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|
#!/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
GLfixed = 7
TypeStrings = {
GLint : "GLint",
GLenum : "GLenum",
GLfloat : "GLfloat",
GLdouble : "GLdouble",
GLboolean : "GLboolean",
GLfixed : "GLfixed"
}
# 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,
["_mesa_get_color_read_type(ctx)"], "", ["OES_read_format"] ),
( "GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES", GLint,
["_mesa_get_color_read_format(ctx)"], "", ["OES_read_format"] ),
# 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_STR_OES", GLboolean,
# S, T, and R are always set at the same time
["((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_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_lod_bias
( "GL_MAX_TEXTURE_LOD_BIAS_EXT", GLfloat,
["ctx->Const.MaxTextureLodBias"], "", ["EXT_texture_lod_bias"]),
# 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 or
returnType == GLfixed)
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"
elif returnType == GLfixed:
function = "_mesa_GetFixedv"
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"
#include "main/framebuffer.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
/* GL_OES_texture_cube_map */
#ifndef GL_OES_texture_cube_map
#define GL_TEXTURE_GEN_STR_OES 0x8D60
#endif
#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
#define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \\
((F) * 65536.0f < INT_MIN) ? INT_MIN : \\
(GLint) ((F) * 65536.0f) )
#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
#define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \\
((I) < SHRT_MIN) ? INT_MIN : \\
(GLint) ((I) * 65536) )
#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
#define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
#define ENUM_TO_FIXED(E) (E)
/*
* 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]))
void GLAPIENTRY
_mesa_GetFixedv( GLenum pname, GLfixed *params );
"""
return
def EmitAll(stateVars, API):
EmitHeader()
EmitGetFunction(stateVars, GLboolean)
EmitGetFunction(stateVars, GLfloat)
EmitGetFunction(stateVars, GLint)
if API == 1:
EmitGetFunction(stateVars, GLfixed)
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, API)
main(sys.argv)
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