#!/usr/bin/env python # Mesa 3-D graphics library # # Copyright (C) 1999-2006 Brian Paul All Rights Reserved. # # Permission is hereby granted, free of charge, to any person obtaining a # copy of this software and associated documentation files (the "Software"), # to deal in the Software without restriction, including without limitation # the rights to use, copy, modify, merge, publish, distribute, sublicense, # and/or sell copies of the Software, and to permit persons to whom the # Software is furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included # in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS # OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL # BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN # AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN # CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # This script is used to generate the get.c file: # python get_gen.py > get.c import string import sys GLint = 1 GLenum = 2 GLfloat = 3 GLdouble = 4 GLboolean = 5 GLfloatN = 6 # A normalized value, such as a color or depth range TypeStrings = { GLint : "GLint", GLenum : "GLenum", GLfloat : "GLfloat", GLdouble : "GLdouble", GLboolean : "GLboolean" } # Each entry is a tuple of: # - the GL state name, such as GL_CURRENT_COLOR # - the state datatype, one of GLint, GLfloat, GLboolean or GLenum # - list of code fragments to get the state, such as ["ctx->Foo.Bar"] # - optional extra code or empty string # - optional extensions to check, or None # # Present in ES 1.x and 2.x: StateVars_common = [ ( "GL_ALPHA_BITS", GLint, ["ctx->DrawBuffer->Visual.alphaBits"], "", None ), ( "GL_BLEND", GLboolean, ["ctx->Color.BlendEnabled"], "", None ), ( "GL_BLEND_SRC", GLenum, ["ctx->Color.BlendSrcRGB"], "", None ), ( "GL_BLUE_BITS", GLint, ["ctx->DrawBuffer->Visual.blueBits"], "", None ), ( "GL_COLOR_CLEAR_VALUE", GLfloatN, [ "ctx->Color.ClearColor[0]", "ctx->Color.ClearColor[1]", "ctx->Color.ClearColor[2]", "ctx->Color.ClearColor[3]" ], "", None ), ( "GL_COLOR_WRITEMASK", GLint, [ "ctx->Color.ColorMask[RCOMP] ? 1 : 0", "ctx->Color.ColorMask[GCOMP] ? 1 : 0", "ctx->Color.ColorMask[BCOMP] ? 1 : 0", "ctx->Color.ColorMask[ACOMP] ? 1 : 0" ], "", None ), ( "GL_CULL_FACE", GLboolean, ["ctx->Polygon.CullFlag"], "", None ), ( "GL_CULL_FACE_MODE", GLenum, ["ctx->Polygon.CullFaceMode"], "", None ), ( "GL_DEPTH_BITS", GLint, ["ctx->DrawBuffer->Visual.depthBits"], "", None ), ( "GL_DEPTH_CLEAR_VALUE", GLfloatN, ["ctx->Depth.Clear"], "", None ), ( "GL_DEPTH_FUNC", GLenum, ["ctx->Depth.Func"], "", None ), ( "GL_DEPTH_RANGE", GLfloatN, [ "ctx->Viewport.Near", "ctx->Viewport.Far" ], "", None ), ( "GL_DEPTH_TEST", GLboolean, ["ctx->Depth.Test"], "", None ), ( "GL_DEPTH_WRITEMASK", GLboolean, ["ctx->Depth.Mask"], "", None ), ( "GL_DITHER", GLboolean, ["ctx->Color.DitherFlag"], "", None ), ( "GL_FRONT_FACE", GLenum, ["ctx->Polygon.FrontFace"], "", None ), ( "GL_GREEN_BITS", GLint, ["ctx->DrawBuffer->Visual.greenBits"], "", None ), ( "GL_LINE_WIDTH", GLfloat, ["ctx->Line.Width"], "", None ), ( "GL_ALIASED_LINE_WIDTH_RANGE", GLfloat, ["ctx->Const.MinLineWidth", "ctx->Const.MaxLineWidth"], "", None ), ( "GL_MAX_ELEMENTS_INDICES", GLint, ["ctx->Const.MaxArrayLockSize"], "", None ), ( "GL_MAX_ELEMENTS_VERTICES", GLint, ["ctx->Const.MaxArrayLockSize"], "", None ), ( "GL_MAX_TEXTURE_SIZE", GLint, ["1 << (ctx->Const.MaxTextureLevels - 1)"], "", None ), ( "GL_MAX_VIEWPORT_DIMS", GLint, ["ctx->Const.MaxViewportWidth", "ctx->Const.MaxViewportHeight"], "", None ), ( "GL_PACK_ALIGNMENT", GLint, ["ctx->Pack.Alignment"], "", None ), ( "GL_ALIASED_POINT_SIZE_RANGE", GLfloat, ["ctx->Const.MinPointSize", "ctx->Const.MaxPointSize"], "", None ), ( "GL_POLYGON_OFFSET_FACTOR", GLfloat, ["ctx->Polygon.OffsetFactor "], "", None ), ( "GL_POLYGON_OFFSET_UNITS", GLfloat, ["ctx->Polygon.OffsetUnits "], "", None ), ( "GL_RED_BITS", GLint, ["ctx->DrawBuffer->Visual.redBits"], "", None ), ( "GL_SCISSOR_BOX", GLint, ["ctx->Scissor.X", "ctx->Scissor.Y", "ctx->Scissor.Width", "ctx->Scissor.Height"], "", None ), ( "GL_SCISSOR_TEST", GLboolean, ["ctx->Scissor.Enabled"], "", None ), ( "GL_STENCIL_BITS", GLint, ["ctx->DrawBuffer->Visual.stencilBits"], "", None ), ( "GL_STENCIL_CLEAR_VALUE", GLint, ["ctx->Stencil.Clear"], "", None ), ( "GL_STENCIL_FAIL", GLenum, ["ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_FUNC", GLenum, ["ctx->Stencil.Function[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_PASS_DEPTH_FAIL", GLenum, ["ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_PASS_DEPTH_PASS", GLenum, ["ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_REF", GLint, ["ctx->Stencil.Ref[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_TEST", GLboolean, ["ctx->Stencil.Enabled"], "", None ), ( "GL_STENCIL_VALUE_MASK", GLint, ["ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_STENCIL_WRITEMASK", GLint, ["ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]"], "", None ), ( "GL_SUBPIXEL_BITS", GLint, ["ctx->Const.SubPixelBits"], "", None ), ( "GL_TEXTURE_BINDING_2D", GLint, ["ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_2D_INDEX]->Name"], "", None ), ( "GL_UNPACK_ALIGNMENT", GLint, ["ctx->Unpack.Alignment"], "", None ), ( "GL_VIEWPORT", GLint, [ "ctx->Viewport.X", "ctx->Viewport.Y", "ctx->Viewport.Width", "ctx->Viewport.Height" ], "", None ), # GL_ARB_multitexture ( "GL_ACTIVE_TEXTURE_ARB", GLint, [ "GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit"], "", ["ARB_multitexture"] ), # Note that all the OES_* extensions require that the Mesa # "struct gl_extensions" include a member with the name of # the extension. That structure does not yet include OES # extensions (and we're not sure whether it will). If # it does, all the OES_* extensions below should mark the # dependency. # OES_texture_cube_map ( "GL_TEXTURE_BINDING_CUBE_MAP_ARB", GLint, ["ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_CUBE_INDEX]->Name"], "", None), ( "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB", GLint, ["(1 << (ctx->Const.MaxCubeTextureLevels - 1))"], "", None), # OES_blend_subtract ( "GL_BLEND_SRC_RGB_EXT", GLenum, ["ctx->Color.BlendSrcRGB"], "", None), ( "GL_BLEND_DST_RGB_EXT", GLenum, ["ctx->Color.BlendDstRGB"], "", None), ( "GL_BLEND_SRC_ALPHA_EXT", GLenum, ["ctx->Color.BlendSrcA"], "", None), ( "GL_BLEND_DST_ALPHA_EXT", GLenum, ["ctx->Color.BlendDstA"], "", None), # GL_BLEND_EQUATION_RGB, which is what we're really after, # is defined identically to GL_BLEND_EQUATION. ( "GL_BLEND_EQUATION", GLenum, ["ctx->Color.BlendEquationRGB "], "", None), ( "GL_BLEND_EQUATION_ALPHA_EXT", GLenum, ["ctx->Color.BlendEquationA "], "", None), # GL_ARB_texture_compression */ # ( "GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB", GLint, # ["_mesa_get_compressed_formats(ctx, NULL, GL_FALSE)"], # "", ["ARB_texture_compression"] ), # ( "GL_COMPRESSED_TEXTURE_FORMATS_ARB", GLenum, # [], # """GLint formats[100]; # GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE); # ASSERT(n <= 100); # for (i = 0; i < n; i++) # params[i] = ENUM_TO_INT(formats[i]);""", # ["ARB_texture_compression"] ), # GL_ARB_multisample ( "GL_SAMPLE_ALPHA_TO_COVERAGE_ARB", GLboolean, ["ctx->Multisample.SampleAlphaToCoverage"], "", ["ARB_multisample"] ), ( "GL_SAMPLE_COVERAGE_ARB", GLboolean, ["ctx->Multisample.SampleCoverage"], "", ["ARB_multisample"] ), ( "GL_SAMPLE_COVERAGE_VALUE_ARB", GLfloat, ["ctx->Multisample.SampleCoverageValue"], "", ["ARB_multisample"] ), ( "GL_SAMPLE_COVERAGE_INVERT_ARB", GLboolean, ["ctx->Multisample.SampleCoverageInvert"], "", ["ARB_multisample"] ), ( "GL_SAMPLE_BUFFERS_ARB", GLint, ["ctx->DrawBuffer->Visual.sampleBuffers"], "", ["ARB_multisample"] ), ( "GL_SAMPLES_ARB", GLint, ["ctx->DrawBuffer->Visual.samples"], "", ["ARB_multisample"] ), # GL_SGIS_generate_mipmap ( "GL_GENERATE_MIPMAP_HINT_SGIS", GLenum, ["ctx->Hint.GenerateMipmap"], "", ["SGIS_generate_mipmap"] ), # GL_ARB_vertex_buffer_object ( "GL_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ArrayBufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), # GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB - not supported ( "GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ElementArrayBufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), # GL_OES_read_format ( "GL_IMPLEMENTATION_COLOR_READ_TYPE_OES", GLint, ["ctx->Const.ColorReadType"], "", None), ( "GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES", GLint, ["ctx->Const.ColorReadFormat"], "", None), # GL_OES_framebuffer_object ( "GL_FRAMEBUFFER_BINDING_EXT", GLint, ["ctx->DrawBuffer->Name"], "", None), ( "GL_RENDERBUFFER_BINDING_EXT", GLint, ["ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0"], "", None), ( "GL_MAX_RENDERBUFFER_SIZE_EXT", GLint, ["ctx->Const.MaxRenderbufferSize"], "", None), # OpenGL ES 1/2 special: ( "GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB", GLint, [ "ARRAY_SIZE(compressed_formats)" ], "", None ), ("GL_COMPRESSED_TEXTURE_FORMATS_ARB", GLint, [], """ int i; for (i = 0; i < ARRAY_SIZE(compressed_formats); i++) { params[i] = compressed_formats[i]; }""", None ), ( "GL_POLYGON_OFFSET_FILL", GLboolean, ["ctx->Polygon.OffsetFill"], "", None ), ] # Only present in ES 1.x: StateVars_es1 = [ ( "GL_MAX_LIGHTS", GLint, ["ctx->Const.MaxLights"], "", None ), ( "GL_LIGHT0", GLboolean, ["ctx->Light.Light[0].Enabled"], "", None ), ( "GL_LIGHT1", GLboolean, ["ctx->Light.Light[1].Enabled"], "", None ), ( "GL_LIGHT2", GLboolean, ["ctx->Light.Light[2].Enabled"], "", None ), ( "GL_LIGHT3", GLboolean, ["ctx->Light.Light[3].Enabled"], "", None ), ( "GL_LIGHT4", GLboolean, ["ctx->Light.Light[4].Enabled"], "", None ), ( "GL_LIGHT5", GLboolean, ["ctx->Light.Light[5].Enabled"], "", None ), ( "GL_LIGHT6", GLboolean, ["ctx->Light.Light[6].Enabled"], "", None ), ( "GL_LIGHT7", GLboolean, ["ctx->Light.Light[7].Enabled"], "", None ), ( "GL_LIGHTING", GLboolean, ["ctx->Light.Enabled"], "", None ), ( "GL_LIGHT_MODEL_AMBIENT", GLfloatN, ["ctx->Light.Model.Ambient[0]", "ctx->Light.Model.Ambient[1]", "ctx->Light.Model.Ambient[2]", "ctx->Light.Model.Ambient[3]"], "", None ), ( "GL_LIGHT_MODEL_TWO_SIDE", GLboolean, ["ctx->Light.Model.TwoSide"], "", None ), ( "GL_ALPHA_TEST", GLboolean, ["ctx->Color.AlphaEnabled"], "", None ), ( "GL_ALPHA_TEST_FUNC", GLenum, ["ctx->Color.AlphaFunc"], "", None ), ( "GL_ALPHA_TEST_REF", GLfloatN, ["ctx->Color.AlphaRef"], "", None ), ( "GL_BLEND_DST", GLenum, ["ctx->Color.BlendDstRGB"], "", None ), ( "GL_MAX_CLIP_PLANES", GLint, ["ctx->Const.MaxClipPlanes"], "", None ), ( "GL_CLIP_PLANE0", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 0) & 1" ], "", None ), ( "GL_CLIP_PLANE1", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 1) & 1" ], "", None ), ( "GL_CLIP_PLANE2", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 2) & 1" ], "", None ), ( "GL_CLIP_PLANE3", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 3) & 1" ], "", None ), ( "GL_CLIP_PLANE4", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 4) & 1" ], "", None ), ( "GL_CLIP_PLANE5", GLboolean, [ "(ctx->Transform.ClipPlanesEnabled >> 5) & 1" ], "", None ), ( "GL_COLOR_MATERIAL", GLboolean, ["ctx->Light.ColorMaterialEnabled"], "", None ), ( "GL_CURRENT_COLOR", GLfloatN, [ "ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]", "ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]", "ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]", "ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]" ], "FLUSH_CURRENT(ctx, 0);", None ), ( "GL_CURRENT_NORMAL", GLfloatN, [ "ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]", "ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]", "ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]"], "FLUSH_CURRENT(ctx, 0);", None ), ( "GL_CURRENT_TEXTURE_COORDS", GLfloat, ["ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]", "ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]", "ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]", "ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]"], "const GLuint texUnit = ctx->Texture.CurrentUnit;", None ), ( "GL_DISTANCE_ATTENUATION_EXT", GLfloat, ["ctx->Point.Params[0]", "ctx->Point.Params[1]", "ctx->Point.Params[2]"], "", None ), ( "GL_FOG", GLboolean, ["ctx->Fog.Enabled"], "", None ), ( "GL_FOG_COLOR", GLfloatN, [ "ctx->Fog.Color[0]", "ctx->Fog.Color[1]", "ctx->Fog.Color[2]", "ctx->Fog.Color[3]" ], "", None ), ( "GL_FOG_DENSITY", GLfloat, ["ctx->Fog.Density"], "", None ), ( "GL_FOG_END", GLfloat, ["ctx->Fog.End"], "", None ), ( "GL_FOG_HINT", GLenum, ["ctx->Hint.Fog"], "", None ), ( "GL_FOG_MODE", GLenum, ["ctx->Fog.Mode"], "", None ), ( "GL_FOG_START", GLfloat, ["ctx->Fog.Start"], "", None ), ( "GL_LINE_SMOOTH", GLboolean, ["ctx->Line.SmoothFlag"], "", None ), ( "GL_LINE_SMOOTH_HINT", GLenum, ["ctx->Hint.LineSmooth"], "", None ), ( "GL_LINE_WIDTH_RANGE", GLfloat, ["ctx->Const.MinLineWidthAA", "ctx->Const.MaxLineWidthAA"], "", None ), ( "GL_COLOR_LOGIC_OP", GLboolean, ["ctx->Color.ColorLogicOpEnabled"], "", None ), ( "GL_LOGIC_OP_MODE", GLenum, ["ctx->Color.LogicOp"], "", None ), ( "GL_MATRIX_MODE", GLenum, ["ctx->Transform.MatrixMode"], "", None ), ( "GL_MAX_MODELVIEW_STACK_DEPTH", GLint, ["MAX_MODELVIEW_STACK_DEPTH"], "", None ), ( "GL_MAX_PROJECTION_STACK_DEPTH", GLint, ["MAX_PROJECTION_STACK_DEPTH"], "", None ), ( "GL_MAX_TEXTURE_STACK_DEPTH", GLint, ["MAX_TEXTURE_STACK_DEPTH"], "", None ), ( "GL_MODELVIEW_MATRIX", GLfloat, [ "matrix[0]", "matrix[1]", "matrix[2]", "matrix[3]", "matrix[4]", "matrix[5]", "matrix[6]", "matrix[7]", "matrix[8]", "matrix[9]", "matrix[10]", "matrix[11]", "matrix[12]", "matrix[13]", "matrix[14]", "matrix[15]" ], "const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;", None ), ( "GL_MODELVIEW_STACK_DEPTH", GLint, ["ctx->ModelviewMatrixStack.Depth + 1"], "", None ), ( "GL_NORMALIZE", GLboolean, ["ctx->Transform.Normalize"], "", None ), ( "GL_PACK_SKIP_IMAGES_EXT", GLint, ["ctx->Pack.SkipImages"], "", None ), ( "GL_PERSPECTIVE_CORRECTION_HINT", GLenum, ["ctx->Hint.PerspectiveCorrection"], "", None ), ( "GL_POINT_SIZE", GLfloat, ["ctx->Point.Size"], "", None ), ( "GL_POINT_SIZE_RANGE", GLfloat, ["ctx->Const.MinPointSizeAA", "ctx->Const.MaxPointSizeAA"], "", None ), ( "GL_POINT_SMOOTH", GLboolean, ["ctx->Point.SmoothFlag"], "", None ), ( "GL_POINT_SMOOTH_HINT", GLenum, ["ctx->Hint.PointSmooth"], "", None ), ( "GL_POINT_SIZE_MIN_EXT", GLfloat, ["ctx->Point.MinSize"], "", None ), ( "GL_POINT_SIZE_MAX_EXT", GLfloat, ["ctx->Point.MaxSize"], "", None ), ( "GL_POINT_FADE_THRESHOLD_SIZE_EXT", GLfloat, ["ctx->Point.Threshold"], "", None ), ( "GL_PROJECTION_MATRIX", GLfloat, [ "matrix[0]", "matrix[1]", "matrix[2]", "matrix[3]", "matrix[4]", "matrix[5]", "matrix[6]", "matrix[7]", "matrix[8]", "matrix[9]", "matrix[10]", "matrix[11]", "matrix[12]", "matrix[13]", "matrix[14]", "matrix[15]" ], "const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;", None ), ( "GL_PROJECTION_STACK_DEPTH", GLint, ["ctx->ProjectionMatrixStack.Depth + 1"], "", None ), ( "GL_RESCALE_NORMAL", GLboolean, ["ctx->Transform.RescaleNormals"], "", None ), ( "GL_SHADE_MODEL", GLenum, ["ctx->Light.ShadeModel"], "", None ), ( "GL_TEXTURE_2D", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_2D)"], "", None ), ( "GL_TEXTURE_MATRIX", GLfloat, ["matrix[0]", "matrix[1]", "matrix[2]", "matrix[3]", "matrix[4]", "matrix[5]", "matrix[6]", "matrix[7]", "matrix[8]", "matrix[9]", "matrix[10]", "matrix[11]", "matrix[12]", "matrix[13]", "matrix[14]", "matrix[15]" ], "const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;", None ), ( "GL_TEXTURE_STACK_DEPTH", GLint, ["ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1"], "", None ), ( "GL_VERTEX_ARRAY", GLboolean, ["ctx->Array.ArrayObj->Vertex.Enabled"], "", None ), ( "GL_VERTEX_ARRAY_SIZE", GLint, ["ctx->Array.ArrayObj->Vertex.Size"], "", None ), ( "GL_VERTEX_ARRAY_TYPE", GLenum, ["ctx->Array.ArrayObj->Vertex.Type"], "", None ), ( "GL_VERTEX_ARRAY_STRIDE", GLint, ["ctx->Array.ArrayObj->Vertex.Stride"], "", None ), ( "GL_NORMAL_ARRAY", GLenum, ["ctx->Array.ArrayObj->Normal.Enabled"], "", None ), ( "GL_NORMAL_ARRAY_TYPE", GLenum, ["ctx->Array.ArrayObj->Normal.Type"], "", None ), ( "GL_NORMAL_ARRAY_STRIDE", GLint, ["ctx->Array.ArrayObj->Normal.Stride"], "", None ), ( "GL_COLOR_ARRAY", GLboolean, ["ctx->Array.ArrayObj->Color.Enabled"], "", None ), ( "GL_COLOR_ARRAY_SIZE", GLint, ["ctx->Array.ArrayObj->Color.Size"], "", None ), ( "GL_COLOR_ARRAY_TYPE", GLenum, ["ctx->Array.ArrayObj->Color.Type"], "", None ), ( "GL_COLOR_ARRAY_STRIDE", GLint, ["ctx->Array.ArrayObj->Color.Stride"], "", None ), ( "GL_TEXTURE_COORD_ARRAY", GLboolean, ["ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled"], "", None ), ( "GL_TEXTURE_COORD_ARRAY_SIZE", GLint, ["ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size"], "", None ), ( "GL_TEXTURE_COORD_ARRAY_TYPE", GLenum, ["ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type"], "", None ), ( "GL_TEXTURE_COORD_ARRAY_STRIDE", GLint, ["ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride"], "", None ), # GL_ARB_multitexture ( "GL_MAX_TEXTURE_UNITS_ARB", GLint, ["ctx->Const.MaxTextureUnits"], "", ["ARB_multitexture"] ), ( "GL_CLIENT_ACTIVE_TEXTURE_ARB", GLint, ["GL_TEXTURE0_ARB + ctx->Array.ActiveTexture"], "", ["ARB_multitexture"] ), # OES_texture_cube_map ( "GL_TEXTURE_CUBE_MAP_ARB", GLboolean, ["_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB)"], "", None), ( "GL_TEXTURE_GEN_S", GLboolean, ["((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0)"], "", None), ( "GL_TEXTURE_GEN_T", GLboolean, ["((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0)"], "", None), ( "GL_TEXTURE_GEN_R", GLboolean, ["((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0)"], "", None), # ARB_multisample ( "GL_MULTISAMPLE_ARB", GLboolean, ["ctx->Multisample.Enabled"], "", ["ARB_multisample"] ), ( "GL_SAMPLE_ALPHA_TO_ONE_ARB", GLboolean, ["ctx->Multisample.SampleAlphaToOne"], "", ["ARB_multisample"] ), ( "GL_VERTEX_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ArrayObj->Vertex.BufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), ( "GL_NORMAL_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ArrayObj->Normal.BufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), ( "GL_COLOR_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ArrayObj->Color.BufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), ( "GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB", GLint, ["ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name"], "", ["ARB_vertex_buffer_object"] ), # OES_point_sprite ( "GL_POINT_SPRITE_NV", GLboolean, ["ctx->Point.PointSprite"], # == GL_POINT_SPRITE_ARB "", None), # GL_ARB_fragment_shader ( "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", GLint, ["ctx->Const.FragmentProgram.MaxUniformComponents"], "", ["ARB_fragment_shader"] ), # GL_ARB_vertex_shader ( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB", GLint, ["ctx->Const.VertexProgram.MaxUniformComponents"], "", ["ARB_vertex_shader"] ), ( "GL_MAX_VARYING_FLOATS_ARB", GLint, ["ctx->Const.MaxVarying * 4"], "", ["ARB_vertex_shader"] ), # OES_matrix_get ( "GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES", GLint, [], """ /* See GL_OES_matrix_get */ { const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m; memcpy(params, matrix, 16 * sizeof(GLint)); }""", None), ( "GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES", GLint, [], """ /* See GL_OES_matrix_get */ { const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m; memcpy(params, matrix, 16 * sizeof(GLint)); }""", None), ( "GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES", GLint, [], """ /* See GL_OES_matrix_get */ { const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m; memcpy(params, matrix, 16 * sizeof(GLint)); }""", None), # OES_point_size_array ("GL_POINT_SIZE_ARRAY_OES", GLboolean, ["ctx->Array.ArrayObj->PointSize.Enabled"], "", None), ("GL_POINT_SIZE_ARRAY_TYPE_OES", GLenum, ["ctx->Array.ArrayObj->PointSize.Type"], "", None), ("GL_POINT_SIZE_ARRAY_STRIDE_OES", GLint, ["ctx->Array.ArrayObj->PointSize.Stride"], "", None), ("GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES", GLint, ["ctx->Array.ArrayObj->PointSize.BufferObj->Name"], "", None), # GL_EXT_texture_filter_anisotropic ( "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT", GLfloat, ["ctx->Const.MaxTextureMaxAnisotropy"], "", ["EXT_texture_filter_anisotropic"]), ] # Only present in ES 2.x: StateVars_es2 = [ # XXX These entries are not spec'ed for GLES 2, but are # needed for Mesa's GLSL: ( "GL_MAX_LIGHTS", GLint, ["ctx->Const.MaxLights"], "", None ), ( "GL_MAX_CLIP_PLANES", GLint, ["ctx->Const.MaxClipPlanes"], "", None ), ( "GL_MAX_TEXTURE_COORDS_ARB", GLint, # == GL_MAX_TEXTURE_COORDS_NV ["ctx->Const.MaxTextureCoordUnits"], "", ["ARB_fragment_program", "NV_fragment_program"] ), ( "GL_MAX_DRAW_BUFFERS_ARB", GLint, ["ctx->Const.MaxDrawBuffers"], "", ["ARB_draw_buffers"] ), ( "GL_BLEND_COLOR_EXT", GLfloatN, [ "ctx->Color.BlendColor[0]", "ctx->Color.BlendColor[1]", "ctx->Color.BlendColor[2]", "ctx->Color.BlendColor[3]"], "", None ), # This is required for GLES2, but also needed for GLSL: ( "GL_MAX_TEXTURE_IMAGE_UNITS_ARB", GLint, # == GL_MAX_TEXTURE_IMAGE_UNI ["ctx->Const.MaxTextureImageUnits"], "", ["ARB_fragment_program", "NV_fragment_program"] ), ( "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB", GLint, ["ctx->Const.MaxVertexTextureImageUnits"], "", ["ARB_vertex_shader"] ), ( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB", GLint, ["MAX_COMBINED_TEXTURE_IMAGE_UNITS"], "", ["ARB_vertex_shader"] ), # GL_ARB_shader_objects # Actually, this token isn't part of GL_ARB_shader_objects, but is # close enough for now. ( "GL_CURRENT_PROGRAM", GLint, ["ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0"], "", ["ARB_shader_objects"] ), # OpenGL 2.0 ( "GL_STENCIL_BACK_FUNC", GLenum, ["ctx->Stencil.Function[1]"], "", None ), ( "GL_STENCIL_BACK_VALUE_MASK", GLint, ["ctx->Stencil.ValueMask[1]"], "", None ), ( "GL_STENCIL_BACK_WRITEMASK", GLint, ["ctx->Stencil.WriteMask[1]"], "", None ), ( "GL_STENCIL_BACK_REF", GLint, ["ctx->Stencil.Ref[1]"], "", None ), ( "GL_STENCIL_BACK_FAIL", GLenum, ["ctx->Stencil.FailFunc[1]"], "", None ), ( "GL_STENCIL_BACK_PASS_DEPTH_FAIL", GLenum, ["ctx->Stencil.ZFailFunc[1]"], "", None ), ( "GL_STENCIL_BACK_PASS_DEPTH_PASS", GLenum, ["ctx->Stencil.ZPassFunc[1]"], "", None ), ( "GL_MAX_VERTEX_ATTRIBS_ARB", GLint, ["ctx->Const.VertexProgram.MaxAttribs"], "", ["ARB_vertex_program"] ), # OES_texture_3D ( "GL_TEXTURE_BINDING_3D", GLint, ["ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_3D_INDEX]->Name"], "", None), ( "GL_MAX_3D_TEXTURE_SIZE", GLint, ["1 << (ctx->Const.Max3DTextureLevels - 1)"], "", None), # OES_standard_derivatives ( "GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB", GLenum, ["ctx->Hint.FragmentShaderDerivative"], "", ["ARB_fragment_shader"] ), # Unique to ES 2 (not in full GL) ( "GL_MAX_FRAGMENT_UNIFORM_VECTORS", GLint, ["ctx->Const.FragmentProgram.MaxUniformComponents / 4"], "", None), ( "GL_MAX_VARYING_VECTORS", GLint, ["ctx->Const.MaxVarying"], "", None), ( "GL_MAX_VERTEX_UNIFORM_VECTORS", GLint, ["ctx->Const.VertexProgram.MaxUniformComponents / 4"], "", None), ( "GL_SHADER_COMPILER", GLint, ["1"], "", None), # OES_get_program_binary ( "GL_NUM_SHADER_BINARY_FORMATS", GLint, ["0"], "", None), ( "GL_SHADER_BINARY_FORMATS", GLint, [], "", None), ] def ConversionFunc(fromType, toType): """Return the name of the macro to convert between two data types.""" if fromType == toType: return "" elif fromType == GLfloat and toType == GLint: return "IROUND" elif fromType == GLfloatN and toType == GLfloat: return "" elif fromType == GLint and toType == GLfloat: # but not GLfloatN! return "(GLfloat)" else: if fromType == GLfloatN: fromType = GLfloat fromStr = TypeStrings[fromType] fromStr = string.upper(fromStr[2:]) toStr = TypeStrings[toType] toStr = string.upper(toStr[2:]) return fromStr + "_TO_" + toStr def EmitGetFunction(stateVars, returnType): """Emit the code to implement glGetBooleanv, glGetIntegerv or glGetFloatv.""" assert (returnType == GLboolean or returnType == GLint or returnType == GLfloat) strType = TypeStrings[returnType] # Capitalize first letter of return type if returnType == GLint: function = "_mesa_GetIntegerv" elif returnType == GLboolean: function = "_mesa_GetBooleanv" elif returnType == GLfloat: function = "_mesa_GetFloatv" else: abort() print "void GLAPIENTRY" print "%s( GLenum pname, %s *params )" % (function, strType) print "{" print " GET_CURRENT_CONTEXT(ctx);" print " ASSERT_OUTSIDE_BEGIN_END(ctx);" print "" print " if (!params)" print " return;" print "" print " if (ctx->NewState)" print " _mesa_update_state(ctx);" print "" print " switch (pname) {" for (name, varType, state, optionalCode, extensions) in stateVars: print " case " + name + ":" if extensions: if len(extensions) == 1: print (' CHECK_EXT1(%s, "%s");' % (extensions[0], function)) elif len(extensions) == 2: print (' CHECK_EXT2(%s, %s, "%s");' % (extensions[0], extensions[1], function)) elif len(extensions) == 3: print (' CHECK_EXT3(%s, %s, %s, "%s");' % (extensions[0], extensions[1], extensions[2], function)) else: assert len(extensions) == 4 print (' CHECK_EXT4(%s, %s, %s, %s, "%s");' % (extensions[0], extensions[1], extensions[2], extensions[3], function)) if optionalCode: print " {" print " " + optionalCode conversion = ConversionFunc(varType, returnType) n = len(state) for i in range(n): if conversion: print " params[%d] = %s(%s);" % (i, conversion, state[i]) else: print " params[%d] = %s;" % (i, state[i]) if optionalCode: print " }" print " break;" print " default:" print ' _mesa_error(ctx, GL_INVALID_ENUM, "gl%s(pname=0x%%x)", pname);' % function print " }" print "}" print "" return def EmitHeader(): """Print the get.c file header.""" print """ /*** *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py ***/ #include "main/glheader.h" #include "main/context.h" #include "main/enable.h" #include "main/extensions.h" #include "main/fbobject.h" #include "main/get.h" #include "main/macros.h" #include "main/mtypes.h" #include "main/state.h" #include "main/texcompress.h" /* ES1 tokens that should be in gl.h but aren't */ #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_MAX_ELEMENTS_VERTICES 0x80E8 /* ES2 special tokens */ #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_SHADER_COMPILER 0x8DFA #define GL_PLATFORM_BINARY 0x8D63 #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #ifndef GL_OES_matrix_get #define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES 0x898D #define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES 0x898E #define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES 0x898F #endif #ifndef GL_OES_compressed_paletted_texture #define GL_PALETTE4_RGB8_OES 0x8B90 #define GL_PALETTE4_RGBA8_OES 0x8B91 #define GL_PALETTE4_R5_G6_B5_OES 0x8B92 #define GL_PALETTE4_RGBA4_OES 0x8B93 #define GL_PALETTE4_RGB5_A1_OES 0x8B94 #define GL_PALETTE8_RGB8_OES 0x8B95 #define GL_PALETTE8_RGBA8_OES 0x8B96 #define GL_PALETTE8_R5_G6_B5_OES 0x8B97 #define GL_PALETTE8_RGBA4_OES 0x8B98 #define GL_PALETTE8_RGB5_A1_OES 0x8B99 #endif #define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE ) #define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) #define BOOLEAN_TO_INT(B) ( (GLint) (B) ) #define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F ) /* * Check if named extension is enabled, if not generate error and return. */ #define CHECK_EXT1(EXT1, FUNC) \\ if (!ctx->Extensions.EXT1) { \\ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \\ return; \\ } /* * Check if either of two extensions is enabled. */ #define CHECK_EXT2(EXT1, EXT2, FUNC) \\ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \\ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \\ return; \\ } /* * Check if either of three extensions is enabled. */ #define CHECK_EXT3(EXT1, EXT2, EXT3, FUNC) \\ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \\ !ctx->Extensions.EXT3) { \\ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \\ return; \\ } /* * Check if either of four extensions is enabled. */ #define CHECK_EXT4(EXT1, EXT2, EXT3, EXT4, FUNC) \\ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \\ !ctx->Extensions.EXT3 && !ctx->Extensions.EXT4) { \\ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \\ return; \\ } /** * List of compressed texture formats supported by ES. */ static GLenum compressed_formats[] = { GL_PALETTE4_RGB8_OES, GL_PALETTE4_RGBA8_OES, GL_PALETTE4_R5_G6_B5_OES, GL_PALETTE4_RGBA4_OES, GL_PALETTE4_RGB5_A1_OES, GL_PALETTE8_RGB8_OES, GL_PALETTE8_RGBA8_OES, GL_PALETTE8_R5_G6_B5_OES, GL_PALETTE8_RGBA4_OES, GL_PALETTE8_RGB5_A1_OES }; #define ARRAY_SIZE(A) (sizeof(A) / sizeof(A[0])) """ return def EmitAll(stateVars): EmitHeader() EmitGetFunction(stateVars, GLboolean) EmitGetFunction(stateVars, GLfloat) EmitGetFunction(stateVars, GLint) def main(args): # Determine whether to generate ES1 or ES2 queries if len(args) > 1 and args[1] == "1": API = 1 elif len(args) > 1 and args[1] == "2": API = 2 else: API = 1 #print "len args = %d API = %d" % (len(args), API) if API == 1: vars = StateVars_common + StateVars_es1 else: vars = StateVars_common + StateVars_es2 EmitAll(vars) main(sys.argv)