONTEXT_FLOAT(Line.Width), NO_EXTRA },
  390.    { GL_ALIASED_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidth), NO_EXTRA },
  391.    { GL_MAX_ELEMENTS_VERTICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
  392.    { GL_MAX_ELEMENTS_INDICES, CONTEXT_INT(Const.MaxArrayLockSize), NO_EXTRA },
  393.    { GL_MAX_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
  394.      offsetof(struct gl_context, Const.MaxTextureLevels), NO_EXTRA },
  395.    { GL_MAX_VIEWPORT_DIMS, CONTEXT_INT2(Const.MaxViewportWidth), NO_EXTRA },
  396.    { GL_PACK_ALIGNMENT, CONTEXT_INT(Pack.Alignment), NO_EXTRA },
  397.    { GL_ALIASED_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSize), NO_EXTRA },
  398.    { GL_POLYGON_OFFSET_FACTOR, CONTEXT_FLOAT(Polygon.OffsetFactor ), NO_EXTRA },
  399.    { GL_POLYGON_OFFSET_UNITS, CONTEXT_FLOAT(Polygon.OffsetUnits ), NO_EXTRA },
  400.    { GL_POLYGON_OFFSET_FILL, CONTEXT_BOOL(Polygon.OffsetFill), NO_EXTRA },
  401.    { GL_RED_BITS, BUFFER_INT(Visual.redBits), extra_new_buffers },
  402.    { GL_SCISSOR_BOX, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
  403.    { GL_SCISSOR_TEST, CONTEXT_BOOL(Scissor.Enabled), NO_EXTRA },
  404.    { GL_STENCIL_BITS, BUFFER_INT(Visual.stencilBits), NO_EXTRA },
  405.    { GL_STENCIL_CLEAR_VALUE, CONTEXT_INT(Stencil.Clear), NO_EXTRA },
  406.    { GL_STENCIL_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  407.    { GL_STENCIL_FUNC, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  408.    { GL_STENCIL_PASS_DEPTH_FAIL, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  409.    { GL_STENCIL_PASS_DEPTH_PASS, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  410.    { GL_STENCIL_REF, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
  411.    { GL_STENCIL_TEST, CONTEXT_BOOL(Stencil.Enabled), NO_EXTRA },
  412.    { GL_STENCIL_VALUE_MASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
  413.    { GL_STENCIL_WRITEMASK, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
  414.    { GL_SUBPIXEL_BITS, CONTEXT_INT(Const.SubPixelBits), NO_EXTRA },
  415.    { GL_TEXTURE_BINDING_2D, LOC_CUSTOM, TYPE_INT, TEXTURE_2D_INDEX, NO_EXTRA },
  416.    { GL_UNPACK_ALIGNMENT, CONTEXT_INT(Unpack.Alignment), NO_EXTRA },
  417.    { GL_VIEWPORT, LOC_CUSTOM, TYPE_INT_4, 0, NO_EXTRA },
  418.  
  419.    /* GL_ARB_multitexture */
  420.    { GL_ACTIVE_TEXTURE_ARB,
  421.      LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
  422.  
  423.    /* Note that all the OES_* extensions require that the Mesa "struct
  424.     * gl_extensions" include a member with the name of the extension.
  425.     * That structure does not yet include OES extensions (and we're
  426.     * not sure whether it will).  If it does, all the OES_*
  427.     * extensions below should mark the dependency. */
  428.  
  429.    /* GL_ARB_texture_cube_map */
  430.    { GL_TEXTURE_BINDING_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_INT,
  431.      TEXTURE_CUBE_INDEX, extra_ARB_texture_cube_map },
  432.    { GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, LOC_CUSTOM, TYPE_INT,
  433.      offsetof(struct gl_context, Const.MaxCubeTextureLevels),
  434.      extra_ARB_texture_cube_map }, /* XXX: OES_texture_cube_map */
  435.  
  436.    /* XXX: OES_blend_subtract */
  437.    { GL_BLEND_SRC_RGB_EXT, CONTEXT_ENUM(Color.BlendSrcRGB), NO_EXTRA },
  438.    { GL_BLEND_DST_RGB_EXT, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
  439.    { GL_BLEND_SRC_ALPHA_EXT, CONTEXT_ENUM(Color.BlendSrcA), NO_EXTRA },
  440.    { GL_BLEND_DST_ALPHA_EXT, CONTEXT_ENUM(Color.BlendDstA), NO_EXTRA },
  441.  
  442.    /* GL_BLEND_EQUATION_RGB, which is what we're really after, is
  443.     * defined identically to GL_BLEND_EQUATION. */
  444.    { GL_BLEND_EQUATION, CONTEXT_ENUM(Color.BlendEquationRGB), NO_EXTRA },
  445.    { GL_BLEND_EQUATION_ALPHA_EXT, CONTEXT_ENUM(Color.BlendEquationA), NO_EXTRA },
  446.  
  447.    /* GL_ARB_texture_compression */
  448.    { GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  449.    { GL_COMPRESSED_TEXTURE_FORMATS_ARB, LOC_CUSTOM, TYPE_INT_N, 0, NO_EXTRA },
  450.  
  451.    /* GL_ARB_multisample */
  452.    { GL_SAMPLE_ALPHA_TO_COVERAGE_ARB,
  453.      CONTEXT_BOOL(Multisample.SampleAlphaToCoverage), NO_EXTRA },
  454.    { GL_SAMPLE_COVERAGE_ARB, CONTEXT_BOOL(Multisample.SampleCoverage), NO_EXTRA },
  455.    { GL_SAMPLE_COVERAGE_VALUE_ARB,
  456.      CONTEXT_FLOAT(Multisample.SampleCoverageValue), NO_EXTRA },
  457.    { GL_SAMPLE_COVERAGE_INVERT_ARB,
  458.      CONTEXT_BOOL(Multisample.SampleCoverageInvert), NO_EXTRA },
  459.    { GL_SAMPLE_BUFFERS_ARB, BUFFER_INT(Visual.sampleBuffers), NO_EXTRA },
  460.    { GL_SAMPLES_ARB, BUFFER_INT(Visual.samples), NO_EXTRA },
  461.  
  462.    /* GL_SGIS_generate_mipmap */
  463.    { GL_GENERATE_MIPMAP_HINT_SGIS, CONTEXT_ENUM(Hint.GenerateMipmap),
  464.      extra_SGIS_generate_mipmap },
  465.  
  466.    /* GL_ARB_vertex_buffer_object */
  467.    { GL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  468.  
  469.    /* GL_ARB_vertex_buffer_object */
  470.    /* GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported */
  471.    { GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, 0,
  472.      extra_ARB_vertex_buffer_object },
  473.  
  474.    /* GL_ARB_copy_buffer */
  475.    { GL_COPY_READ_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
  476.    { GL_COPY_WRITE_BUFFER, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_copy_buffer },
  477.  
  478.    /* GL_OES_read_format */
  479.    { GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, LOC_CUSTOM, TYPE_INT, 0,
  480.      extra_new_buffers_OES_read_format },
  481.    { GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, LOC_CUSTOM, TYPE_INT, 0,
  482.      extra_new_buffers_OES_read_format },
  483.  
  484.    /* GL_EXT_framebuffer_object */
  485.    { GL_FRAMEBUFFER_BINDING_EXT, BUFFER_INT(Name),
  486.      extra_EXT_framebuffer_object },
  487.    { GL_RENDERBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
  488.      extra_EXT_framebuffer_object },
  489.    { GL_MAX_RENDERBUFFER_SIZE_EXT, CONTEXT_INT(Const.MaxRenderbufferSize),
  490.      extra_EXT_framebuffer_object },
  491.  
  492.    /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's
  493.     * GLSL: */
  494.    { GL_MAX_CLIP_PLANES, CONTEXT_INT(Const.MaxClipPlanes), NO_EXTRA },
  495.  
  496. #if FEATURE_GL || FEATURE_ES1
  497.    /* Enums in OpenGL and GLES1 */
  498.    { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES_BIT, NO_EXTRA },
  499.    { GL_LIGHT0, CONTEXT_BOOL(Light.Light[0].Enabled), NO_EXTRA },
  500.    { GL_LIGHT1, CONTEXT_BOOL(Light.Light[1].Enabled), NO_EXTRA },
  501.    { GL_LIGHT2, CONTEXT_BOOL(Light.Light[2].Enabled), NO_EXTRA },
  502.    { GL_LIGHT3, CONTEXT_BOOL(Light.Light[3].Enabled), NO_EXTRA },
  503.    { GL_LIGHT4, CONTEXT_BOOL(Light.Light[4].Enabled), NO_EXTRA },
  504.    { GL_LIGHT5, CONTEXT_BOOL(Light.Light[5].Enabled), NO_EXTRA },
  505.    { GL_LIGHT6, CONTEXT_BOOL(Light.Light[6].Enabled), NO_EXTRA },
  506.    { GL_LIGHT7, CONTEXT_BOOL(Light.Light[7].Enabled), NO_EXTRA },
  507.    { GL_LIGHTING, CONTEXT_BOOL(Light.Enabled), NO_EXTRA },
  508.    { GL_LIGHT_MODEL_AMBIENT,
  509.      CONTEXT_FIELD(Light.Model.Ambient[0], TYPE_FLOATN_4), NO_EXTRA },
  510.    { GL_LIGHT_MODEL_TWO_SIDE, CONTEXT_BOOL(Light.Model.TwoSide), NO_EXTRA },
  511.    { GL_ALPHA_TEST, CONTEXT_BOOL(Color.AlphaEnabled), NO_EXTRA },
  512.    { GL_ALPHA_TEST_FUNC, CONTEXT_ENUM(Color.AlphaFunc), NO_EXTRA },
  513.    { GL_ALPHA_TEST_REF, CONTEXT_FIELD(Color.AlphaRef, TYPE_FLOATN), NO_EXTRA },
  514.    { GL_BLEND_DST, CONTEXT_ENUM(Color.BlendDstRGB), NO_EXTRA },
  515.    { GL_CLIP_PLANE0, CONTEXT_BIT0(Transform.ClipPlanesEnabled), NO_EXTRA },
  516.    { GL_CLIP_PLANE1, CONTEXT_BIT1(Transform.ClipPlanesEnabled), NO_EXTRA },
  517.    { GL_CLIP_PLANE2, CONTEXT_BIT2(Transform.ClipPlanesEnabled), NO_EXTRA },
  518.    { GL_CLIP_PLANE3, CONTEXT_BIT3(Transform.ClipPlanesEnabled), NO_EXTRA },
  519.    { GL_CLIP_PLANE4, CONTEXT_BIT4(Transform.ClipPlanesEnabled), NO_EXTRA },
  520.    { GL_CLIP_PLANE5, CONTEXT_BIT5(Transform.ClipPlanesEnabled), NO_EXTRA },
  521.    { GL_COLOR_MATERIAL, CONTEXT_BOOL(Light.ColorMaterialEnabled), NO_EXTRA },
  522.    { GL_CURRENT_COLOR,
  523.      CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR0][0], TYPE_FLOATN_4),
  524.      extra_flush_current },
  525.    { GL_CURRENT_NORMAL,
  526.      CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_NORMAL][0], TYPE_FLOATN_3),
  527.      extra_flush_current },
  528.    { GL_CURRENT_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
  529.      extra_flush_current_valid_texture_unit },
  530.    { GL_DISTANCE_ATTENUATION_EXT, CONTEXT_FLOAT3(Point.Params[0]), NO_EXTRA },
  531.    { GL_FOG, CONTEXT_BOOL(Fog.Enabled), NO_EXTRA },
  532.    { GL_FOG_COLOR, CONTEXT_FIELD(Fog.Color[0], TYPE_FLOATN_4), NO_EXTRA },
  533.    { GL_FOG_DENSITY, CONTEXT_FLOAT(Fog.Density), NO_EXTRA },
  534.    { GL_FOG_END, CONTEXT_FLOAT(Fog.End), NO_EXTRA },
  535.    { GL_FOG_HINT, CONTEXT_ENUM(Hint.Fog), NO_EXTRA },
  536.    { GL_FOG_MODE, CONTEXT_ENUM(Fog.Mode), NO_EXTRA },
  537.    { GL_FOG_START, CONTEXT_FLOAT(Fog.Start), NO_EXTRA },
  538.    { GL_LINE_SMOOTH, CONTEXT_BOOL(Line.SmoothFlag), NO_EXTRA },
  539.    { GL_LINE_SMOOTH_HINT, CONTEXT_ENUM(Hint.LineSmooth), NO_EXTRA },
  540.    { GL_LINE_WIDTH_RANGE, CONTEXT_FLOAT2(Const.MinLineWidthAA), NO_EXTRA },
  541.    { GL_COLOR_LOGIC_OP, CONTEXT_BOOL(Color.ColorLogicOpEnabled), NO_EXTRA },
  542.    { GL_LOGIC_OP_MODE, CONTEXT_ENUM(Color.LogicOp), NO_EXTRA },
  543.    { GL_MATRIX_MODE, CONTEXT_ENUM(Transform.MatrixMode), NO_EXTRA },
  544.    { GL_MAX_MODELVIEW_STACK_DEPTH, CONST(MAX_MODELVIEW_STACK_DEPTH), NO_EXTRA },
  545.    { GL_MAX_PROJECTION_STACK_DEPTH, CONST(MAX_PROJECTION_STACK_DEPTH), NO_EXTRA },
  546.    { GL_MAX_TEXTURE_STACK_DEPTH, CONST(MAX_TEXTURE_STACK_DEPTH), NO_EXTRA },
  547.    { GL_MODELVIEW_MATRIX, CONTEXT_MATRIX(ModelviewMatrixStack.Top), NO_EXTRA },
  548.    { GL_MODELVIEW_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
  549.      offsetof(struct gl_context, ModelviewMatrixStack.Depth), NO_EXTRA },
  550.    { GL_NORMALIZE, CONTEXT_BOOL(Transform.Normalize), NO_EXTRA },
  551.    { GL_PACK_SKIP_IMAGES_EXT, CONTEXT_INT(Pack.SkipImages), NO_EXTRA },
  552.    { GL_PERSPECTIVE_CORRECTION_HINT, CONTEXT_ENUM(Hint.PerspectiveCorrection), NO_EXTRA },
  553.    { GL_POINT_SIZE, CONTEXT_FLOAT(Point.Size), NO_EXTRA },
  554.    { GL_POINT_SIZE_RANGE, CONTEXT_FLOAT2(Const.MinPointSizeAA), NO_EXTRA },
  555.    { GL_POINT_SMOOTH, CONTEXT_BOOL(Point.SmoothFlag), NO_EXTRA },
  556.    { GL_POINT_SMOOTH_HINT, CONTEXT_ENUM(Hint.PointSmooth), NO_EXTRA },
  557.    { GL_POINT_SIZE_MIN_EXT, CONTEXT_FLOAT(Point.MinSize), NO_EXTRA },
  558.    { GL_POINT_SIZE_MAX_EXT, CONTEXT_FLOAT(Point.MaxSize), NO_EXTRA },
  559.    { GL_POINT_FADE_THRESHOLD_SIZE_EXT, CONTEXT_FLOAT(Point.Threshold), NO_EXTRA },
  560.    { GL_PROJECTION_MATRIX, CONTEXT_MATRIX(ProjectionMatrixStack.Top), NO_EXTRA },
  561.    { GL_PROJECTION_STACK_DEPTH, LOC_CUSTOM, TYPE_INT,
  562.      offsetof(struct gl_context, ProjectionMatrixStack.Depth), NO_EXTRA },
  563.    { GL_RESCALE_NORMAL, CONTEXT_BOOL(Transform.RescaleNormals), NO_EXTRA },
  564.    { GL_SHADE_MODEL, CONTEXT_ENUM(Light.ShadeModel), NO_EXTRA },
  565.    { GL_TEXTURE_2D, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
  566.    { GL_TEXTURE_MATRIX, LOC_CUSTOM, TYPE_MATRIX, 0, extra_valid_texture_unit },
  567.    { GL_TEXTURE_STACK_DEPTH, LOC_CUSTOM, TYPE_INT, 0,
  568.      extra_valid_texture_unit  },
  569.  
  570.    { GL_VERTEX_ARRAY, ARRAY_BOOL(Vertex.Enabled), NO_EXTRA },
  571.    { GL_VERTEX_ARRAY_SIZE, ARRAY_INT(Vertex.Size), NO_EXTRA },
  572.    { GL_VERTEX_ARRAY_TYPE, ARRAY_ENUM(Vertex.Type), NO_EXTRA },
  573.    { GL_VERTEX_ARRAY_STRIDE, ARRAY_INT(Vertex.Stride), NO_EXTRA },
  574.    { GL_NORMAL_ARRAY, ARRAY_ENUM(Normal.Enabled), NO_EXTRA },
  575.    { GL_NORMAL_ARRAY_TYPE, ARRAY_ENUM(Normal.Type), NO_EXTRA },
  576.    { GL_NORMAL_ARRAY_STRIDE, ARRAY_INT(Normal.Stride), NO_EXTRA },
  577.    { GL_COLOR_ARRAY, ARRAY_BOOL(Color.Enabled), NO_EXTRA },
  578.    { GL_COLOR_ARRAY_SIZE, ARRAY_INT(Color.Size), NO_EXTRA },
  579.    { GL_COLOR_ARRAY_TYPE, ARRAY_ENUM(Color.Type), NO_EXTRA },
  580.    { GL_COLOR_ARRAY_STRIDE, ARRAY_INT(Color.Stride), NO_EXTRA },
  581.    { GL_TEXTURE_COORD_ARRAY,
  582.      LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Enabled), NO_EXTRA },
  583.    { GL_TEXTURE_COORD_ARRAY_SIZE,
  584.      LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Size), NO_EXTRA },
  585.    { GL_TEXTURE_COORD_ARRAY_TYPE,
  586.      LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Type), NO_EXTRA },
  587.    { GL_TEXTURE_COORD_ARRAY_STRIDE,
  588.      LOC_CUSTOM, TYPE_BOOLEAN, offsetof(struct gl_client_array, Stride), NO_EXTRA },
  589.  
  590.    /* GL_ARB_ES2_compatibility */
  591.    { GL_SHADER_COMPILER, CONST(1), extra_ARB_ES2_compatibility },
  592.    { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying),
  593.      extra_ARB_ES2_compatibility },
  594.    { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
  595.      extra_ARB_ES2_compatibility },
  596.    { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0,
  597.      extra_ARB_ES2_compatibility },
  598.  
  599.    /* GL_ARB_multitexture */
  600.    { GL_MAX_TEXTURE_UNITS_ARB,
  601.      CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
  602.    { GL_CLIENT_ACTIVE_TEXTURE_ARB,
  603.      LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
  604.  
  605.    /* GL_ARB_texture_cube_map */
  606.    { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
  607.    /* S, T, and R are always set at the same time */
  608.    { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
  609.      offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
  610.  
  611.    /* GL_ARB_multisample */
  612.    { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
  613.    { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
  614.  
  615.    /* GL_ARB_vertex_buffer_object */
  616.    { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  617.      offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
  618.    { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  619.      offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
  620.    { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  621.      offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
  622.    { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
  623.  
  624.    /* GL_OES_point_sprite */
  625.    { GL_POINT_SPRITE_NV,
  626.      CONTEXT_BOOL(Point.PointSprite),
  627.      extra_NV_point_sprite_ARB_point_sprite },
  628.  
  629.    /* GL_ARB_fragment_shader */
  630.    { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
  631.      CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
  632.      extra_ARB_fragment_shader },
  633.  
  634.    /* GL_ARB_vertex_shader */
  635.    { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
  636.      CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
  637.      extra_ARB_vertex_shader },
  638.    { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
  639.      extra_ARB_vertex_shader },
  640.  
  641.    /* GL_EXT_texture_lod_bias */
  642.    { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
  643.          extra_EXT_texture_lod_bias },
  644.  
  645.    /* GL_EXT_texture_filter_anisotropic */
  646.    { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
  647.      CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
  648.      extra_EXT_texture_filter_anisotropic },
  649. #endif /* FEATURE_GL || FEATURE_ES1 */
  650.  
  651. #if FEATURE_ES1
  652.    { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
  653.    /* XXX: OES_matrix_get */
  654.    { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
  655.    { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
  656.    { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
  657.  
  658.    /* OES_point_size_array */
  659.    { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
  660.    { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
  661.    { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
  662.    { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
  663. #endif /* FEATURE_ES1 */
  664.  
  665. #if FEATURE_GL || FEATURE_ES2
  666.    { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
  667.    /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
  668.    { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
  669.    { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
  670.      CONTEXT_INT(Const.MaxTextureCoordUnits),
  671.      extra_ARB_fragment_program_NV_fragment_program },
  672.  
  673.    /* GL_ARB_draw_buffers */
  674.    { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
  675.  
  676.    { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
  677.    /* GL_ARB_fragment_program */
  678.    { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
  679.      CONTEXT_INT(Const.MaxTextureImageUnits),
  680.      extra_ARB_fragment_program_NV_fragment_program },
  681.    { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
  682.      CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
  683.    { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
  684.      CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
  685.      extra_ARB_vertex_shader },
  686.  
  687.    /* GL_ARB_shader_objects
  688.     * Actually, this token isn't part of GL_ARB_shader_objects, but is
  689.     * close enough for now. */
  690.    { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
  691.  
  692.    /* OpenGL 2.0 */
  693.    { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
  694.    { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
  695.    { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
  696.    { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
  697.    { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
  698.    { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
  699.    { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
  700.  
  701.    { GL_MAX_VERTEX_ATTRIBS_ARB,
  702.      CONTEXT_INT(Const.VertexProgram.MaxAttribs),
  703.      extra_ARB_vertex_program_version_es2 },
  704.  
  705.    /* OES_texture_3D */
  706.    { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
  707.    { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
  708.      offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
  709.  
  710.    /* GL_ARB_fragment_program/OES_standard_derivatives */
  711.    { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
  712.      CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
  713. #endif /* FEATURE_GL || FEATURE_ES2 */
  714.  
  715. #if FEATURE_ES2
  716.    /* Enums unique to OpenGL ES 2.0 */
  717.    { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
  718.    { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  719.    { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
  720.    { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  721.    { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
  722.    /* OES_get_program_binary */
  723.    { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
  724.    { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
  725. #endif /* FEATURE_ES2 */
  726.  
  727. #if FEATURE_GL
  728.    /* Remaining enums are only in OpenGL */
  729.    { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
  730.    { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
  731.    { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
  732.    { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
  733.    { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
  734.    { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
  735.    { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
  736.    { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
  737.    { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
  738.    { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
  739.    { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
  740.    { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
  741.    { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
  742.    { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
  743.    { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
  744.    { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
  745.    { GL_CURRENT_INDEX,
  746.      CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
  747.      extra_flush_current },
  748.    { GL_CURRENT_RASTER_COLOR,
  749.      CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
  750.    { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
  751.    { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
  752.    { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
  753.    { GL_CURRENT_RASTER_SECONDARY_COLOR,
  754.      CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
  755.    { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
  756.      extra_valid_texture_unit },
  757.    { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
  758.    { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
  759.    { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
  760.    { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
  761.    { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
  762.    { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
  763.    { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
  764.    { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
  765.    { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
  766.    { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
  767.    { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
  768.    { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
  769.    { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
  770.    { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
  771.    { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
  772.    { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
  773.    { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
  774.    { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
  775.    { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
  776.    { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
  777.    { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  778.    { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
  779.    { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
  780.    { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
  781.    { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
  782.    { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
  783.    { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
  784.    { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
  785.    { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
  786.    { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
  787.    { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
  788.    { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
  789.    { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
  790.    { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
  791.    { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
  792.    { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
  793.    { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
  794.    { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
  795.    { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
  796.    { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
  797.    { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
  798.    { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
  799.    { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
  800.    { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
  801.    { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
  802.    { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
  803.    { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
  804.    { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
  805.    { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
  806.    { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
  807.    { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
  808.    { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
  809.    { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
  810.  
  811.    { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
  812.    { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
  813.    { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
  814.    { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
  815.    { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
  816.    { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
  817.    { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
  818.    { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
  819.    { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
  820.    { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
  821.    { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
  822.    { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
  823.    { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
  824.    { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
  825.    { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
  826.    { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
  827.    { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
  828.    { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
  829.    { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
  830.    { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
  831.    { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
  832.    { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
  833.    { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
  834.    { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
  835.    { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
  836.    { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
  837.    { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
  838.    { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
  839.    { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
  840.    { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
  841.    { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  842.    { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
  843.    { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
  844.    { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
  845.    { GL_RGBA_MODE, CONST(1), NO_EXTRA },
  846.    { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
  847.    { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
  848.  
  849.    { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
  850.  
  851.    { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
  852.    { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
  853.    { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
  854.    { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
  855.  
  856.    { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
  857.    { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
  858.      TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
  859.    { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
  860.      TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
  861.    { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
  862.      CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
  863.  
  864.    { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
  865.      offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
  866.    { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
  867.      offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
  868.    { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
  869.      offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
  870.    { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
  871.      offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
  872.    { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
  873.    { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
  874.    { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
  875.    { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
  876.    { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
  877.    { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
  878.    { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
  879.    { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
  880.    { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
  881.    { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
  882.  
  883.    /* Vertex arrays */
  884.    { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  885.    { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  886.    { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  887.    { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
  888.    { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
  889.    { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
  890.    { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  891.    { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  892.    { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
  893.    { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
  894.    { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
  895.  
  896.    /* GL_ARB_texture_compression */
  897.    { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
  898.  
  899.    /* GL_EXT_compiled_vertex_array */
  900.    { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
  901.      extra_EXT_compiled_vertex_array },
  902.    { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
  903.      extra_EXT_compiled_vertex_array },
  904.  
  905.    /* GL_ARB_transpose_matrix */
  906.    { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
  907.      CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
  908.    { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
  909.      CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
  910.    { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
  911.  
  912.    /* GL_SGI_texture_color_table */
  913.    { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
  914.      offsetof(struct gl_texture_unit, ColorTableEnabled),
  915.      extra_SGI_texture_color_table },
  916.  
  917.    /* GL_EXT_secondary_color */
  918.    { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
  919.      extra_EXT_secondary_color_ARB_vertex_program },
  920.    { GL_CURRENT_SECONDARY_COLOR_EXT,
  921.      CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
  922.      extra_EXT_secondary_color_flush_current },
  923.    { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
  924.      extra_EXT_secondary_color },
  925.    { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
  926.      extra_EXT_secondary_color },
  927.    { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
  928.      extra_EXT_secondary_color },
  929.    { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
  930.      extra_EXT_secondary_color },
  931.  
  932.    /* GL_EXT_fog_coord */
  933.    { GL_CURRENT_FOG_COORDINATE_EXT,
  934.      CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
  935.      extra_EXT_fog_coord_flush_current },
  936.    { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
  937.      extra_EXT_fog_coord },
  938.    { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
  939.      extra_EXT_fog_coord },
  940.    { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
  941.      extra_EXT_fog_coord },
  942.    { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
  943.      extra_EXT_fog_coord },
  944.  
  945.    /* GL_IBM_rasterpos_clip */
  946.    { GL_RASTER_POSITION_UNCLIPPED_IBM,
  947.      CONTEXT_BOOL(Transform.RasterPositionUnclipped),
  948.      extra_IBM_rasterpos_clip },
  949.  
  950.    /* GL_NV_point_sprite */
  951.    { GL_POINT_SPRITE_R_MODE_NV,
  952.      CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
  953.    { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
  954.      extra_NV_point_sprite_ARB_point_sprite },
  955.  
  956.    /* GL_NV_vertex_program */
  957.    { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
  958.      extra_NV_vertex_program },
  959.    { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
  960.      extra_NV_vertex_program },
  961.    { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
  962.      extra_NV_vertex_program },
  963.    { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
  964.      extra_NV_vertex_program },
  965.    { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
  966.      extra_NV_vertex_program },
  967.    { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
  968.      extra_NV_vertex_program },
  969.    { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
  970.      extra_NV_vertex_program },
  971.    { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
  972.      extra_NV_vertex_program },
  973.    { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
  974.      extra_NV_vertex_program },
  975.    { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
  976.      extra_NV_vertex_program },
  977.    { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
  978.      extra_NV_vertex_program },
  979.    { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
  980.      extra_NV_vertex_program },
  981.    { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
  982.      extra_NV_vertex_program },
  983.    { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
  984.      extra_NV_vertex_program },
  985.    { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
  986.      extra_NV_vertex_program },
  987.    { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
  988.      extra_NV_vertex_program },
  989.    { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
  990.      extra_NV_vertex_program },
  991.    { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
  992.      extra_NV_vertex_program },
  993.    { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
  994.      extra_NV_vertex_program },
  995.    { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
  996.      extra_NV_vertex_program },
  997.    { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
  998.      extra_NV_vertex_program },
  999.    { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
  1000.      extra_NV_vertex_program },
  1001.    { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
  1002.      extra_NV_vertex_program },
  1003.    { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
  1004.      extra_NV_vertex_program },
  1005.    { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
  1006.      extra_NV_vertex_program },
  1007.    { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
  1008.      extra_NV_vertex_program },
  1009.    { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
  1010.      extra_NV_vertex_program },
  1011.    { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
  1012.      extra_NV_vertex_program },
  1013.    { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
  1014.      extra_NV_vertex_program },
  1015.    { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
  1016.      extra_NV_vertex_program },
  1017.    { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
  1018.      extra_NV_vertex_program },
  1019.    { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
  1020.      extra_NV_vertex_program },
  1021.    { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
  1022.      extra_NV_vertex_program },
  1023.  
  1024.    /* GL_NV_fragment_program */
  1025.    { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
  1026.      extra_NV_fragment_program },
  1027.    { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
  1028.      extra_NV_fragment_program },
  1029.    { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
  1030.      CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
  1031.      extra_NV_fragment_program },
  1032.  
  1033.    /* GL_NV_texture_rectangle */
  1034.    { GL_TEXTURE_RECTANGLE_NV,
  1035.      LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
  1036.    { GL_TEXTURE_BINDING_RECTANGLE_NV,
  1037.      LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
  1038.    { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
  1039.      CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
  1040.  
  1041.    /* GL_EXT_stencil_two_side */
  1042.    { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
  1043.          extra_EXT_stencil_two_side },
  1044.    { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
  1045.  
  1046.    /* GL_NV_light_max_exponent */
  1047.    { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
  1048.      extra_NV_light_max_exponent },
  1049.    { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
  1050.      extra_NV_light_max_exponent },
  1051.      
  1052.    /* GL_NV_primitive_restart */
  1053.    { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
  1054.      extra_NV_primitive_restart },
  1055.    { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
  1056.      extra_NV_primitive_restart },
  1057.  
  1058.    /* GL_ARB_vertex_buffer_object */
  1059.    { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  1060.      offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
  1061.    { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  1062.      offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
  1063.    { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  1064.      offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
  1065.    { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
  1066.      offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
  1067.  
  1068.    /* GL_EXT_pixel_buffer_object */
  1069.    { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
  1070.      extra_EXT_pixel_buffer_object },
  1071.    { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
  1072.      extra_EXT_pixel_buffer_object },
  1073.  
  1074.    /* GL_ARB_vertex_program */
  1075.    { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
  1076.      CONTEXT_BOOL(VertexProgram.Enabled),
  1077.      extra_ARB_vertex_program_NV_vertex_program },
  1078.    { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
  1079.      CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
  1080.      extra_ARB_vertex_program_NV_vertex_program },
  1081.    { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
  1082.      CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
  1083.      extra_ARB_vertex_program_NV_vertex_program },
  1084.    { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
  1085.      CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
  1086.      extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
  1087.    { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
  1088.      CONTEXT_INT(Const.MaxProgramMatrices),
  1089.      extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
  1090.    { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
  1091.      LOC_CUSTOM, TYPE_INT, 0,
  1092.      extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
  1093.  
  1094.    { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
  1095.      LOC_CUSTOM, TYPE_MATRIX, 0,
  1096.      extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
  1097.    { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
  1098.      LOC_CUSTOM, TYPE_MATRIX, 0,
  1099.      extra_ARB_vertex_program_ARB_fragment_program },
  1100.  
  1101.    { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
  1102.      CONTEXT_INT(Program.ErrorPos),
  1103.      extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
  1104.  
  1105.    /* GL_ARB_fragment_program */
  1106.    { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
  1107.      extra_ARB_fragment_program },
  1108.  
  1109.    /* GL_EXT_depth_bounds_test */
  1110.    { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
  1111.      extra_EXT_depth_bounds_test },
  1112.    { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
  1113.      extra_EXT_depth_bounds_test },
  1114.  
  1115.    /* GL_ARB_depth_clamp*/
  1116.    { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
  1117.      extra_ARB_depth_clamp },
  1118.  
  1119.    /* GL_ARB_draw_buffers */
  1120.    { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
  1121.    { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
  1122.      extra_valid_draw_buffer },
  1123.    { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
  1124.      extra_valid_draw_buffer },
  1125.    { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
  1126.      extra_valid_draw_buffer },
  1127.    { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
  1128.      extra_valid_draw_buffer },
  1129.    { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
  1130.      extra_valid_draw_buffer },
  1131.    { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
  1132.      extra_valid_draw_buffer },
  1133.    { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
  1134.      extra_valid_draw_buffer },
  1135.  
  1136.    /* GL_ATI_fragment_shader */
  1137.    { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
  1138.    { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
  1139.    { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
  1140.    { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
  1141.    { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
  1142.    { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
  1143.    { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
  1144.    { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
  1145.      CONST(3), extra_ATI_fragment_shader },
  1146.  
  1147.    /* GL_EXT_framebuffer_object */
  1148.    { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
  1149.      extra_EXT_framebuffer_object },
  1150.    
  1151.    /* GL_EXT_framebuffer_blit
  1152.     * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
  1153.    { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
  1154.      extra_EXT_framebuffer_blit },
  1155.  
  1156.    /* GL_EXT_provoking_vertex */
  1157.    { GL_PROVOKING_VERTEX_EXT,
  1158.      CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
  1159.    { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
  1160.      CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
  1161.      extra_EXT_provoking_vertex },
  1162.  
  1163.    /* GL_ARB_framebuffer_object */
  1164.    { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
  1165.      extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
  1166.  
  1167.    /* GL_APPLE_vertex_array_object */
  1168.    { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
  1169.      extra_APPLE_vertex_array_object },
  1170.  
  1171.    /* GL_ARB_seamless_cube_map */
  1172.    { GL_TEXTURE_CUBE_MAP_SEAMLESS,
  1173.      CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
  1174.  
  1175.    /* GL_ARB_sync */
  1176.    { GL_MAX_SERVER_WAIT_TIMEOUT,
  1177.      CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
  1178.  
  1179.    /* GL_EXT_texture_integer */
  1180.    { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
  1181.      extra_EXT_texture_integer },
  1182.  
  1183.    /* GL_EXT_transform_feedback */
  1184.    { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
  1185.      extra_EXT_transform_feedback },
  1186.    { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
  1187.      extra_EXT_transform_feedback },
  1188.    { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
  1189.      CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
  1190.      extra_EXT_transform_feedback },
  1191.    { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
  1192.      CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
  1193.      extra_EXT_transform_feedback },
  1194.    { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
  1195.      CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
  1196.      extra_EXT_transform_feedback },
  1197.  
  1198.    /* GL_ARB_transform_feedback2 */
  1199.    { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
  1200.      extra_ARB_transform_feedback2 },
  1201.    { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
  1202.      extra_ARB_transform_feedback2 },
  1203.    { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
  1204.      extra_ARB_transform_feedback2 },
  1205.  
  1206.    /* GL_ARB_geometry_shader4 */
  1207.    { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
  1208.      CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
  1209.      extra_ARB_geometry_shader4 },
  1210.    { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
  1211.      CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
  1212.      extra_ARB_geometry_shader4 },
  1213.    { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
  1214.      CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
  1215.      extra_ARB_geometry_shader4 },
  1216.    { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
  1217.      CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
  1218.      extra_ARB_geometry_shader4 },
  1219.    { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
  1220.      CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
  1221.      extra_ARB_geometry_shader4 },
  1222.    { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
  1223.      CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
  1224.      extra_ARB_geometry_shader4 },
  1225.  
  1226.    /* GL_EXT_gpu_shader4 / GL 3.0 */
  1227.    { GL_MIN_PROGRAM_TEXEL_OFFSET,
  1228.      CONTEXT_INT(Const.MinProgramTexelOffset),
  1229.      extra_EXT_gpu_shader4 },
  1230.    { GL_MAX_PROGRAM_TEXEL_OFFSET,
  1231.      CONTEXT_INT(Const.MaxProgramTexelOffset),
  1232.      extra_EXT_gpu_shader4 },
  1233.  
  1234.    /* GL 3.0 */
  1235.    { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
  1236.    { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
  1237.    { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30  },
  1238.    { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30  },
  1239.  
  1240.    /* GL 3.1 */
  1241.    /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
  1242.     * vs. GL_PRIMITIVE_RESTART!
  1243.     */
  1244.    { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
  1245.      extra_version_31 },
  1246.    { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
  1247.      extra_version_31 },
  1248.  
  1249.  
  1250.    /* GL 3.2 */
  1251.    { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
  1252.      extra_version_32 },
  1253. #endif /* FEATURE_GL */
  1254. };
  1255.  
  1256. /* All we need now is a way to look up the value struct from the enum.
  1257.  * The code generated by gcc for the old generated big switch
  1258.  * statement is a big, balanced, open coded if/else tree, essentially
  1259.  * an unrolled binary search.  It would be natural to sort the new
  1260.  * enum table and use bsearch(), but we will use a read-only hash
  1261.  * table instead.  bsearch() has a nice guaranteed worst case
  1262.  * performance, but we're also guaranteed to hit that worst case
  1263.  * (log2(n) iterations) for about half the enums.  Instead, using an
  1264.  * open addressing hash table, we can find the enum on the first try
  1265.  * for 80% of the enums, 1 collision for 10% and never more than 5
  1266.  * collisions for any enum (typical numbers).  And the code is very
  1267.  * simple, even though it feels a little magic. */
  1268.  
  1269. static unsigned short table[1024];
  1270. static const int prime_factor = 89, prime_step = 281;
  1271.  
  1272. #ifdef GET_DEBUG
  1273. static void
  1274. print_table_stats(void)
  1275. {
  1276.    int i, j, collisions[11], count, hash, mask;
  1277.    const struct value_desc *d;
  1278.  
  1279.    count = 0;
  1280.    mask = Elements(table) - 1;
  1281.    memset(collisions, 0, sizeof collisions);
  1282.  
  1283.    for (i = 0; i < Elements(table); i++) {
  1284.       if (!table[i])
  1285.          continue;
  1286.       count++;
  1287.       d = &values[table[i]];
  1288.       hash = (d->pname * prime_factor);
  1289.       j = 0;
  1290.       while (1) {
  1291.          if (values[table[hash & mask]].pname == d->pname)
  1292.             break;
  1293.          hash += prime_step;
  1294.          j++;
  1295.       }
  1296.  
  1297.       if (j < 10)
  1298.          collisions[j]++;
  1299.       else
  1300.          collisions[10]++;
  1301.    }
  1302.  
  1303.    printf("number of enums: %d (total %d)\n", count, Elements(values));
  1304.    for (i = 0; i < Elements(collisions) - 1; i++)
  1305.       if (collisions[i] > 0)
  1306.          printf("  %d enums with %d %scollisions\n",
  1307.                 collisions[i], i, i == 10 ? "or more " : "");
  1308. }
  1309. #endif
  1310.  
  1311. /**
  1312.  * Initialize the enum hash for a given API
  1313.  *
  1314.  * This is called from one_time_init() to insert the enum values that
  1315.  * are valid for the API in question into the enum hash table.
  1316.  *
  1317.  * \param the current context, for determining the API in question
  1318.  */
  1319. void _mesa_init_get_hash(struct gl_context *ctx)
  1320. {
  1321.    int i, hash, index, mask;
  1322.    int api_mask = 0, api_bit;
  1323.  
  1324.    mask = Elements(table) - 1;
  1325.    api_bit = 1 << ctx->API;
  1326.  
  1327.    for (i = 0; i < Elements(values); i++) {
  1328.       if (values[i].type == TYPE_API_MASK) {
  1329.          api_mask = values[i].offset;
  1330.          continue;
  1331.       }
  1332.       if (!(api_mask & api_bit))
  1333.          continue;
  1334.  
  1335.       hash = (values[i].pname * prime_factor) & mask;
  1336.       while (1) {
  1337.          index = hash & mask;
  1338.          if (!table[index]) {
  1339.             table[index] = i;
  1340.             break;
  1341.          }
  1342.          hash += prime_step;
  1343.       }
  1344.    }
  1345.  
  1346. #ifdef GET_DEBUG
  1347.    print_table_stats();
  1348. #endif
  1349. }
  1350.  
  1351. /**
  1352.  * Handle irregular enums
  1353.  *
  1354.  * Some values don't conform to the "well-known type at context
  1355.  * pointer + offset" pattern, so we have this function to catch all
  1356.  * the corner cases.  Typically, it's a computed value or a one-off
  1357.  * pointer to a custom struct or something.
  1358.  *
  1359.  * In this case we can't return a pointer to the value, so we'll have
  1360.  * to use the temporary variable 'v' declared back in the calling
  1361.  * glGet*v() function to store the result.
  1362.  *
  1363.  * \param ctx the current context
  1364.  * \param d the struct value_desc that describes the enum
  1365.  * \param v pointer to the tmp declared in the calling glGet*v() function
  1366.  */
  1367. static void
  1368. find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
  1369. {
  1370.    struct gl_buffer_object *buffer_obj;
  1371.    struct gl_client_array *array;
  1372.    GLuint unit, *p;
  1373.  
  1374.    switch (d->pname) {
  1375.    case GL_TEXTURE_1D:
  1376.    case GL_TEXTURE_2D:
  1377.    case GL_TEXTURE_3D:
  1378.    case GL_TEXTURE_1D_ARRAY_EXT:
  1379.    case GL_TEXTURE_2D_ARRAY_EXT:
  1380.    case GL_TEXTURE_CUBE_MAP_ARB:
  1381.    case GL_TEXTURE_RECTANGLE_NV:
  1382.       v->value_bool = _mesa_IsEnabled(d->pname);
  1383.       break;
  1384.  
  1385.    case GL_LINE_STIPPLE_PATTERN:
  1386.       /* This is the only GLushort, special case it here by promoting
  1387.        * to an int rather than introducing a new type. */
  1388.       v->value_int = ctx->Line.StipplePattern;
  1389.       break;
  1390.  
  1391.    case GL_CURRENT_RASTER_TEXTURE_COORDS:
  1392.       unit = ctx->Texture.CurrentUnit;
  1393.       v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
  1394.       v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
  1395.       v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
  1396.       v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
  1397.       break;
  1398.  
  1399.    case GL_CURRENT_TEXTURE_COORDS:
  1400.       unit = ctx->Texture.CurrentUnit;
  1401.       v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
  1402.       v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
  1403.       v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
  1404.       v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
  1405.       break;
  1406.  
  1407.    case GL_COLOR_WRITEMASK:
  1408.       v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
  1409.       v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
  1410.       v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
  1411.       v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
  1412.       break;
  1413.  
  1414.    case GL_EDGE_FLAG:
  1415.       v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
  1416.       break;
  1417.  
  1418.    case GL_READ_BUFFER:
  1419.       v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
  1420.       break;
  1421.  
  1422.    case GL_MAP2_GRID_DOMAIN:
  1423.       v->value_float_4[0] = ctx->Eval.MapGrid2u1;
  1424.       v->value_float_4[1] = ctx->Eval.MapGrid2u2;
  1425.       v->value_float_4[2] = ctx->Eval.MapGrid2v1;
  1426.       v->value_float_4[3] = ctx->Eval.MapGrid2v2;
  1427.       break;
  1428.  
  1429.    case GL_TEXTURE_STACK_DEPTH:
  1430.       unit = ctx->Texture.CurrentUnit;
  1431.       v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
  1432.       break;
  1433.    case GL_TEXTURE_MATRIX:
  1434.       unit = ctx->Texture.CurrentUnit;
  1435.       v->value_matrix = ctx->TextureMatrixStack[unit].Top;
  1436.       break;
  1437.  
  1438.    case GL_TEXTURE_COORD_ARRAY:
  1439.    case GL_TEXTURE_COORD_ARRAY_SIZE:
  1440.    case GL_TEXTURE_COORD_ARRAY_TYPE:
  1441.    case GL_TEXTURE_COORD_ARRAY_STRIDE:
  1442.       array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
  1443.       v->value_int = *(GLuint *) ((char *) array + d->offset);
  1444.       break;
  1445.  
  1446.    case GL_ACTIVE_TEXTURE_ARB:
  1447.       v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
  1448.       break;
  1449.    case GL_CLIENT_ACTIVE_TEXTURE_ARB:
  1450.       v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
  1451.       break;
  1452.  
  1453.    case GL_MODELVIEW_STACK_DEPTH:
  1454.    case GL_PROJECTION_STACK_DEPTH:
  1455.       v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
  1456.       break;
  1457.  
  1458.    case GL_MAX_TEXTURE_SIZE:
  1459.    case GL_MAX_3D_TEXTURE_SIZE:
  1460.    case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
  1461.       p = (GLuint *) ((char *) ctx + d->offset);
  1462.       v->value_int = 1 << (*p - 1);
  1463.       break;
  1464.  
  1465.    case GL_SCISSOR_BOX:
  1466.       v->value_int_4[0] = ctx->Scissor.X;
  1467.       v->value_int_4[1] = ctx->Scissor.Y;
  1468.       v->value_int_4[2] = ctx->Scissor.Width;
  1469.       v->value_int_4[3] = ctx->Scissor.Height;
  1470.       break;
  1471.  
  1472.    case GL_LIST_INDEX:
  1473.       v->value_int =
  1474.          ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
  1475.       break;
  1476.    case GL_LIST_MODE:
  1477.       if (!ctx->CompileFlag)
  1478.          v->value_enum = 0;
  1479.       else if (ctx->ExecuteFlag)
  1480.          v->value_enum = GL_COMPILE_AND_EXECUTE;
  1481.       else
  1482.          v->value_enum = GL_COMPILE;
  1483.       break;
  1484.  
  1485.    case GL_VIEWPORT:
  1486.       v->value_int_4[0] = ctx->Viewport.X;
  1487.       v->value_int_4[1] = ctx->Viewport.Y;
  1488.       v->value_int_4[2] = ctx->Viewport.Width;
  1489.       v->value_int_4[3] = ctx->Viewport.Height;
  1490.       break;
  1491.  
  1492.    case GL_ACTIVE_STENCIL_FACE_EXT:
  1493.       v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
  1494.       break;
  1495.  
  1496.    case GL_STENCIL_FAIL:
  1497.       v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
  1498.       break;
  1499.    case GL_STENCIL_FUNC:
  1500.       v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
  1501.       break;
  1502.    case GL_STENCIL_PASS_DEPTH_FAIL:
  1503.       v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
  1504.       break;
  1505.    case GL_STENCIL_PASS_DEPTH_PASS:
  1506.       v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
  1507.       break;
  1508.    case GL_STENCIL_REF:
  1509.       v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
  1510.       break;
  1511.    case GL_STENCIL_VALUE_MASK:
  1512.       v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
  1513.       break;
  1514.    case GL_STENCIL_WRITEMASK:
  1515.       v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
  1516.       break;
  1517.  
  1518.    case GL_NUM_EXTENSIONS:
  1519.       v->value_int = _mesa_get_extension_count(ctx);
  1520.       break;
  1521.  
  1522.    case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
  1523.       v->value_int = _mesa_get_color_read_type(ctx);
  1524.       break;
  1525.    case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
  1526.       v->value_int = _mesa_get_color_read_format(ctx);
  1527.       break;
  1528.  
  1529.    case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
  1530.       v->value_int = ctx->CurrentStack->Depth + 1;
  1531.       break;
  1532.    case GL_CURRENT_MATRIX_ARB:
  1533.    case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
  1534.       v->value_matrix = ctx->CurrentStack->Top;
  1535.       break;
  1536.  
  1537.    case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
  1538.       v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
  1539.       break;
  1540.    case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
  1541.       v->value_int_n.n =
  1542.          _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
  1543.       ASSERT(v->value_int_n.n <= 100);
  1544.       break;
  1545.  
  1546.    case GL_MAX_VARYING_FLOATS_ARB:
  1547.       v->value_int = ctx->Const.MaxVarying * 4;
  1548.       break;
  1549.  
  1550.    /* Various object names */
  1551.  
  1552.    case GL_TEXTURE_BINDING_1D:
  1553.    case GL_TEXTURE_BINDING_2D:
  1554.    case GL_TEXTURE_BINDING_3D:
  1555.    case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
  1556.    case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
  1557.    case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
  1558.    case GL_TEXTURE_BINDING_RECTANGLE_NV:
  1559.       unit = ctx->Texture.CurrentUnit;
  1560.       v->value_int =
  1561.          ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
  1562.       break;
  1563.  
  1564.    /* GL_ARB_vertex_buffer_object */
  1565.    case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
  1566.    case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
  1567.    case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
  1568.    case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
  1569.    case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
  1570.    case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
  1571.    case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
  1572.       buffer_obj = (struct gl_buffer_object *)
  1573.          ((char *) ctx->Array.ArrayObj + d->offset);
  1574.       v->value_int = buffer_obj->Name;
  1575.       break;
  1576.    case GL_ARRAY_BUFFER_BINDING_ARB:
  1577.       v->value_int = ctx->Array.ArrayBufferObj->Name;
  1578.       break;
  1579.    case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
  1580.       v->value_int =
  1581.          ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
  1582.       break;
  1583.    case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
  1584.       v->value_int = ctx->Array.ElementArrayBufferObj->Name;
  1585.       break;
  1586.  
  1587.    /* ARB_copy_buffer */
  1588.    case GL_COPY_READ_BUFFER:
  1589.       v->value_int = ctx->CopyReadBuffer->Name;
  1590.       break;
  1591.    case GL_COPY_WRITE_BUFFER:
  1592.       v->value_int = ctx->CopyWriteBuffer->Name;
  1593.       break;
  1594.  
  1595.    case GL_FRAGMENT_PROGRAM_BINDING_NV:
  1596.       v->value_int =
  1597.          ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
  1598.       break;
  1599.    case GL_VERTEX_PROGRAM_BINDING_NV:
  1600.       v->value_int =
  1601.          ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
  1602.       break;
  1603.    case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
  1604.       v->value_int = ctx->Pack.BufferObj->Name;
  1605.       break;
  1606.    case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
  1607.       v->value_int = ctx->Unpack.BufferObj->Name;
  1608.       break;
  1609.    case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
  1610.       v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
  1611.       break;
  1612.    case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
  1613.       v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
  1614.       break;
  1615.    case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
  1616.       v->value_int = ctx->TransformFeedback.CurrentObject->Active;
  1617.       break;
  1618.    case GL_TRANSFORM_FEEDBACK_BINDING:
  1619.       v->value_int = ctx->TransformFeedback.CurrentObject->Name;
  1620.       break;
  1621.    case GL_CURRENT_PROGRAM:
  1622.       v->value_int =
  1623.          ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
  1624.       break;
  1625.    case GL_READ_FRAMEBUFFER_BINDING_EXT:
  1626.       v->value_int = ctx->ReadBuffer->Name;
  1627.       break;
  1628.    case GL_RENDERBUFFER_BINDING_EXT:
  1629.       v->value_int =
  1630.          ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
  1631.       break;
  1632.    case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
  1633.       v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
  1634.       break;
  1635.  
  1636.    case GL_MAX_VERTEX_UNIFORM_VECTORS:
  1637.       v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
  1638.       break;
  1639.  
  1640.    case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
  1641.       v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
  1642.       break;
  1643.    }  
  1644. }
  1645.  
  1646. /**
  1647.  * Check extra constraints on a struct value_desc descriptor
  1648.  *
  1649.  * If a struct value_desc has a non-NULL extra pointer, it means that
  1650.  * there are a number of extra constraints to check or actions to
  1651.  * perform.  The extras is just an integer array where each integer
  1652.  * encode different constraints or actions.
  1653.  *
  1654.  * \param ctx current context
  1655.  * \param func name of calling glGet*v() function for error reporting
  1656.  * \param d the struct value_desc that has the extra constraints
  1657.  *
  1658.  * \return GL_FALSE if one of the constraints was not satisfied,
  1659.  *     otherwise GL_TRUE.
  1660.  */
  1661. static GLboolean
  1662. check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
  1663. {
  1664.    const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
  1665.    int total, enabled;
  1666.    const int *e;
  1667.  
  1668.    total = 0;
  1669.    enabled = 0;
  1670.    for (e = d->extra; *e != EXTRA_END; e++)
  1671.       switch (*e) {
  1672.       case EXTRA_VERSION_30:
  1673.          if (version >= 30) {
  1674.             total++;
  1675.             enabled++;
  1676.          }
  1677.          break;
  1678.       case EXTRA_VERSION_31:
  1679.          if (version >= 31) {
  1680.             total++;
  1681.             enabled++;
  1682.          }
  1683.          break;
  1684.       case EXTRA_VERSION_32:
  1685.          if (version >= 32) {
  1686.             total++;
  1687.             enabled++;
  1688.          }
  1689.          break;
  1690.       case EXTRA_VERSION_ES2:
  1691.          if (ctx->API == API_OPENGLES2) {
  1692.             total++;
  1693.             enabled++;
  1694.          }
  1695.          break;
  1696.       case EXTRA_NEW_BUFFERS:
  1697.          if (ctx->NewState & _NEW_BUFFERS)
  1698.             _mesa_update_state(ctx);
  1699.          break;
  1700.       case EXTRA_FLUSH_CURRENT:
  1701.          FLUSH_CURRENT(ctx, 0);
  1702.          break;
  1703.       case EXTRA_VALID_DRAW_BUFFER:
  1704.          if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
  1705.             _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
  1706.                         func, d->pname - GL_DRAW_BUFFER0_ARB);
  1707.             return GL_FALSE;
  1708.          }
  1709.          break;
  1710.       case EXTRA_VALID_TEXTURE_UNIT:
  1711.          if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
  1712.             _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
  1713.                         func, ctx->Texture.CurrentUnit);
  1714.             return GL_FALSE;
  1715.          }
  1716.          break;
  1717.       case EXTRA_END:
  1718.          break;
  1719.       default: /* *e is a offset into the extension struct */
  1720.          total++;
  1721.          if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
  1722.             enabled++;
  1723.          break;
  1724.       }
  1725.  
  1726.    if (total > 0 && enabled == 0) {
  1727.       _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
  1728.                   _mesa_lookup_enum_by_nr(d->pname));
  1729.       return GL_FALSE;
  1730.    }
  1731.  
  1732.    return GL_TRUE;
  1733. }
  1734.  
  1735. static const struct value_desc error_value =
  1736.    { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
  1737.  
  1738. /**
  1739.  * Find the struct value_desc corresponding to the enum 'pname'.
  1740.  *
  1741.  * We hash the enum value to get an index into the 'table' array,
  1742.  * which holds the index in the 'values' array of struct value_desc.
  1743.  * Once we've found the entry, we do the extra checks, if any, then
  1744.  * look up the value and return a pointer to it.
  1745.  *
  1746.  * If the value has to be computed (for example, it's the result of a
  1747.  * function call or we need to add 1 to it), we use the tmp 'v' to
  1748.  * store the result.
  1749.  *
  1750.  * \param func name of glGet*v() func for error reporting
  1751.  * \param pname the enum value we're looking up
  1752.  * \param p is were we return the pointer to the value
  1753.  * \param v a tmp union value variable in the calling glGet*v() function
  1754.  *
  1755.  * \return the struct value_desc corresponding to the enum or a struct
  1756.  *     value_desc of TYPE_INVALID if not found.  This lets the calling
  1757.  *     glGet*v() function jump right into a switch statement and
  1758.  *     handle errors there instead of having to check for NULL.
  1759.  */
  1760. static const struct value_desc *
  1761. find_value(const char *func, GLenum pname, void **p, union value *v)
  1762. {
  1763.    GET_CURRENT_CONTEXT(ctx);
  1764.    struct gl_texture_unit *unit;
  1765.    int mask, hash;
  1766.    const struct value_desc *d;
  1767.  
  1768.    mask = Elements(table) - 1;
  1769.    hash = (pname * prime_factor);
  1770.    while (1) {
  1771.       d = &values[table[hash & mask]];
  1772.  
  1773.       /* If the enum isn't valid, the hash walk ends with index 0,
  1774.        * which is the API mask entry at the beginning of values[]. */
  1775.       if (unlikely(d->type == TYPE_API_MASK)) {
  1776.          _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
  1777.                      _mesa_lookup_enum_by_nr(pname));
  1778.          return &error_value;
  1779.       }
  1780.  
  1781.       if (likely(d->pname == pname))
  1782.          break;
  1783.  
  1784.       hash += prime_step;
  1785.    }
  1786.  
  1787.    if (unlikely(d->extra && !check_extra(ctx, func, d)))
  1788.       return &error_value;
  1789.  
  1790.    switch (d->location) {
  1791.    case LOC_BUFFER:
  1792.       *p = ((char *) ctx->DrawBuffer + d->offset);
  1793.       return d;
  1794.    case LOC_CONTEXT:
  1795.       *p = ((char *) ctx + d->offset);
  1796.       return d;
  1797.    case LOC_ARRAY:
  1798.       *p = ((char *) ctx->Array.ArrayObj + d->offset);
  1799.       return d;
  1800.    case LOC_TEXUNIT:
  1801.       unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
  1802.       *p = ((char *) unit + d->offset);
  1803.       return d;
  1804.    case LOC_CUSTOM:
  1805.       find_custom_value(ctx, d, v);
  1806.       *p = v;
  1807.       return d;
  1808.    default:
  1809.       assert(0);
  1810.       break;
  1811.    }
  1812.  
  1813.    /* silence warning */
  1814.    return &error_value;
  1815. }
  1816.  
  1817. static const int transpose[] = {
  1818.    0, 4,  8, 12,
  1819.    1, 5,  9, 13,
  1820.    2, 6, 10, 14,
  1821.    3, 7, 11, 15
  1822. };
  1823.  
  1824. void GLAPIENTRY
  1825. _mesa_GetBooleanv(GLenum pname, GLboolean *params)
  1826. {
  1827.    const struct value_desc *d;
  1828.    union value v;
  1829.    GLmatrix *m;
  1830.    int shift, i;
  1831.    void *p;
  1832.  
  1833.    d = find_value("glGetBooleanv", pname, &p, &v);
  1834.    switch (d->type) {
  1835.    case TYPE_INVALID:
  1836.       break;
  1837.    case TYPE_CONST:
  1838.       params[0] = INT_TO_BOOLEAN(d->offset);
  1839.       break;
  1840.  
  1841.    case TYPE_FLOAT_4:
  1842.    case TYPE_FLOATN_4:
  1843.       params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
  1844.    case TYPE_FLOAT_3:
  1845.    case TYPE_FLOATN_3:
  1846.       params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
  1847.    case TYPE_FLOAT_2:
  1848.    case TYPE_FLOATN_2:
  1849.       params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
  1850.    case TYPE_FLOAT:
  1851.    case TYPE_FLOATN:
  1852.       params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
  1853.       break;
  1854.  
  1855.    case TYPE_DOUBLEN:
  1856.       params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
  1857.       break;
  1858.  
  1859.    case TYPE_INT_4:
  1860.       params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
  1861.    case TYPE_INT_3:
  1862.       params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
  1863.    case TYPE_INT_2:
  1864.    case TYPE_ENUM_2:
  1865.       params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
  1866.    case TYPE_INT:
  1867.    case TYPE_ENUM:
  1868.       params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
  1869.       break;
  1870.  
  1871.    case TYPE_INT_N:
  1872.       for (i = 0; i < v.value_int_n.n; i++)
  1873.          params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
  1874.       break;
  1875.  
  1876.    case TYPE_INT64:
  1877.       params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
  1878.       break;
  1879.  
  1880.    case TYPE_BOOLEAN:
  1881.       params[0] = ((GLboolean*) p)[0];
  1882.       break;           
  1883.  
  1884.    case TYPE_MATRIX:
  1885.       m = *(GLmatrix **) p;
  1886.       for (i = 0; i < 16; i++)
  1887.          params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
  1888.       break;
  1889.  
  1890.    case TYPE_MATRIX_T:
  1891.       m = *(GLmatrix **) p;
  1892.       for (i = 0; i < 16; i++)
  1893.          params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
  1894.       break;
  1895.  
  1896.    case TYPE_BIT_0:
  1897.    case TYPE_BIT_1:
  1898.    case TYPE_BIT_2:
  1899.    case TYPE_BIT_3:
  1900.    case TYPE_BIT_4:
  1901.    case TYPE_BIT_5:
  1902.       shift = d->type - TYPE_BIT_0;
  1903.       params[0] = (*(GLbitfield *) p >> shift) & 1;
  1904.       break;
  1905.    }
  1906. }
  1907.  
  1908. void GLAPIENTRY
  1909. _mesa_GetFloatv(GLenum pname, GLfloat *params)
  1910. {
  1911.    const struct value_desc *d;
  1912.    union value v;
  1913.    GLmatrix *m;
  1914.    int shift, i;
  1915.    void *p;
  1916.  
  1917.    d = find_value("glGetFloatv", pname, &p, &v);
  1918.    switch (d->type) {
  1919.    case TYPE_INVALID:
  1920.       break;
  1921.    case TYPE_CONST:
  1922.       params[0] = (GLfloat) d->offset;
  1923.       break;
  1924.  
  1925.    case TYPE_FLOAT_4:
  1926.    case TYPE_FLOATN_4:
  1927.       params[3] = ((GLfloat *) p)[3];
  1928.    case TYPE_FLOAT_3:
  1929.    case TYPE_FLOATN_3:
  1930.       params[2] = ((GLfloat *) p)[2];
  1931.    case TYPE_FLOAT_2:
  1932.    case TYPE_FLOATN_2:
  1933.       params[1] = ((GLfloat *) p)[1];
  1934.    case TYPE_FLOAT:
  1935.    case TYPE_FLOATN:
  1936.       params[0] = ((GLfloat *) p)[0];
  1937.       break;
  1938.  
  1939.    case TYPE_DOUBLEN:
  1940.       params[0] = ((GLdouble *) p)[0];
  1941.       break;
  1942.  
  1943.    case TYPE_INT_4:
  1944.       params[3] = (GLfloat) (((GLint *) p)[3]);
  1945.    case TYPE_INT_3:
  1946.       params[2] = (GLfloat) (((GLint *) p)[2]);
  1947.    case TYPE_INT_2:
  1948.    case TYPE_ENUM_2:
  1949.       params[1] = (GLfloat) (((GLint *) p)[1]);
  1950.    case TYPE_INT:
  1951.    case TYPE_ENUM:
  1952.       params[0] = (GLfloat) (((GLint *) p)[0]);
  1953.       break;
  1954.  
  1955.    case TYPE_INT_N:
  1956.       for (i = 0; i < v.value_int_n.n; i++)
  1957.          params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
  1958.       break;
  1959.  
  1960.    case TYPE_INT64:
  1961.       params[0] = ((GLint64 *) p)[0];
  1962.       break;
  1963.  
  1964.    case TYPE_BOOLEAN:
  1965.       params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
  1966.       break;           
  1967.  
  1968.    case TYPE_MATRIX:
  1969.       m = *(GLmatrix **) p;
  1970.       for (i = 0; i < 16; i++)
  1971.          params[i] = m->m[i];
  1972.       break;
  1973.  
  1974.    case TYPE_MATRIX_T:
  1975.       m = *(GLmatrix **) p;
  1976.       for (i = 0; i < 16; i++)
  1977.          params[i] = m->m[transpose[i]];
  1978.       break;
  1979.  
  1980.    case TYPE_BIT_0:
  1981.    case TYPE_BIT_1:
  1982.    case TYPE_BIT_2:
  1983.    case TYPE_BIT_3:
  1984.    case TYPE_BIT_4:
  1985.    case TYPE_BIT_5:
  1986.       shift = d->type - TYPE_BIT_0;
  1987.       params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
  1988.       break;
  1989.    }
  1990. }
  1991.  
  1992. void GLAPIENTRY
  1993. _mesa_GetIntegerv(GLenum pname, GLint *params)
  1994. {
  1995.    const struct value_desc *d;
  1996.    union value v;
  1997.    GLmatrix *m;
  1998.    int shift, i;
  1999.    void *p;
  2000.  
  2001.    d = find_value("glGetIntegerv", pname, &p, &v);
  2002.    switch (d->type) {
  2003.    case TYPE_INVALID:
  2004.       break;
  2005.    case TYPE_CONST:
  2006.       params[0] = d->offset;
  2007.       break;
  2008.  
  2009.    case TYPE_FLOAT_4:
  2010.       params[3] = IROUND(((GLfloat *) p)[3]);
  2011.    case TYPE_FLOAT_3:
  2012.       params[2] = IROUND(((GLfloat *) p)[2]);
  2013.    case TYPE_FLOAT_2:
  2014.       params[1] = IROUND(((GLfloat *) p)[1]);
  2015.    case TYPE_FLOAT:
  2016.       params[0] = IROUND(((GLfloat *) p)[0]);
  2017.       break;
  2018.  
  2019.    case TYPE_FLOATN_4:
  2020.       params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
  2021.    case TYPE_FLOATN_3:
  2022.       params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
  2023.    case TYPE_FLOATN_2:
  2024.       params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
  2025.    case TYPE_FLOATN:
  2026.       params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
  2027.       break;
  2028.  
  2029.    case TYPE_DOUBLEN:
  2030.       params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
  2031.       break;
  2032.  
  2033.    case TYPE_INT_4:
  2034.       params[3] = ((GLint *) p)[3];
  2035.    case TYPE_INT_3:
  2036.       params[2] = ((GLint *) p)[2];
  2037.    case TYPE_INT_2:
  2038.    case TYPE_ENUM_2:
  2039.       params[1] = ((GLint *) p)[1];
  2040.    case TYPE_INT:
  2041.    case TYPE_ENUM:
  2042.       params[0] = ((GLint *) p)[0];
  2043.       break;
  2044.  
  2045.    case TYPE_INT_N:
  2046.       for (i = 0; i < v.value_int_n.n; i++)
  2047.          params[i] = v.value_int_n.ints[i];
  2048.       break;
  2049.  
  2050.    case TYPE_INT64:
  2051.       params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
  2052.       break;
  2053.  
  2054.    case TYPE_BOOLEAN:
  2055.       params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
  2056.       break;           
  2057.  
  2058.    case TYPE_MATRIX:
  2059.       m = *(GLmatrix **) p;
  2060.       for (i = 0; i < 16; i++)
  2061.          params[i] = FLOAT_TO_INT(m->m[i]);
  2062.       break;
  2063.  
  2064.    case TYPE_MATRIX_T:
  2065.       m = *(GLmatrix **) p;
  2066.       for (i = 0; i < 16; i++)
  2067.          params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
  2068.       break;
  2069.  
  2070.    case TYPE_BIT_0:
  2071.    case TYPE_BIT_1:
  2072.    case TYPE_BIT_2:
  2073.    case TYPE_BIT_3:
  2074.    case TYPE_BIT_4:
  2075.    case TYPE_BIT_5:
  2076.       shift = d->type - TYPE_BIT_0;
  2077.       params[0] = (*(GLbitfield *) p >> shift) & 1;
  2078.       break;
  2079.    }
  2080. }
  2081.  
  2082. #if FEATURE_ARB_sync
  2083. void GLAPIENTRY
  2084. _mesa_GetInteger64v(GLenum pname, GLint64 *params)
  2085. {
  2086.    const struct value_desc *d;
  2087.    union value v;
  2088.    GLmatrix *m;
  2089.    int shift, i;
  2090.    void *p;
  2091.  
  2092.    d = find_value("glGetInteger64v", pname, &p, &v);
  2093.    switch (d->type) {
  2094.    case TYPE_INVALID:
  2095.       break;
  2096.    case TYPE_CONST:
  2097.       params[0] = d->offset;
  2098.       break;
  2099.  
  2100.    case TYPE_FLOAT_4:
  2101.       params[3] = IROUND64(((GLfloat *) p)[3]);
  2102.    case TYPE_FLOAT_3:
  2103.       params[2] = IROUND64(((GLfloat *) p)[2]);
  2104.    case TYPE_FLOAT_2:
  2105.       params[1] = IROUND64(((GLfloat *) p)[1]);
  2106.    case TYPE_FLOAT:
  2107.       params[0] = IROUND64(((GLfloat *) p)[0]);
  2108.       break;
  2109.  
  2110.    case TYPE_FLOATN_4:
  2111.       params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
  2112.    case TYPE_FLOATN_3:
  2113.       params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
  2114.    case TYPE_FLOATN_2:
  2115.       params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
  2116.    case TYPE_FLOATN:
  2117.       params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
  2118.       break;
  2119.  
  2120.    case TYPE_DOUBLEN:
  2121.       params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
  2122.       break;
  2123.  
  2124.    case TYPE_INT_4:
  2125.       params[3] = ((GLint *) p)[3];
  2126.    case TYPE_INT_3:
  2127.       params[2] = ((GLint *) p)[2];
  2128.    case TYPE_INT_2:
  2129.    case TYPE_ENUM_2:
  2130.       params[1] = ((GLint *) p)[1];
  2131.    case TYPE_INT:
  2132.    case TYPE_ENUM:
  2133.       params[0] = ((GLint *) p)[0];
  2134.       break;
  2135.  
  2136.    case TYPE_INT_N:
  2137.       for (i = 0; i < v.value_int_n.n; i++)
  2138.          params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
  2139.       break;
  2140.  
  2141.    case TYPE_INT64:
  2142.       params[0] = ((GLint64 *) p)[0];
  2143.       break;
  2144.  
  2145.    case TYPE_BOOLEAN:
  2146.       params[0] = ((GLboolean*) p)[0];
  2147.       break;           
  2148.  
  2149.    case TYPE_MATRIX:
  2150.       m = *(GLmatrix **) p;
  2151.       for (i = 0; i < 16; i++)
  2152.          params[i] = FLOAT_TO_INT64(m->m[i]);
  2153.       break;
  2154.  
  2155.    case TYPE_MATRIX_T:
  2156.       m = *(GLmatrix **) p;
  2157.       for (i = 0; i < 16; i++)
  2158.          params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
  2159.       break;
  2160.  
  2161.    case TYPE_BIT_0:
  2162.    case TYPE_BIT_1:
  2163.    case TYPE_BIT_2:
  2164.    case TYPE_BIT_3:
  2165.    case TYPE_BIT_4:
  2166.    case TYPE_BIT_5:
  2167.       shift = d->type - TYPE_BIT_0;
  2168.       params[0] = (*(GLbitfield *) p >> shift) & 1;
  2169.       break;
  2170.    }
  2171. }
  2172. #endif /* FEATURE_ARB_sync */
  2173.  
  2174. void GLAPIENTRY
  2175. _mesa_GetDoublev(GLenum pname, GLdouble *params)
  2176. {
  2177.    const struct value_desc *d;
  2178.    union value v;
  2179.    GLmatrix *m;
  2180.    int shift, i;
  2181.    void *p;
  2182.  
  2183.    d = find_value("glGetDoublev", pname, &p, &v);
  2184.    switch (d->type) {
  2185.    case TYPE_INVALID:
  2186.       break;
  2187.    case TYPE_CONST:
  2188.       params[0] = d->offset;
  2189.       break;
  2190.  
  2191.    case TYPE_FLOAT_4:
  2192.    case TYPE_FLOATN_4:
  2193.       params[3] = ((GLfloat *) p)[3];
  2194.    case TYPE_FLOAT_3:
  2195.    case TYPE_FLOATN_3:
  2196.       params[2] = ((GLfloat *) p)[2];
  2197.    case TYPE_FLOAT_2:
  2198.    case TYPE_FLOATN_2:
  2199.       params[1] = ((GLfloat *) p)[1];
  2200.    case TYPE_FLOAT:
  2201.    case TYPE_FLOATN:
  2202.       params[0] = ((GLfloat *) p)[0];
  2203.       break;
  2204.  
  2205.    case TYPE_DOUBLEN:
  2206.       params[0] = ((GLdouble *) p)[0];
  2207.       break;
  2208.  
  2209.    case TYPE_INT_4:
  2210.       params[3] = ((GLint *) p)[3];
  2211.    case TYPE_INT_3:
  2212.       params[2] = ((GLint *) p)[2];
  2213.    case TYPE_INT_2:
  2214.    case TYPE_ENUM_2:
  2215.       params[1] = ((GLint *) p)[1];
  2216.    case TYPE_INT:
  2217.    case TYPE_ENUM:
  2218.       params[0] = ((GLint *) p)[0];
  2219.       break;
  2220.  
  2221.    case TYPE_INT_N:
  2222.       for (i = 0; i < v.value_int_n.n; i++)
  2223.          params[i] = v.value_int_n.ints[i];
  2224.       break;
  2225.  
  2226.    case TYPE_INT64:
  2227.       params[0] = ((GLint64 *) p)[0];
  2228.       break;
  2229.  
  2230.    case TYPE_BOOLEAN:
  2231.       params[0] = *(GLboolean*) p;
  2232.       break;           
  2233.  
  2234.    case TYPE_MATRIX:
  2235.       m = *(GLmatrix **) p;
  2236.       for (i = 0; i < 16; i++)
  2237.          params[i] = m->m[i];
  2238.       break;
  2239.  
  2240.    case TYPE_MATRIX_T:
  2241.       m = *(GLmatrix **) p;
  2242.       for (i = 0; i < 16; i++)
  2243.          params[i] = m->m[transpose[i]];
  2244.       break;
  2245.  
  2246.    case TYPE_BIT_0:
  2247.    case TYPE_BIT_1:
  2248.    case TYPE_BIT_2:
  2249.    case TYPE_BIT_3:
  2250.    case TYPE_BIT_4:
  2251.    case TYPE_BIT_5:
  2252.       shift = d->type - TYPE_BIT_0;
  2253.       params[0] = (*(GLbitfield *) p >> shift) & 1;
  2254.       break;
  2255.    }
  2256. }
  2257.  
  2258. static enum value_type
  2259. find_value_indexed(const char *func, GLenum pname, int index, union value *v)
  2260. {
  2261.    GET_CURRENT_CONTEXT(ctx);
  2262.  
  2263.    switch (pname) {
  2264.  
  2265.    case GL_BLEND:
  2266.       if (index >= ctx->Const.MaxDrawBuffers)
  2267.          goto invalid_value;
  2268.       if (!ctx->Extensions.EXT_draw_buffers2)
  2269.          goto invalid_enum;
  2270.       v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
  2271.       return TYPE_INT;
  2272.  
  2273.    case GL_COLOR_WRITEMASK:
  2274.       if (index >= ctx->Const.MaxDrawBuffers)
  2275.          goto invalid_value;
  2276.       if (!ctx->Extensions.EXT_draw_buffers2)
  2277.          goto invalid_enum;
  2278.       v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
  2279.       v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
  2280.       v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
  2281.       v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
  2282.       return TYPE_INT_4;
  2283.  
  2284.    case GL_TRANSFORM_FEEDBACK_BUFFER_START:
  2285.       if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
  2286.          goto invalid_value;
  2287.       if (!ctx->Extensions.EXT_transform_feedback)
  2288.          goto invalid_enum;
  2289.       v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
  2290.       return TYPE_INT64;
  2291.  
  2292.    case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
  2293.       if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
  2294.          goto invalid_value;
  2295.       if (!ctx->Extensions.EXT_transform_feedback)
  2296.          goto invalid_enum;
  2297.       v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
  2298.       return TYPE_INT64;
  2299.  
  2300.    case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
  2301.       if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
  2302.          goto invalid_value;
  2303.       if (!ctx->Extensions.EXT_transform_feedback)
  2304.          goto invalid_enum;
  2305.       v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
  2306.       return TYPE_INT;
  2307.    }
  2308.  
  2309.  invalid_enum:
  2310.    _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
  2311.                _mesa_lookup_enum_by_nr(pname));
  2312.    return TYPE_INVALID;
  2313.  invalid_value:
  2314.    _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
  2315.                _mesa_lookup_enum_by_nr(pname));
  2316.    return TYPE_INVALID;
  2317. }
  2318.  
  2319. void GLAPIENTRY
  2320. _mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
  2321. {
  2322.    union value v;
  2323.    enum value_type type =
  2324.       find_value_indexed("glGetBooleanIndexedv", pname, index, &v);
  2325.  
  2326.    switch (type) {
  2327.    case TYPE_INT:
  2328.       params[0] = INT_TO_BOOLEAN(v.value_int);
  2329.       break;
  2330.    case TYPE_INT_4:
  2331.       params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
  2332.       params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
  2333.       params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
  2334.       params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
  2335.       break;
  2336.    case TYPE_INT64:
  2337.       params[0] = INT64_TO_BOOLEAN(v.value_int);
  2338.       break;
  2339.    default:
  2340.       ; /* nothing - GL error was recorded */
  2341.    }
  2342. }
  2343.  
  2344. void GLAPIENTRY
  2345. _mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
  2346. {
  2347.    union value v;
  2348.    enum value_type type =
  2349.       find_value_indexed("glGetIntegerIndexedv", pname, index, &v);
  2350.  
  2351.    switch (type) {
  2352.    case TYPE_INT:
  2353.       params[0] = v.value_int;
  2354.       break;
  2355.    case TYPE_INT_4:
  2356.       params[0] = v.value_int_4[0];
  2357.       params[1] = v.value_int_4[1];
  2358.       params[2] = v.value_int_4[2];
  2359.       params[3] = v.value_int_4[3];
  2360.       break;
  2361.    case TYPE_INT64:
  2362.       params[0] = INT64_TO_INT(v.value_int);
  2363.       break;
  2364.    default:
  2365.       ; /* nothing - GL error was recorded */
  2366.    }
  2367. }
  2368.  
  2369. #if FEATURE_ARB_sync
  2370. void GLAPIENTRY
  2371. _mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
  2372. {
  2373.    union value v;
  2374.    enum value_type type =
  2375.       find_value_indexed("glGetIntegerIndexedv", pname, index, &v);      
  2376.  
  2377.    switch (type) {
  2378.    case TYPE_INT:
  2379.       params[0] = v.value_int;
  2380.       break;
  2381.    case TYPE_INT_4:
  2382.       params[0] = v.value_int_4[0];
  2383.       params[1] = v.value_int_4[1];
  2384.       params[2] = v.value_int_4[2];
  2385.       params[3] = v.value_int_4[3];
  2386.       break;
  2387.    case TYPE_INT64:
  2388.       params[0] = v.value_int;
  2389.       break;
  2390.    default:
  2391.       ; /* nothing - GL error was recorded */
  2392.    }
  2393. }
  2394. #endif /* FEATURE_ARB_sync */
  2395.  
  2396. #if FEATURE_ES1
  2397. void GLAPIENTRY
  2398. _mesa_GetFixedv(GLenum pname, GLfixed *params)
  2399. {
  2400.    const struct value_desc *d;
  2401.    union value v;
  2402.    GLmatrix *m;
  2403.    int shift, i;
  2404.    void *p;
  2405.  
  2406.    d = find_value("glGetDoublev", pname, &p, &v);
  2407.    switch (d->type) {
  2408.    case TYPE_INVALID:
  2409.       break;
  2410.    case TYPE_CONST:
  2411.       params[0] = INT_TO_FIXED(d->offset);
  2412.       break;
  2413.  
  2414.    case TYPE_FLOAT_4:
  2415.    case TYPE_FLOATN_4:
  2416.       params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
  2417.    case TYPE_FLOAT_3:
  2418.    case TYPE_FLOATN_3:
  2419.       params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
  2420.    case TYPE_FLOAT_2:
  2421.    case TYPE_FLOATN_2:
  2422.       params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
  2423.    case TYPE_FLOAT:
  2424.    case TYPE_FLOATN:
  2425.       params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
  2426.       break;
  2427.  
  2428.    case TYPE_DOUBLEN:
  2429.       params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
  2430.       break;
  2431.  
  2432.    case TYPE_INT_4:
  2433.       params[3] = INT_TO_FIXED(((GLint *) p)[3]);
  2434.    case TYPE_INT_3:
  2435.       params[2] = INT_TO_FIXED(((GLint *) p)[2]);
  2436.    case TYPE_INT_2:
  2437.    case TYPE_ENUM_2:
  2438.       params[1] = INT_TO_FIXED(((GLint *) p)[1]);
  2439.    case TYPE_INT:
  2440.    case TYPE_ENUM:
  2441.       params[0] = INT_TO_FIXED(((GLint *) p)[0]);
  2442.       break;
  2443.  
  2444.    case TYPE_INT_N:
  2445.       for (i = 0; i < v.value_int_n.n; i++)
  2446.          params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
  2447.       break;
  2448.  
  2449.    case TYPE_INT64:
  2450.       params[0] = ((GLint64 *) p)[0];
  2451.       break;
  2452.  
  2453.    case TYPE_BOOLEAN:
  2454.       params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
  2455.       break;           
  2456.  
  2457.    case TYPE_MATRIX:
  2458.       m = *(GLmatrix **) p;
  2459.       for (i = 0; i < 16; i++)
  2460.          params[i] = FLOAT_TO_FIXED(m->m[i]);
  2461.       break;
  2462.  
  2463.    case TYPE_MATRIX_T:
  2464.       m = *(GLmatrix **) p;
  2465.       for (i = 0; i < 16; i++)
  2466.          params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
  2467.       break;
  2468.  
  2469.    case TYPE_BIT_0:
  2470.    case TYPE_BIT_1:
  2471.    case TYPE_BIT_2:
  2472.    case TYPE_BIT_3:
  2473.    case TYPE_BIT_4:
  2474.    case TYPE_BIT_5:
  2475.       shift = d->type - TYPE_BIT_0;
  2476.       params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
  2477.       break;
  2478.    }
  2479. }
  2480. #endif
  2481.