get.c revision db61b9ce39bccc43140357652ceb78baaf2aea44
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 "mfeatures.h"
33#include "mtypes.h"
34#include "state.h"
35#include "texcompress.h"
36#include "framebuffer.h"
37
38/* This is a table driven implemetation of the glGet*v() functions.
39 * The basic idea is that most getters just look up an int somewhere
40 * in struct gl_context and then convert it to a bool or float according to
41 * which of glGetIntegerv() glGetBooleanv() etc is being called.
42 * Instead of generating code to do this, we can just record the enum
43 * value and the offset into struct gl_context in an array of structs.  Then
44 * in glGet*(), we lookup the struct for the enum in question, and use
45 * the offset to get the int we need.
46 *
47 * Sometimes we need to look up a float, a boolean, a bit in a
48 * bitfield, a matrix or other types instead, so we need to track the
49 * type of the value in struct gl_context.  And sometimes the value isn't in
50 * struct gl_context but in the drawbuffer, the array object, current texture
51 * unit, or maybe it's a computed value.  So we need to also track
52 * where or how to find the value.  Finally, we sometimes need to
53 * check that one of a number of extensions are enabled, the GL
54 * version or flush or call _mesa_update_state().  This is done by
55 * attaching optional extra information to the value description
56 * struct, it's sort of like an array of opcodes that describe extra
57 * checks or actions.
58 *
59 * Putting all this together we end up with struct value_desc below,
60 * and with a couple of macros to help, the table of struct value_desc
61 * is about as concise as the specification in the old python script.
62 */
63
64#undef CONST
65
66#define FLOAT_TO_BOOLEAN(X)   ( (X) ? GL_TRUE : GL_FALSE )
67#define FLOAT_TO_FIXED(F)     ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \
68                                ((F) * 65536.0f < INT_MIN) ? INT_MIN : \
69                                (GLint) ((F) * 65536.0f) )
70
71#define INT_TO_BOOLEAN(I)     ( (I) ? GL_TRUE : GL_FALSE )
72#define INT_TO_FIXED(I)       ( ((I) > SHRT_MAX) ? INT_MAX : \
73                                ((I) < SHRT_MIN) ? INT_MIN : \
74                                (GLint) ((I) * 65536) )
75
76#define INT64_TO_BOOLEAN(I)   ( (I) ? GL_TRUE : GL_FALSE )
77#define INT64_TO_INT(I)       ( (GLint)((I > INT_MAX) ? INT_MAX : ((I < INT_MIN) ? INT_MIN : (I))) )
78
79#define BOOLEAN_TO_INT(B)     ( (GLint) (B) )
80#define BOOLEAN_TO_INT64(B)   ( (GLint64) (B) )
81#define BOOLEAN_TO_FLOAT(B)   ( (B) ? 1.0F : 0.0F )
82#define BOOLEAN_TO_FIXED(B)   ( (GLint) ((B) ? 1 : 0) << 16 )
83
84#define ENUM_TO_INT64(E)      ( (GLint64) (E) )
85#define ENUM_TO_FIXED(E)      (E)
86
87enum value_type {
88   TYPE_INVALID,
89   TYPE_API_MASK,
90   TYPE_INT,
91   TYPE_INT_2,
92   TYPE_INT_3,
93   TYPE_INT_4,
94   TYPE_INT_N,
95   TYPE_INT64,
96   TYPE_ENUM,
97   TYPE_ENUM_2,
98   TYPE_BOOLEAN,
99   TYPE_BIT_0,
100   TYPE_BIT_1,
101   TYPE_BIT_2,
102   TYPE_BIT_3,
103   TYPE_BIT_4,
104   TYPE_BIT_5,
105   TYPE_FLOAT,
106   TYPE_FLOAT_2,
107   TYPE_FLOAT_3,
108   TYPE_FLOAT_4,
109   TYPE_FLOATN,
110   TYPE_FLOATN_2,
111   TYPE_FLOATN_3,
112   TYPE_FLOATN_4,
113   TYPE_DOUBLEN,
114   TYPE_MATRIX,
115   TYPE_MATRIX_T,
116   TYPE_CONST
117};
118
119enum value_location {
120   LOC_BUFFER,
121   LOC_CONTEXT,
122   LOC_ARRAY,
123   LOC_TEXUNIT,
124   LOC_CUSTOM
125};
126
127enum value_extra {
128   EXTRA_END = 0x8000,
129   EXTRA_VERSION_30,
130   EXTRA_VERSION_31,
131   EXTRA_VERSION_32,
132   EXTRA_VERSION_ES2,
133   EXTRA_NEW_BUFFERS,
134   EXTRA_VALID_DRAW_BUFFER,
135   EXTRA_VALID_TEXTURE_UNIT,
136   EXTRA_FLUSH_CURRENT,
137};
138
139#define NO_EXTRA NULL
140#define NO_OFFSET 0
141
142struct value_desc {
143   GLenum pname;
144   GLubyte location;  /**< enum value_location */
145   GLubyte type;      /**< enum value_type */
146   int offset;
147   const int *extra;
148};
149
150union value {
151   GLfloat value_float;
152   GLfloat value_float_4[4];
153   GLmatrix *value_matrix;
154   GLint value_int;
155   GLint value_int_4[4];
156   GLint64 value_int64;
157   GLenum value_enum;
158
159   /* Sigh, see GL_COMPRESSED_TEXTURE_FORMATS_ARB handling */
160   struct {
161      GLint n, ints[100];
162   } value_int_n;
163   GLboolean value_bool;
164};
165
166#define BUFFER_FIELD(field, type) \
167   LOC_BUFFER, type, offsetof(struct gl_framebuffer, field)
168#define CONTEXT_FIELD(field, type) \
169   LOC_CONTEXT, type, offsetof(struct gl_context, field)
170#define ARRAY_FIELD(field, type) \
171   LOC_ARRAY, type, offsetof(struct gl_array_object, field)
172#define CONST(value) \
173   LOC_CONTEXT, TYPE_CONST, value
174
175#define BUFFER_INT(field) BUFFER_FIELD(field, TYPE_INT)
176#define BUFFER_ENUM(field) BUFFER_FIELD(field, TYPE_ENUM)
177#define BUFFER_BOOL(field) BUFFER_FIELD(field, TYPE_BOOLEAN)
178
179#define CONTEXT_INT(field) CONTEXT_FIELD(field, TYPE_INT)
180#define CONTEXT_INT2(field) CONTEXT_FIELD(field, TYPE_INT_2)
181#define CONTEXT_INT64(field) CONTEXT_FIELD(field, TYPE_INT64)
182#define CONTEXT_ENUM(field) CONTEXT_FIELD(field, TYPE_ENUM)
183#define CONTEXT_ENUM2(field) CONTEXT_FIELD(field, TYPE_ENUM_2)
184#define CONTEXT_BOOL(field) CONTEXT_FIELD(field, TYPE_BOOLEAN)
185#define CONTEXT_BIT0(field) CONTEXT_FIELD(field, TYPE_BIT_0)
186#define CONTEXT_BIT1(field) CONTEXT_FIELD(field, TYPE_BIT_1)
187#define CONTEXT_BIT2(field) CONTEXT_FIELD(field, TYPE_BIT_2)
188#define CONTEXT_BIT3(field) CONTEXT_FIELD(field, TYPE_BIT_3)
189#define CONTEXT_BIT4(field) CONTEXT_FIELD(field, TYPE_BIT_4)
190#define CONTEXT_BIT5(field) CONTEXT_FIELD(field, TYPE_BIT_5)
191#define CONTEXT_FLOAT(field) CONTEXT_FIELD(field, TYPE_FLOAT)
192#define CONTEXT_FLOAT2(field) CONTEXT_FIELD(field, TYPE_FLOAT_2)
193#define CONTEXT_FLOAT3(field) CONTEXT_FIELD(field, TYPE_FLOAT_3)
194#define CONTEXT_FLOAT4(field) CONTEXT_FIELD(field, TYPE_FLOAT_4)
195#define CONTEXT_MATRIX(field) CONTEXT_FIELD(field, TYPE_MATRIX)
196#define CONTEXT_MATRIX_T(field) CONTEXT_FIELD(field, TYPE_MATRIX_T)
197
198#define ARRAY_INT(field) ARRAY_FIELD(field, TYPE_INT)
199#define ARRAY_ENUM(field) ARRAY_FIELD(field, TYPE_ENUM)
200#define ARRAY_BOOL(field) ARRAY_FIELD(field, TYPE_BOOLEAN)
201
202#define EXT(f)					\
203   offsetof(struct gl_extensions, f)
204
205#define EXTRA_EXT(e)				\
206   static const int extra_##e[] = {		\
207      EXT(e), EXTRA_END				\
208   }
209
210#define EXTRA_EXT2(e1, e2)			\
211   static const int extra_##e1##_##e2[] = {	\
212      EXT(e1), EXT(e2), EXTRA_END		\
213   }
214
215/* The 'extra' mechanism is a way to specify extra checks (such as
216 * extensions or specific gl versions) or actions (flush current, new
217 * buffers) that we need to do before looking up an enum.  We need to
218 * declare them all up front so we can refer to them in the value_desc
219 * structs below. */
220
221static const int extra_new_buffers[] = {
222   EXTRA_NEW_BUFFERS,
223   EXTRA_END
224};
225
226static const int extra_valid_draw_buffer[] = {
227   EXTRA_VALID_DRAW_BUFFER,
228   EXTRA_END
229};
230
231static const int extra_valid_texture_unit[] = {
232   EXTRA_VALID_TEXTURE_UNIT,
233   EXTRA_END
234};
235
236static const int extra_flush_current_valid_texture_unit[] = {
237   EXTRA_FLUSH_CURRENT,
238   EXTRA_VALID_TEXTURE_UNIT,
239   EXTRA_END
240};
241
242static const int extra_flush_current[] = {
243   EXTRA_FLUSH_CURRENT,
244   EXTRA_END
245};
246
247static const int extra_new_buffers_OES_read_format[] = {
248   EXTRA_NEW_BUFFERS,
249   EXT(OES_read_format),
250   EXTRA_END
251};
252
253static const int extra_EXT_secondary_color_flush_current[] = {
254   EXT(EXT_secondary_color),
255   EXTRA_FLUSH_CURRENT,
256   EXTRA_END
257};
258
259static const int extra_EXT_fog_coord_flush_current[] = {
260   EXT(EXT_fog_coord),
261   EXTRA_FLUSH_CURRENT,
262   EXTRA_END
263};
264
265static const int extra_EXT_texture_integer[] = {
266   EXT(EXT_texture_integer),
267   EXTRA_END
268};
269
270static const int extra_EXT_gpu_shader4[] = {
271   EXT(EXT_gpu_shader4),
272   EXTRA_END
273};
274
275
276EXTRA_EXT(ARB_multitexture);
277EXTRA_EXT(ARB_texture_cube_map);
278EXTRA_EXT(MESA_texture_array);
279EXTRA_EXT2(EXT_secondary_color, ARB_vertex_program);
280EXTRA_EXT(EXT_secondary_color);
281EXTRA_EXT(EXT_fog_coord);
282EXTRA_EXT(EXT_texture_lod_bias);
283EXTRA_EXT(EXT_texture_filter_anisotropic);
284EXTRA_EXT(IBM_rasterpos_clip);
285EXTRA_EXT(NV_point_sprite);
286EXTRA_EXT(SGIS_generate_mipmap);
287EXTRA_EXT(NV_vertex_program);
288EXTRA_EXT(NV_fragment_program);
289EXTRA_EXT(NV_texture_rectangle);
290EXTRA_EXT(EXT_stencil_two_side);
291EXTRA_EXT(NV_light_max_exponent);
292EXTRA_EXT(SGI_texture_color_table);
293EXTRA_EXT(EXT_depth_bounds_test);
294EXTRA_EXT(ARB_depth_clamp);
295EXTRA_EXT(ATI_fragment_shader);
296EXTRA_EXT(EXT_framebuffer_blit);
297EXTRA_EXT(ARB_shader_objects);
298EXTRA_EXT(EXT_provoking_vertex);
299EXTRA_EXT(ARB_fragment_shader);
300EXTRA_EXT(ARB_fragment_program);
301EXTRA_EXT2(ARB_framebuffer_object, EXT_framebuffer_multisample);
302EXTRA_EXT(EXT_framebuffer_object);
303EXTRA_EXT(APPLE_vertex_array_object);
304EXTRA_EXT(ARB_seamless_cube_map);
305EXTRA_EXT(EXT_compiled_vertex_array);
306EXTRA_EXT(ARB_sync);
307EXTRA_EXT(ARB_vertex_shader);
308EXTRA_EXT(EXT_transform_feedback);
309EXTRA_EXT(ARB_transform_feedback2);
310EXTRA_EXT(EXT_pixel_buffer_object);
311EXTRA_EXT(ARB_vertex_program);
312EXTRA_EXT2(NV_point_sprite, ARB_point_sprite);
313EXTRA_EXT2(ARB_fragment_program, NV_fragment_program);
314EXTRA_EXT2(ARB_vertex_program, NV_vertex_program);
315EXTRA_EXT2(ARB_vertex_program, ARB_fragment_program);
316EXTRA_EXT(ARB_vertex_buffer_object);
317EXTRA_EXT(ARB_geometry_shader4);
318EXTRA_EXT(ARB_copy_buffer);
319
320static const int
321extra_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
328static const int
329extra_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
337static const int
338extra_NV_primitive_restart[] = {
339   EXT(NV_primitive_restart),
340   EXTRA_END
341};
342
343static const int extra_version_30[] = { EXTRA_VERSION_30, EXTRA_END };
344static const int extra_version_31[] = { EXTRA_VERSION_31, EXTRA_END };
345static const int extra_version_32[] = { EXTRA_VERSION_32, EXTRA_END };
346
347static const int
348extra_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
368static 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_multitexture */
591   { GL_MAX_TEXTURE_UNITS_ARB,
592     CONTEXT_INT(Const.MaxTextureUnits), extra_ARB_multitexture },
593   { GL_CLIENT_ACTIVE_TEXTURE_ARB,
594     LOC_CUSTOM, TYPE_INT, 0, extra_ARB_multitexture },
595
596   /* GL_ARB_texture_cube_map */
597   { GL_TEXTURE_CUBE_MAP_ARB, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
598   /* S, T, and R are always set at the same time */
599   { GL_TEXTURE_GEN_STR_OES, LOC_TEXUNIT, TYPE_BIT_0,
600     offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
601
602   /* GL_ARB_multisample */
603   { GL_MULTISAMPLE_ARB, CONTEXT_BOOL(Multisample.Enabled), NO_EXTRA },
604   { GL_SAMPLE_ALPHA_TO_ONE_ARB, CONTEXT_BOOL(Multisample.SampleAlphaToOne), NO_EXTRA },
605
606   /* GL_ARB_vertex_buffer_object */
607   { GL_VERTEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
608     offsetof(struct gl_array_object, Vertex.BufferObj), NO_EXTRA },
609   { GL_NORMAL_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
610     offsetof(struct gl_array_object, Normal.BufferObj), NO_EXTRA },
611   { GL_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
612     offsetof(struct gl_array_object, Color.BufferObj), NO_EXTRA },
613   { GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT, NO_OFFSET, NO_EXTRA },
614
615   /* GL_OES_point_sprite */
616   { GL_POINT_SPRITE_NV,
617     CONTEXT_BOOL(Point.PointSprite),
618     extra_NV_point_sprite_ARB_point_sprite },
619
620   /* GL_ARB_fragment_shader */
621   { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
622     CONTEXT_INT(Const.FragmentProgram.MaxUniformComponents),
623     extra_ARB_fragment_shader },
624
625   /* GL_ARB_vertex_shader */
626   { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
627     CONTEXT_INT(Const.VertexProgram.MaxUniformComponents),
628     extra_ARB_vertex_shader },
629   { GL_MAX_VARYING_FLOATS_ARB, LOC_CUSTOM, TYPE_INT, 0,
630     extra_ARB_vertex_shader },
631
632   /* GL_EXT_texture_lod_bias */
633   { GL_MAX_TEXTURE_LOD_BIAS_EXT, CONTEXT_FLOAT(Const.MaxTextureLodBias),
634	 extra_EXT_texture_lod_bias },
635
636   /* GL_EXT_texture_filter_anisotropic */
637   { GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,
638     CONTEXT_FLOAT(Const.MaxTextureMaxAnisotropy),
639     extra_EXT_texture_filter_anisotropic },
640#endif /* FEATURE_GL || FEATURE_ES1 */
641
642#if FEATURE_ES1
643   { 0, 0, TYPE_API_MASK, API_OPENGLES_BIT },
644   /* XXX: OES_matrix_get */
645   { GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES },
646   { GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES },
647   { GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES },
648
649   /* OES_point_size_array */
650   { GL_POINT_SIZE_ARRAY_OES, ARRAY_FIELD(PointSize.Enabled, TYPE_BOOLEAN) },
651   { GL_POINT_SIZE_ARRAY_TYPE_OES, ARRAY_FIELD(PointSize.Type, TYPE_ENUM) },
652   { GL_POINT_SIZE_ARRAY_STRIDE_OES, ARRAY_FIELD(PointSize.Stride, TYPE_INT) },
653   { GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, LOC_CUSTOM, TYPE_INT, 0 },
654#endif /* FEATURE_ES1 */
655
656#if FEATURE_GL || FEATURE_ES2
657   { 0, 0, TYPE_API_MASK, API_OPENGL_BIT | API_OPENGLES2_BIT, NO_EXTRA },
658   /* This entry isn't spec'ed for GLES 2, but is needed for Mesa's GLSL: */
659   { GL_MAX_LIGHTS, CONTEXT_INT(Const.MaxLights), NO_EXTRA },
660   { GL_MAX_TEXTURE_COORDS_ARB, /* == GL_MAX_TEXTURE_COORDS_NV */
661     CONTEXT_INT(Const.MaxTextureCoordUnits),
662     extra_ARB_fragment_program_NV_fragment_program },
663
664   /* GL_ARB_draw_buffers */
665   { GL_MAX_DRAW_BUFFERS_ARB, CONTEXT_INT(Const.MaxDrawBuffers), NO_EXTRA },
666
667   { GL_BLEND_COLOR_EXT, CONTEXT_FIELD(Color.BlendColor[0], TYPE_FLOATN_4), NO_EXTRA },
668   /* GL_ARB_fragment_program */
669   { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, /* == GL_MAX_TEXTURE_IMAGE_UNITS_NV */
670     CONTEXT_INT(Const.MaxTextureImageUnits),
671     extra_ARB_fragment_program_NV_fragment_program },
672   { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB,
673     CONTEXT_INT(Const.MaxVertexTextureImageUnits), extra_ARB_vertex_shader },
674   { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
675     CONTEXT_INT(Const.MaxCombinedTextureImageUnits),
676     extra_ARB_vertex_shader },
677
678   /* GL_ARB_shader_objects
679    * Actually, this token isn't part of GL_ARB_shader_objects, but is
680    * close enough for now. */
681   { GL_CURRENT_PROGRAM, LOC_CUSTOM, TYPE_INT, 0, extra_ARB_shader_objects },
682
683   /* OpenGL 2.0 */
684   { GL_STENCIL_BACK_FUNC, CONTEXT_ENUM(Stencil.Function[1]), NO_EXTRA },
685   { GL_STENCIL_BACK_VALUE_MASK, CONTEXT_INT(Stencil.ValueMask[1]), NO_EXTRA },
686   { GL_STENCIL_BACK_WRITEMASK, CONTEXT_INT(Stencil.WriteMask[1]), NO_EXTRA },
687   { GL_STENCIL_BACK_REF, CONTEXT_INT(Stencil.Ref[1]), NO_EXTRA },
688   { GL_STENCIL_BACK_FAIL, CONTEXT_ENUM(Stencil.FailFunc[1]), NO_EXTRA },
689   { GL_STENCIL_BACK_PASS_DEPTH_FAIL, CONTEXT_ENUM(Stencil.ZFailFunc[1]), NO_EXTRA },
690   { GL_STENCIL_BACK_PASS_DEPTH_PASS, CONTEXT_ENUM(Stencil.ZPassFunc[1]), NO_EXTRA },
691
692   { GL_MAX_VERTEX_ATTRIBS_ARB,
693     CONTEXT_INT(Const.VertexProgram.MaxAttribs),
694     extra_ARB_vertex_program_version_es2 },
695
696   /* OES_texture_3D */
697   { GL_TEXTURE_BINDING_3D, LOC_CUSTOM, TYPE_INT, TEXTURE_3D_INDEX, NO_EXTRA },
698   { GL_MAX_3D_TEXTURE_SIZE, LOC_CUSTOM, TYPE_INT,
699     offsetof(struct gl_context, Const.Max3DTextureLevels), NO_EXTRA },
700
701   /* GL_ARB_fragment_program/OES_standard_derivatives */
702   { GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB,
703     CONTEXT_ENUM(Hint.FragmentShaderDerivative), extra_ARB_fragment_shader },
704#endif /* FEATURE_GL || FEATURE_ES2 */
705
706#if FEATURE_ES2
707   /* Enums unique to OpenGL ES 2.0 */
708   { 0, 0, TYPE_API_MASK, API_OPENGLES2_BIT, NO_EXTRA },
709   { GL_MAX_FRAGMENT_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
710   { GL_MAX_VARYING_VECTORS, CONTEXT_INT(Const.MaxVarying), NO_EXTRA },
711   { GL_MAX_VERTEX_UNIFORM_VECTORS, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
712   { GL_SHADER_COMPILER, CONST(1), NO_EXTRA },
713   /* OES_get_program_binary */
714   { GL_NUM_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
715   { GL_SHADER_BINARY_FORMATS, CONST(0), NO_EXTRA },
716#endif /* FEATURE_ES2 */
717
718#if FEATURE_GL
719   /* Remaining enums are only in OpenGL */
720   { 0, 0, TYPE_API_MASK, API_OPENGL_BIT, NO_EXTRA },
721   { GL_ACCUM_RED_BITS, BUFFER_INT(Visual.accumRedBits), NO_EXTRA },
722   { GL_ACCUM_GREEN_BITS, BUFFER_INT(Visual.accumGreenBits), NO_EXTRA },
723   { GL_ACCUM_BLUE_BITS, BUFFER_INT(Visual.accumBlueBits), NO_EXTRA },
724   { GL_ACCUM_ALPHA_BITS, BUFFER_INT(Visual.accumAlphaBits), NO_EXTRA },
725   { GL_ACCUM_CLEAR_VALUE, CONTEXT_FIELD(Accum.ClearColor[0], TYPE_FLOATN_4), NO_EXTRA },
726   { GL_ALPHA_BIAS, CONTEXT_FLOAT(Pixel.AlphaBias), NO_EXTRA },
727   { GL_ALPHA_SCALE, CONTEXT_FLOAT(Pixel.AlphaScale), NO_EXTRA },
728   { GL_ATTRIB_STACK_DEPTH, CONTEXT_INT(AttribStackDepth), NO_EXTRA },
729   { GL_AUTO_NORMAL, CONTEXT_BOOL(Eval.AutoNormal), NO_EXTRA },
730   { GL_AUX_BUFFERS, BUFFER_INT(Visual.numAuxBuffers), NO_EXTRA },
731   { GL_BLUE_BIAS, CONTEXT_FLOAT(Pixel.BlueBias), NO_EXTRA },
732   { GL_BLUE_SCALE, CONTEXT_FLOAT(Pixel.BlueScale), NO_EXTRA },
733   { GL_CLIENT_ATTRIB_STACK_DEPTH, CONTEXT_INT(ClientAttribStackDepth), NO_EXTRA },
734   { GL_COLOR_MATERIAL_FACE, CONTEXT_ENUM(Light.ColorMaterialFace), NO_EXTRA },
735   { GL_COLOR_MATERIAL_PARAMETER, CONTEXT_ENUM(Light.ColorMaterialMode), NO_EXTRA },
736   { GL_CURRENT_INDEX,
737     CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]),
738     extra_flush_current },
739   { GL_CURRENT_RASTER_COLOR,
740     CONTEXT_FIELD(Current.RasterColor[0], TYPE_FLOATN_4), NO_EXTRA },
741   { GL_CURRENT_RASTER_DISTANCE, CONTEXT_FLOAT(Current.RasterDistance), NO_EXTRA },
742   { GL_CURRENT_RASTER_INDEX, CONST(1), NO_EXTRA },
743   { GL_CURRENT_RASTER_POSITION, CONTEXT_FLOAT4(Current.RasterPos[0]), NO_EXTRA },
744   { GL_CURRENT_RASTER_SECONDARY_COLOR,
745     CONTEXT_FIELD(Current.RasterSecondaryColor[0], TYPE_FLOATN_4), NO_EXTRA },
746   { GL_CURRENT_RASTER_TEXTURE_COORDS, LOC_CUSTOM, TYPE_FLOAT_4, 0,
747     extra_valid_texture_unit },
748   { GL_CURRENT_RASTER_POSITION_VALID, CONTEXT_BOOL(Current.RasterPosValid), NO_EXTRA },
749   { GL_DEPTH_BIAS, CONTEXT_FLOAT(Pixel.DepthBias), NO_EXTRA },
750   { GL_DEPTH_SCALE, CONTEXT_FLOAT(Pixel.DepthScale), NO_EXTRA },
751   { GL_DOUBLEBUFFER, BUFFER_INT(Visual.doubleBufferMode), NO_EXTRA },
752   { GL_DRAW_BUFFER, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
753   { GL_EDGE_FLAG, LOC_CUSTOM, TYPE_BOOLEAN, 0, NO_EXTRA },
754   { GL_FEEDBACK_BUFFER_SIZE, CONTEXT_INT(Feedback.BufferSize), NO_EXTRA },
755   { GL_FEEDBACK_BUFFER_TYPE, CONTEXT_ENUM(Feedback.Type), NO_EXTRA },
756   { GL_FOG_INDEX, CONTEXT_FLOAT(Fog.Index), NO_EXTRA },
757   { GL_GREEN_BIAS, CONTEXT_FLOAT(Pixel.GreenBias), NO_EXTRA },
758   { GL_GREEN_SCALE, CONTEXT_FLOAT(Pixel.GreenScale), NO_EXTRA },
759   { GL_INDEX_BITS, BUFFER_INT(Visual.indexBits), extra_new_buffers },
760   { GL_INDEX_CLEAR_VALUE, CONTEXT_INT(Color.ClearIndex), NO_EXTRA },
761   { GL_INDEX_MODE, CONST(0) , NO_EXTRA},
762   { GL_INDEX_OFFSET, CONTEXT_INT(Pixel.IndexOffset), NO_EXTRA },
763   { GL_INDEX_SHIFT, CONTEXT_INT(Pixel.IndexShift), NO_EXTRA },
764   { GL_INDEX_WRITEMASK, CONTEXT_INT(Color.IndexMask), NO_EXTRA },
765   { GL_LIGHT_MODEL_COLOR_CONTROL, CONTEXT_ENUM(Light.Model.ColorControl), NO_EXTRA },
766   { GL_LIGHT_MODEL_LOCAL_VIEWER, CONTEXT_BOOL(Light.Model.LocalViewer), NO_EXTRA },
767   { GL_LINE_STIPPLE, CONTEXT_BOOL(Line.StippleFlag), NO_EXTRA },
768   { GL_LINE_STIPPLE_PATTERN, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
769   { GL_LINE_STIPPLE_REPEAT, CONTEXT_INT(Line.StippleFactor), NO_EXTRA },
770   { GL_LINE_WIDTH_GRANULARITY, CONTEXT_FLOAT(Const.LineWidthGranularity), NO_EXTRA },
771   { GL_LIST_BASE, CONTEXT_INT(List.ListBase), NO_EXTRA },
772   { GL_LIST_INDEX, LOC_CUSTOM, TYPE_INT, 0, NO_EXTRA },
773   { GL_LIST_MODE, LOC_CUSTOM, TYPE_ENUM, 0, NO_EXTRA },
774   { GL_INDEX_LOGIC_OP, CONTEXT_BOOL(Color.IndexLogicOpEnabled), NO_EXTRA },
775   { GL_MAP1_COLOR_4, CONTEXT_BOOL(Eval.Map1Color4), NO_EXTRA },
776   { GL_MAP1_GRID_DOMAIN, CONTEXT_FLOAT2(Eval.MapGrid1u1), NO_EXTRA },
777   { GL_MAP1_GRID_SEGMENTS, CONTEXT_INT(Eval.MapGrid1un), NO_EXTRA },
778   { GL_MAP1_INDEX, CONTEXT_BOOL(Eval.Map1Index), NO_EXTRA },
779   { GL_MAP1_NORMAL, CONTEXT_BOOL(Eval.Map1Normal), NO_EXTRA },
780   { GL_MAP1_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map1TextureCoord1), NO_EXTRA },
781   { GL_MAP1_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map1TextureCoord2), NO_EXTRA },
782   { GL_MAP1_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map1TextureCoord3), NO_EXTRA },
783   { GL_MAP1_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map1TextureCoord4), NO_EXTRA },
784   { GL_MAP1_VERTEX_3, CONTEXT_BOOL(Eval.Map1Vertex3), NO_EXTRA },
785   { GL_MAP1_VERTEX_4, CONTEXT_BOOL(Eval.Map1Vertex4), NO_EXTRA },
786   { GL_MAP2_COLOR_4, CONTEXT_BOOL(Eval.Map2Color4), NO_EXTRA },
787   { GL_MAP2_GRID_DOMAIN, LOC_CUSTOM, TYPE_FLOAT_4, 0, NO_EXTRA },
788   { GL_MAP2_GRID_SEGMENTS, CONTEXT_INT2(Eval.MapGrid2un), NO_EXTRA },
789   { GL_MAP2_INDEX, CONTEXT_BOOL(Eval.Map2Index), NO_EXTRA },
790   { GL_MAP2_NORMAL, CONTEXT_BOOL(Eval.Map2Normal), NO_EXTRA },
791   { GL_MAP2_TEXTURE_COORD_1, CONTEXT_BOOL(Eval.Map2TextureCoord1), NO_EXTRA },
792   { GL_MAP2_TEXTURE_COORD_2, CONTEXT_BOOL(Eval.Map2TextureCoord2), NO_EXTRA },
793   { GL_MAP2_TEXTURE_COORD_3, CONTEXT_BOOL(Eval.Map2TextureCoord3), NO_EXTRA },
794   { GL_MAP2_TEXTURE_COORD_4, CONTEXT_BOOL(Eval.Map2TextureCoord4), NO_EXTRA },
795   { GL_MAP2_VERTEX_3, CONTEXT_BOOL(Eval.Map2Vertex3), NO_EXTRA },
796   { GL_MAP2_VERTEX_4, CONTEXT_BOOL(Eval.Map2Vertex4), NO_EXTRA },
797   { GL_MAP_COLOR, CONTEXT_BOOL(Pixel.MapColorFlag), NO_EXTRA },
798   { GL_MAP_STENCIL, CONTEXT_BOOL(Pixel.MapStencilFlag), NO_EXTRA },
799   { GL_MAX_ATTRIB_STACK_DEPTH, CONST(MAX_ATTRIB_STACK_DEPTH), NO_EXTRA },
800   { GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, CONST(MAX_CLIENT_ATTRIB_STACK_DEPTH), NO_EXTRA },
801
802   { GL_MAX_EVAL_ORDER, CONST(MAX_EVAL_ORDER), NO_EXTRA },
803   { GL_MAX_LIST_NESTING, CONST(MAX_LIST_NESTING), NO_EXTRA },
804   { GL_MAX_NAME_STACK_DEPTH, CONST(MAX_NAME_STACK_DEPTH), NO_EXTRA },
805   { GL_MAX_PIXEL_MAP_TABLE, CONST(MAX_PIXEL_MAP_TABLE), NO_EXTRA },
806   { GL_NAME_STACK_DEPTH, CONTEXT_INT(Select.NameStackDepth), NO_EXTRA },
807   { GL_PACK_LSB_FIRST, CONTEXT_BOOL(Pack.LsbFirst), NO_EXTRA },
808   { GL_PACK_ROW_LENGTH, CONTEXT_INT(Pack.RowLength), NO_EXTRA },
809   { GL_PACK_SKIP_PIXELS, CONTEXT_INT(Pack.SkipPixels), NO_EXTRA },
810   { GL_PACK_SKIP_ROWS, CONTEXT_INT(Pack.SkipRows), NO_EXTRA },
811   { GL_PACK_SWAP_BYTES, CONTEXT_BOOL(Pack.SwapBytes), NO_EXTRA },
812   { GL_PACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Pack.ImageHeight), NO_EXTRA },
813   { GL_PACK_INVERT_MESA, CONTEXT_BOOL(Pack.Invert), NO_EXTRA },
814   { GL_PIXEL_MAP_A_TO_A_SIZE, CONTEXT_INT(PixelMaps.AtoA.Size), NO_EXTRA },
815   { GL_PIXEL_MAP_B_TO_B_SIZE, CONTEXT_INT(PixelMaps.BtoB.Size), NO_EXTRA },
816   { GL_PIXEL_MAP_G_TO_G_SIZE, CONTEXT_INT(PixelMaps.GtoG.Size), NO_EXTRA },
817   { GL_PIXEL_MAP_I_TO_A_SIZE, CONTEXT_INT(PixelMaps.ItoA.Size), NO_EXTRA },
818   { GL_PIXEL_MAP_I_TO_B_SIZE, CONTEXT_INT(PixelMaps.ItoB.Size), NO_EXTRA },
819   { GL_PIXEL_MAP_I_TO_G_SIZE, CONTEXT_INT(PixelMaps.ItoG.Size), NO_EXTRA },
820   { GL_PIXEL_MAP_I_TO_I_SIZE, CONTEXT_INT(PixelMaps.ItoI.Size), NO_EXTRA },
821   { GL_PIXEL_MAP_I_TO_R_SIZE, CONTEXT_INT(PixelMaps.ItoR.Size), NO_EXTRA },
822   { GL_PIXEL_MAP_R_TO_R_SIZE, CONTEXT_INT(PixelMaps.RtoR.Size), NO_EXTRA },
823   { GL_PIXEL_MAP_S_TO_S_SIZE, CONTEXT_INT(PixelMaps.StoS.Size), NO_EXTRA },
824   { GL_POINT_SIZE_GRANULARITY, CONTEXT_FLOAT(Const.PointSizeGranularity), NO_EXTRA },
825   { GL_POLYGON_MODE, CONTEXT_ENUM2(Polygon.FrontMode), NO_EXTRA },
826   { GL_POLYGON_OFFSET_BIAS_EXT, CONTEXT_FLOAT(Polygon.OffsetUnits), NO_EXTRA },
827   { GL_POLYGON_OFFSET_POINT, CONTEXT_BOOL(Polygon.OffsetPoint), NO_EXTRA },
828   { GL_POLYGON_OFFSET_LINE, CONTEXT_BOOL(Polygon.OffsetLine), NO_EXTRA },
829   { GL_POLYGON_SMOOTH, CONTEXT_BOOL(Polygon.SmoothFlag), NO_EXTRA },
830   { GL_POLYGON_SMOOTH_HINT, CONTEXT_ENUM(Hint.PolygonSmooth), NO_EXTRA },
831   { GL_POLYGON_STIPPLE, CONTEXT_BOOL(Polygon.StippleFlag), NO_EXTRA },
832   { GL_READ_BUFFER, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
833   { GL_RED_BIAS, CONTEXT_FLOAT(Pixel.RedBias), NO_EXTRA },
834   { GL_RED_SCALE, CONTEXT_FLOAT(Pixel.RedScale), NO_EXTRA },
835   { GL_RENDER_MODE, CONTEXT_ENUM(RenderMode), NO_EXTRA },
836   { GL_RGBA_MODE, CONST(1), NO_EXTRA },
837   { GL_SELECTION_BUFFER_SIZE, CONTEXT_INT(Select.BufferSize), NO_EXTRA },
838   { GL_SHARED_TEXTURE_PALETTE_EXT, CONTEXT_BOOL(Texture.SharedPalette), NO_EXTRA },
839
840   { GL_STEREO, BUFFER_INT(Visual.stereoMode), NO_EXTRA },
841
842   { GL_TEXTURE_1D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
843   { GL_TEXTURE_3D, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
844   { GL_TEXTURE_1D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
845   { GL_TEXTURE_2D_ARRAY_EXT, LOC_CUSTOM, TYPE_BOOLEAN, NO_OFFSET, NO_EXTRA },
846
847   { GL_TEXTURE_BINDING_1D, LOC_CUSTOM, TYPE_INT, TEXTURE_1D_INDEX, NO_EXTRA },
848   { GL_TEXTURE_BINDING_1D_ARRAY, LOC_CUSTOM, TYPE_INT,
849     TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
850   { GL_TEXTURE_BINDING_2D_ARRAY, LOC_CUSTOM, TYPE_INT,
851     TEXTURE_1D_ARRAY_INDEX, extra_MESA_texture_array },
852   { GL_MAX_ARRAY_TEXTURE_LAYERS_EXT,
853     CONTEXT_INT(Const.MaxArrayTextureLayers), extra_MESA_texture_array },
854
855   { GL_TEXTURE_GEN_S, LOC_TEXUNIT, TYPE_BIT_0,
856     offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
857   { GL_TEXTURE_GEN_T, LOC_TEXUNIT, TYPE_BIT_1,
858     offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
859   { GL_TEXTURE_GEN_R, LOC_TEXUNIT, TYPE_BIT_2,
860     offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
861   { GL_TEXTURE_GEN_Q, LOC_TEXUNIT, TYPE_BIT_3,
862     offsetof(struct gl_texture_unit, TexGenEnabled), NO_EXTRA },
863   { GL_UNPACK_LSB_FIRST, CONTEXT_BOOL(Unpack.LsbFirst), NO_EXTRA },
864   { GL_UNPACK_ROW_LENGTH, CONTEXT_INT(Unpack.RowLength), NO_EXTRA },
865   { GL_UNPACK_SKIP_PIXELS, CONTEXT_INT(Unpack.SkipPixels), NO_EXTRA },
866   { GL_UNPACK_SKIP_ROWS, CONTEXT_INT(Unpack.SkipRows), NO_EXTRA },
867   { GL_UNPACK_SWAP_BYTES, CONTEXT_BOOL(Unpack.SwapBytes), NO_EXTRA },
868   { GL_UNPACK_SKIP_IMAGES_EXT, CONTEXT_INT(Unpack.SkipImages), NO_EXTRA },
869   { GL_UNPACK_IMAGE_HEIGHT_EXT, CONTEXT_INT(Unpack.ImageHeight), NO_EXTRA },
870   { GL_UNPACK_CLIENT_STORAGE_APPLE, CONTEXT_BOOL(Unpack.ClientStorage), NO_EXTRA },
871   { GL_ZOOM_X, CONTEXT_FLOAT(Pixel.ZoomX), NO_EXTRA },
872   { GL_ZOOM_Y, CONTEXT_FLOAT(Pixel.ZoomY), NO_EXTRA },
873
874   /* Vertex arrays */
875   { GL_VERTEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
876   { GL_NORMAL_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
877   { GL_COLOR_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
878   { GL_INDEX_ARRAY, ARRAY_BOOL(Index.Enabled), NO_EXTRA },
879   { GL_INDEX_ARRAY_TYPE, ARRAY_ENUM(Index.Type), NO_EXTRA },
880   { GL_INDEX_ARRAY_STRIDE, ARRAY_INT(Index.Stride), NO_EXTRA },
881   { GL_INDEX_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
882   { GL_TEXTURE_COORD_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
883   { GL_EDGE_FLAG_ARRAY, ARRAY_BOOL(EdgeFlag.Enabled), NO_EXTRA },
884   { GL_EDGE_FLAG_ARRAY_STRIDE, ARRAY_INT(EdgeFlag.Stride), NO_EXTRA },
885   { GL_EDGE_FLAG_ARRAY_COUNT_EXT, CONST(0), NO_EXTRA },
886
887   /* GL_ARB_texture_compression */
888   { GL_TEXTURE_COMPRESSION_HINT_ARB, CONTEXT_INT(Hint.TextureCompression), NO_EXTRA },
889
890   /* GL_EXT_compiled_vertex_array */
891   { GL_ARRAY_ELEMENT_LOCK_FIRST_EXT, CONTEXT_INT(Array.LockFirst),
892     extra_EXT_compiled_vertex_array },
893   { GL_ARRAY_ELEMENT_LOCK_COUNT_EXT, CONTEXT_INT(Array.LockCount),
894     extra_EXT_compiled_vertex_array },
895
896   /* GL_ARB_transpose_matrix */
897   { GL_TRANSPOSE_MODELVIEW_MATRIX_ARB,
898     CONTEXT_MATRIX_T(ModelviewMatrixStack), NO_EXTRA },
899   { GL_TRANSPOSE_PROJECTION_MATRIX_ARB,
900     CONTEXT_MATRIX_T(ProjectionMatrixStack.Top), NO_EXTRA },
901   { GL_TRANSPOSE_TEXTURE_MATRIX_ARB, CONTEXT_MATRIX_T(TextureMatrixStack), NO_EXTRA },
902
903   /* GL_SGI_texture_color_table */
904   { GL_TEXTURE_COLOR_TABLE_SGI, LOC_TEXUNIT, TYPE_BOOLEAN,
905     offsetof(struct gl_texture_unit, ColorTableEnabled),
906     extra_SGI_texture_color_table },
907
908   /* GL_EXT_secondary_color */
909   { GL_COLOR_SUM_EXT, CONTEXT_BOOL(Fog.ColorSumEnabled),
910     extra_EXT_secondary_color_ARB_vertex_program },
911   { GL_CURRENT_SECONDARY_COLOR_EXT,
912     CONTEXT_FIELD(Current.Attrib[VERT_ATTRIB_COLOR1][0], TYPE_FLOATN_4),
913     extra_EXT_secondary_color_flush_current },
914   { GL_SECONDARY_COLOR_ARRAY_EXT, ARRAY_BOOL(SecondaryColor.Enabled),
915     extra_EXT_secondary_color },
916   { GL_SECONDARY_COLOR_ARRAY_TYPE_EXT, ARRAY_ENUM(SecondaryColor.Type),
917     extra_EXT_secondary_color },
918   { GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT, ARRAY_INT(SecondaryColor.Stride),
919     extra_EXT_secondary_color },
920   { GL_SECONDARY_COLOR_ARRAY_SIZE_EXT, ARRAY_INT(SecondaryColor.Size),
921     extra_EXT_secondary_color },
922
923   /* GL_EXT_fog_coord */
924   { GL_CURRENT_FOG_COORDINATE_EXT,
925     CONTEXT_FLOAT(Current.Attrib[VERT_ATTRIB_FOG][0]),
926     extra_EXT_fog_coord_flush_current },
927   { GL_FOG_COORDINATE_ARRAY_EXT, ARRAY_BOOL(FogCoord.Enabled),
928     extra_EXT_fog_coord },
929   { GL_FOG_COORDINATE_ARRAY_TYPE_EXT, ARRAY_ENUM(FogCoord.Type),
930     extra_EXT_fog_coord },
931   { GL_FOG_COORDINATE_ARRAY_STRIDE_EXT, ARRAY_INT(FogCoord.Stride),
932     extra_EXT_fog_coord },
933   { GL_FOG_COORDINATE_SOURCE_EXT, CONTEXT_ENUM(Fog.FogCoordinateSource),
934     extra_EXT_fog_coord },
935
936   /* GL_IBM_rasterpos_clip */
937   { GL_RASTER_POSITION_UNCLIPPED_IBM,
938     CONTEXT_BOOL(Transform.RasterPositionUnclipped),
939     extra_IBM_rasterpos_clip },
940
941   /* GL_NV_point_sprite */
942   { GL_POINT_SPRITE_R_MODE_NV,
943     CONTEXT_ENUM(Point.SpriteRMode), extra_NV_point_sprite },
944   { GL_POINT_SPRITE_COORD_ORIGIN, CONTEXT_ENUM(Point.SpriteOrigin),
945     extra_NV_point_sprite_ARB_point_sprite },
946
947   /* GL_NV_vertex_program */
948   { GL_VERTEX_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
949     extra_NV_vertex_program },
950   { GL_VERTEX_ATTRIB_ARRAY0_NV, ARRAY_BOOL(VertexAttrib[0].Enabled),
951     extra_NV_vertex_program },
952   { GL_VERTEX_ATTRIB_ARRAY1_NV, ARRAY_BOOL(VertexAttrib[1].Enabled),
953     extra_NV_vertex_program },
954   { GL_VERTEX_ATTRIB_ARRAY2_NV, ARRAY_BOOL(VertexAttrib[2].Enabled),
955     extra_NV_vertex_program },
956   { GL_VERTEX_ATTRIB_ARRAY3_NV, ARRAY_BOOL(VertexAttrib[3].Enabled),
957     extra_NV_vertex_program },
958   { GL_VERTEX_ATTRIB_ARRAY4_NV, ARRAY_BOOL(VertexAttrib[4].Enabled),
959     extra_NV_vertex_program },
960   { GL_VERTEX_ATTRIB_ARRAY5_NV, ARRAY_BOOL(VertexAttrib[5].Enabled),
961     extra_NV_vertex_program },
962   { GL_VERTEX_ATTRIB_ARRAY6_NV, ARRAY_BOOL(VertexAttrib[6].Enabled),
963     extra_NV_vertex_program },
964   { GL_VERTEX_ATTRIB_ARRAY7_NV, ARRAY_BOOL(VertexAttrib[7].Enabled),
965     extra_NV_vertex_program },
966   { GL_VERTEX_ATTRIB_ARRAY8_NV, ARRAY_BOOL(VertexAttrib[8].Enabled),
967     extra_NV_vertex_program },
968   { GL_VERTEX_ATTRIB_ARRAY9_NV, ARRAY_BOOL(VertexAttrib[9].Enabled),
969     extra_NV_vertex_program },
970   { GL_VERTEX_ATTRIB_ARRAY10_NV, ARRAY_BOOL(VertexAttrib[10].Enabled),
971     extra_NV_vertex_program },
972   { GL_VERTEX_ATTRIB_ARRAY11_NV, ARRAY_BOOL(VertexAttrib[11].Enabled),
973     extra_NV_vertex_program },
974   { GL_VERTEX_ATTRIB_ARRAY12_NV, ARRAY_BOOL(VertexAttrib[12].Enabled),
975     extra_NV_vertex_program },
976   { GL_VERTEX_ATTRIB_ARRAY13_NV, ARRAY_BOOL(VertexAttrib[13].Enabled),
977     extra_NV_vertex_program },
978   { GL_VERTEX_ATTRIB_ARRAY14_NV, ARRAY_BOOL(VertexAttrib[14].Enabled),
979     extra_NV_vertex_program },
980   { GL_VERTEX_ATTRIB_ARRAY15_NV, ARRAY_BOOL(VertexAttrib[15].Enabled),
981     extra_NV_vertex_program },
982   { GL_MAP1_VERTEX_ATTRIB0_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[0]),
983     extra_NV_vertex_program },
984   { GL_MAP1_VERTEX_ATTRIB1_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[1]),
985     extra_NV_vertex_program },
986   { GL_MAP1_VERTEX_ATTRIB2_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[2]),
987     extra_NV_vertex_program },
988   { GL_MAP1_VERTEX_ATTRIB3_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[3]),
989     extra_NV_vertex_program },
990   { GL_MAP1_VERTEX_ATTRIB4_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[4]),
991     extra_NV_vertex_program },
992   { GL_MAP1_VERTEX_ATTRIB5_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[5]),
993     extra_NV_vertex_program },
994   { GL_MAP1_VERTEX_ATTRIB6_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[6]),
995     extra_NV_vertex_program },
996   { GL_MAP1_VERTEX_ATTRIB7_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[7]),
997     extra_NV_vertex_program },
998   { GL_MAP1_VERTEX_ATTRIB8_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[8]),
999     extra_NV_vertex_program },
1000   { GL_MAP1_VERTEX_ATTRIB9_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[9]),
1001     extra_NV_vertex_program },
1002   { GL_MAP1_VERTEX_ATTRIB10_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[10]),
1003     extra_NV_vertex_program },
1004   { GL_MAP1_VERTEX_ATTRIB11_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[11]),
1005     extra_NV_vertex_program },
1006   { GL_MAP1_VERTEX_ATTRIB12_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[12]),
1007     extra_NV_vertex_program },
1008   { GL_MAP1_VERTEX_ATTRIB13_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[13]),
1009     extra_NV_vertex_program },
1010   { GL_MAP1_VERTEX_ATTRIB14_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[14]),
1011     extra_NV_vertex_program },
1012   { GL_MAP1_VERTEX_ATTRIB15_4_NV, CONTEXT_BOOL(Eval.Map1Attrib[15]),
1013     extra_NV_vertex_program },
1014
1015   /* GL_NV_fragment_program */
1016   { GL_FRAGMENT_PROGRAM_NV, CONTEXT_BOOL(FragmentProgram.Enabled),
1017     extra_NV_fragment_program },
1018   { GL_FRAGMENT_PROGRAM_BINDING_NV, LOC_CUSTOM, TYPE_INT, 0,
1019     extra_NV_fragment_program },
1020   { GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV,
1021     CONST(MAX_NV_FRAGMENT_PROGRAM_PARAMS),
1022     extra_NV_fragment_program },
1023
1024   /* GL_NV_texture_rectangle */
1025   { GL_TEXTURE_RECTANGLE_NV,
1026     LOC_CUSTOM, TYPE_BOOLEAN, 0, extra_NV_texture_rectangle },
1027   { GL_TEXTURE_BINDING_RECTANGLE_NV,
1028     LOC_CUSTOM, TYPE_INT, TEXTURE_RECT_INDEX, extra_NV_texture_rectangle },
1029   { GL_MAX_RECTANGLE_TEXTURE_SIZE_NV,
1030     CONTEXT_INT(Const.MaxTextureRectSize), extra_NV_texture_rectangle },
1031
1032   /* GL_EXT_stencil_two_side */
1033   { GL_STENCIL_TEST_TWO_SIDE_EXT, CONTEXT_BOOL(Stencil.TestTwoSide),
1034	 extra_EXT_stencil_two_side },
1035   { GL_ACTIVE_STENCIL_FACE_EXT, LOC_CUSTOM, TYPE_ENUM, NO_OFFSET, NO_EXTRA },
1036
1037   /* GL_NV_light_max_exponent */
1038   { GL_MAX_SHININESS_NV, CONTEXT_FLOAT(Const.MaxShininess),
1039     extra_NV_light_max_exponent },
1040   { GL_MAX_SPOT_EXPONENT_NV, CONTEXT_FLOAT(Const.MaxSpotExponent),
1041     extra_NV_light_max_exponent },
1042
1043   /* GL_NV_primitive_restart */
1044   { GL_PRIMITIVE_RESTART_NV, CONTEXT_BOOL(Array.PrimitiveRestart),
1045     extra_NV_primitive_restart },
1046   { GL_PRIMITIVE_RESTART_INDEX_NV, CONTEXT_INT(Array.RestartIndex),
1047     extra_NV_primitive_restart },
1048
1049   /* GL_ARB_vertex_buffer_object */
1050   { GL_INDEX_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1051     offsetof(struct gl_array_object, Index.BufferObj), NO_EXTRA },
1052   { GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1053     offsetof(struct gl_array_object, EdgeFlag.BufferObj), NO_EXTRA },
1054   { GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1055     offsetof(struct gl_array_object, SecondaryColor.BufferObj), NO_EXTRA },
1056   { GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB, LOC_CUSTOM, TYPE_INT,
1057     offsetof(struct gl_array_object, FogCoord.BufferObj), NO_EXTRA },
1058
1059   /* GL_EXT_pixel_buffer_object */
1060   { GL_PIXEL_PACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1061     extra_EXT_pixel_buffer_object },
1062   { GL_PIXEL_UNPACK_BUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1063     extra_EXT_pixel_buffer_object },
1064
1065   /* GL_ARB_vertex_program */
1066   { GL_VERTEX_PROGRAM_ARB, /* == GL_VERTEX_PROGRAM_NV */
1067     CONTEXT_BOOL(VertexProgram.Enabled),
1068     extra_ARB_vertex_program_NV_vertex_program },
1069   { GL_VERTEX_PROGRAM_POINT_SIZE_ARB, /* == GL_VERTEX_PROGRAM_POINT_SIZE_NV*/
1070     CONTEXT_BOOL(VertexProgram.PointSizeEnabled),
1071     extra_ARB_vertex_program_NV_vertex_program },
1072   { GL_VERTEX_PROGRAM_TWO_SIDE_ARB, /* == GL_VERTEX_PROGRAM_TWO_SIDE_NV */
1073     CONTEXT_BOOL(VertexProgram.TwoSideEnabled),
1074     extra_ARB_vertex_program_NV_vertex_program },
1075   { GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB, /* == GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV */
1076     CONTEXT_INT(Const.MaxProgramMatrixStackDepth),
1077     extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1078   { GL_MAX_PROGRAM_MATRICES_ARB, /* == GL_MAX_TRACK_MATRICES_NV */
1079     CONTEXT_INT(Const.MaxProgramMatrices),
1080     extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1081   { GL_CURRENT_MATRIX_STACK_DEPTH_ARB, /* == GL_CURRENT_MATRIX_STACK_DEPTH_NV */
1082     LOC_CUSTOM, TYPE_INT, 0,
1083     extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1084
1085   { GL_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1086     LOC_CUSTOM, TYPE_MATRIX, 0,
1087     extra_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1088   { GL_TRANSPOSE_CURRENT_MATRIX_ARB, /* == GL_CURRENT_MATRIX_NV */
1089     LOC_CUSTOM, TYPE_MATRIX, 0,
1090     extra_ARB_vertex_program_ARB_fragment_program },
1091
1092   { GL_PROGRAM_ERROR_POSITION_ARB, /* == GL_PROGRAM_ERROR_POSITION_NV */
1093     CONTEXT_INT(Program.ErrorPos),
1094     extra_NV_vertex_program_ARB_vertex_program_ARB_fragment_program_NV_vertex_program },
1095
1096   /* GL_ARB_fragment_program */
1097   { GL_FRAGMENT_PROGRAM_ARB, CONTEXT_BOOL(FragmentProgram.Enabled),
1098     extra_ARB_fragment_program },
1099
1100   /* GL_EXT_depth_bounds_test */
1101   { GL_DEPTH_BOUNDS_TEST_EXT, CONTEXT_BOOL(Depth.BoundsTest),
1102     extra_EXT_depth_bounds_test },
1103   { GL_DEPTH_BOUNDS_EXT, CONTEXT_FLOAT2(Depth.BoundsMin),
1104     extra_EXT_depth_bounds_test },
1105
1106   /* GL_ARB_depth_clamp*/
1107   { GL_DEPTH_CLAMP, CONTEXT_BOOL(Transform.DepthClamp),
1108     extra_ARB_depth_clamp },
1109
1110   /* GL_ARB_draw_buffers */
1111   { GL_DRAW_BUFFER0_ARB, BUFFER_ENUM(ColorDrawBuffer[0]), NO_EXTRA },
1112   { GL_DRAW_BUFFER1_ARB, BUFFER_ENUM(ColorDrawBuffer[1]),
1113     extra_valid_draw_buffer },
1114   { GL_DRAW_BUFFER2_ARB, BUFFER_ENUM(ColorDrawBuffer[2]),
1115     extra_valid_draw_buffer },
1116   { GL_DRAW_BUFFER3_ARB, BUFFER_ENUM(ColorDrawBuffer[3]),
1117     extra_valid_draw_buffer },
1118   { GL_DRAW_BUFFER4_ARB, BUFFER_ENUM(ColorDrawBuffer[4]),
1119     extra_valid_draw_buffer },
1120   { GL_DRAW_BUFFER5_ARB, BUFFER_ENUM(ColorDrawBuffer[5]),
1121     extra_valid_draw_buffer },
1122   { GL_DRAW_BUFFER6_ARB, BUFFER_ENUM(ColorDrawBuffer[6]),
1123     extra_valid_draw_buffer },
1124   { GL_DRAW_BUFFER7_ARB, BUFFER_ENUM(ColorDrawBuffer[7]),
1125     extra_valid_draw_buffer },
1126
1127   /* GL_ATI_fragment_shader */
1128   { GL_NUM_FRAGMENT_REGISTERS_ATI, CONST(6), extra_ATI_fragment_shader },
1129   { GL_NUM_FRAGMENT_CONSTANTS_ATI, CONST(8), extra_ATI_fragment_shader },
1130   { GL_NUM_PASSES_ATI, CONST(2), extra_ATI_fragment_shader },
1131   { GL_NUM_INSTRUCTIONS_PER_PASS_ATI, CONST(8), extra_ATI_fragment_shader },
1132   { GL_NUM_INSTRUCTIONS_TOTAL_ATI, CONST(16), extra_ATI_fragment_shader },
1133   { GL_COLOR_ALPHA_PAIRING_ATI, CONST(GL_TRUE), extra_ATI_fragment_shader },
1134   { GL_NUM_LOOPBACK_COMPONENTS_ATI, CONST(3), extra_ATI_fragment_shader },
1135   { GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI,
1136     CONST(3), extra_ATI_fragment_shader },
1137
1138   /* GL_EXT_framebuffer_object */
1139   { GL_MAX_COLOR_ATTACHMENTS_EXT, CONTEXT_INT(Const.MaxColorAttachments),
1140     extra_EXT_framebuffer_object },
1141
1142   /* GL_EXT_framebuffer_blit
1143    * NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT */
1144   { GL_READ_FRAMEBUFFER_BINDING_EXT, LOC_CUSTOM, TYPE_INT, 0,
1145     extra_EXT_framebuffer_blit },
1146
1147   /* GL_EXT_provoking_vertex */
1148   { GL_PROVOKING_VERTEX_EXT,
1149     CONTEXT_BOOL(Light.ProvokingVertex), extra_EXT_provoking_vertex },
1150   { GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT,
1151     CONTEXT_BOOL(Const.QuadsFollowProvokingVertexConvention),
1152     extra_EXT_provoking_vertex },
1153
1154   /* GL_ARB_framebuffer_object */
1155   { GL_MAX_SAMPLES, CONTEXT_INT(Const.MaxSamples),
1156     extra_ARB_framebuffer_object_EXT_framebuffer_multisample },
1157
1158   /* GL_APPLE_vertex_array_object */
1159   { GL_VERTEX_ARRAY_BINDING_APPLE, ARRAY_INT(Name),
1160     extra_APPLE_vertex_array_object },
1161
1162   /* GL_ARB_seamless_cube_map */
1163   { GL_TEXTURE_CUBE_MAP_SEAMLESS,
1164     CONTEXT_BOOL(Texture.CubeMapSeamless), extra_ARB_seamless_cube_map },
1165
1166   /* GL_ARB_sync */
1167   { GL_MAX_SERVER_WAIT_TIMEOUT,
1168     CONTEXT_INT64(Const.MaxServerWaitTimeout), extra_ARB_sync },
1169
1170   /* GL_EXT_texture_integer */
1171   { GL_RGBA_INTEGER_MODE_EXT, BUFFER_BOOL(_IntegerColor),
1172     extra_EXT_texture_integer },
1173
1174   /* GL_EXT_transform_feedback */
1175   { GL_TRANSFORM_FEEDBACK_BUFFER_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1176     extra_EXT_transform_feedback },
1177   { GL_RASTERIZER_DISCARD, CONTEXT_BOOL(TransformFeedback.RasterDiscard),
1178     extra_EXT_transform_feedback },
1179   { GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS,
1180     CONTEXT_INT(Const.MaxTransformFeedbackInterleavedComponents),
1181     extra_EXT_transform_feedback },
1182   { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1183     CONTEXT_INT(Const.MaxTransformFeedbackSeparateAttribs),
1184     extra_EXT_transform_feedback },
1185   { GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS,
1186     CONTEXT_INT(Const.MaxTransformFeedbackSeparateComponents),
1187     extra_EXT_transform_feedback },
1188
1189   /* GL_ARB_transform_feedback2 */
1190   { GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1191     extra_ARB_transform_feedback2 },
1192   { GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE, LOC_CUSTOM, TYPE_BOOLEAN, 0,
1193     extra_ARB_transform_feedback2 },
1194   { GL_TRANSFORM_FEEDBACK_BINDING, LOC_CUSTOM, TYPE_INT, 0,
1195     extra_ARB_transform_feedback2 },
1196
1197   /* GL_ARB_geometry_shader4 */
1198   { GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB,
1199     CONTEXT_INT(Const.GeometryProgram.MaxGeometryTextureImageUnits),
1200     extra_ARB_geometry_shader4 },
1201   { GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB,
1202     CONTEXT_INT(Const.GeometryProgram.MaxGeometryOutputVertices),
1203     extra_ARB_geometry_shader4 },
1204   { GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB,
1205     CONTEXT_INT(Const.GeometryProgram.MaxGeometryTotalOutputComponents),
1206     extra_ARB_geometry_shader4 },
1207   { GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB,
1208     CONTEXT_INT(Const.GeometryProgram.MaxGeometryUniformComponents),
1209     extra_ARB_geometry_shader4 },
1210   { GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB,
1211     CONTEXT_INT(Const.GeometryProgram.MaxGeometryVaryingComponents),
1212     extra_ARB_geometry_shader4 },
1213   { GL_MAX_VERTEX_VARYING_COMPONENTS_ARB,
1214     CONTEXT_INT(Const.GeometryProgram.MaxVertexVaryingComponents),
1215     extra_ARB_geometry_shader4 },
1216
1217   /* GL_EXT_gpu_shader4 / GL 3.0 */
1218   { GL_MIN_PROGRAM_TEXEL_OFFSET,
1219     CONTEXT_INT(Const.MinProgramTexelOffset),
1220     extra_EXT_gpu_shader4 },
1221   { GL_MAX_PROGRAM_TEXEL_OFFSET,
1222     CONTEXT_INT(Const.MaxProgramTexelOffset),
1223     extra_EXT_gpu_shader4 },
1224
1225   /* GL 3.0 */
1226   { GL_NUM_EXTENSIONS, LOC_CUSTOM, TYPE_INT, 0, extra_version_30 },
1227   { GL_MAJOR_VERSION, CONTEXT_INT(VersionMajor), extra_version_30 },
1228   { GL_MINOR_VERSION, CONTEXT_INT(VersionMinor), extra_version_30  },
1229   { GL_CONTEXT_FLAGS, CONTEXT_INT(Const.ContextFlags), extra_version_30  },
1230
1231   /* GL 3.1 */
1232   /* NOTE: different enum values for GL_PRIMITIVE_RESTART_NV
1233    * vs. GL_PRIMITIVE_RESTART!
1234    */
1235   { GL_PRIMITIVE_RESTART, CONTEXT_BOOL(Array.PrimitiveRestart),
1236     extra_version_31 },
1237   { GL_PRIMITIVE_RESTART_INDEX, CONTEXT_INT(Array.RestartIndex),
1238     extra_version_31 },
1239
1240
1241   /* GL 3.2 */
1242   { GL_CONTEXT_PROFILE_MASK, CONTEXT_INT(Const.ProfileMask),
1243     extra_version_32 },
1244#endif /* FEATURE_GL */
1245};
1246
1247/* All we need now is a way to look up the value struct from the enum.
1248 * The code generated by gcc for the old generated big switch
1249 * statement is a big, balanced, open coded if/else tree, essentially
1250 * an unrolled binary search.  It would be natural to sort the new
1251 * enum table and use bsearch(), but we will use a read-only hash
1252 * table instead.  bsearch() has a nice guaranteed worst case
1253 * performance, but we're also guaranteed to hit that worst case
1254 * (log2(n) iterations) for about half the enums.  Instead, using an
1255 * open addressing hash table, we can find the enum on the first try
1256 * for 80% of the enums, 1 collision for 10% and never more than 5
1257 * collisions for any enum (typical numbers).  And the code is very
1258 * simple, even though it feels a little magic. */
1259
1260static unsigned short table[1024];
1261static const int prime_factor = 89, prime_step = 281;
1262
1263#ifdef GET_DEBUG
1264static void
1265print_table_stats(void)
1266{
1267   int i, j, collisions[11], count, hash, mask;
1268   const struct value_desc *d;
1269
1270   count = 0;
1271   mask = Elements(table) - 1;
1272   memset(collisions, 0, sizeof collisions);
1273
1274   for (i = 0; i < Elements(table); i++) {
1275      if (!table[i])
1276	 continue;
1277      count++;
1278      d = &values[table[i]];
1279      hash = (d->pname * prime_factor);
1280      j = 0;
1281      while (1) {
1282	 if (values[table[hash & mask]].pname == d->pname)
1283	    break;
1284	 hash += prime_step;
1285	 j++;
1286      }
1287
1288      if (j < 10)
1289	 collisions[j]++;
1290      else
1291	 collisions[10]++;
1292   }
1293
1294   printf("number of enums: %d (total %d)\n", count, Elements(values));
1295   for (i = 0; i < Elements(collisions) - 1; i++)
1296      if (collisions[i] > 0)
1297	 printf("  %d enums with %d %scollisions\n",
1298		collisions[i], i, i == 10 ? "or more " : "");
1299}
1300#endif
1301
1302/**
1303 * Initialize the enum hash for a given API
1304 *
1305 * This is called from one_time_init() to insert the enum values that
1306 * are valid for the API in question into the enum hash table.
1307 *
1308 * \param the current context, for determining the API in question
1309 */
1310void _mesa_init_get_hash(struct gl_context *ctx)
1311{
1312   int i, hash, index, mask;
1313   int api_mask = 0, api_bit;
1314
1315   mask = Elements(table) - 1;
1316   api_bit = 1 << ctx->API;
1317
1318   for (i = 0; i < Elements(values); i++) {
1319      if (values[i].type == TYPE_API_MASK) {
1320	 api_mask = values[i].offset;
1321	 continue;
1322      }
1323      if (!(api_mask & api_bit))
1324	 continue;
1325
1326      hash = (values[i].pname * prime_factor) & mask;
1327      while (1) {
1328	 index = hash & mask;
1329	 if (!table[index]) {
1330	    table[index] = i;
1331	    break;
1332	 }
1333	 hash += prime_step;
1334      }
1335   }
1336
1337#ifdef GET_DEBUG
1338   print_table_stats();
1339#endif
1340}
1341
1342/**
1343 * Handle irregular enums
1344 *
1345 * Some values don't conform to the "well-known type at context
1346 * pointer + offset" pattern, so we have this function to catch all
1347 * the corner cases.  Typically, it's a computed value or a one-off
1348 * pointer to a custom struct or something.
1349 *
1350 * In this case we can't return a pointer to the value, so we'll have
1351 * to use the temporary variable 'v' declared back in the calling
1352 * glGet*v() function to store the result.
1353 *
1354 * \param ctx the current context
1355 * \param d the struct value_desc that describes the enum
1356 * \param v pointer to the tmp declared in the calling glGet*v() function
1357 */
1358static void
1359find_custom_value(struct gl_context *ctx, const struct value_desc *d, union value *v)
1360{
1361   struct gl_buffer_object *buffer_obj;
1362   struct gl_client_array *array;
1363   GLuint unit, *p;
1364
1365   switch (d->pname) {
1366   case GL_TEXTURE_1D:
1367   case GL_TEXTURE_2D:
1368   case GL_TEXTURE_3D:
1369   case GL_TEXTURE_1D_ARRAY_EXT:
1370   case GL_TEXTURE_2D_ARRAY_EXT:
1371   case GL_TEXTURE_CUBE_MAP_ARB:
1372   case GL_TEXTURE_RECTANGLE_NV:
1373      v->value_bool = _mesa_IsEnabled(d->pname);
1374      break;
1375
1376   case GL_LINE_STIPPLE_PATTERN:
1377      /* This is the only GLushort, special case it here by promoting
1378       * to an int rather than introducing a new type. */
1379      v->value_int = ctx->Line.StipplePattern;
1380      break;
1381
1382   case GL_CURRENT_RASTER_TEXTURE_COORDS:
1383      unit = ctx->Texture.CurrentUnit;
1384      v->value_float_4[0] = ctx->Current.RasterTexCoords[unit][0];
1385      v->value_float_4[1] = ctx->Current.RasterTexCoords[unit][1];
1386      v->value_float_4[2] = ctx->Current.RasterTexCoords[unit][2];
1387      v->value_float_4[3] = ctx->Current.RasterTexCoords[unit][3];
1388      break;
1389
1390   case GL_CURRENT_TEXTURE_COORDS:
1391      unit = ctx->Texture.CurrentUnit;
1392      v->value_float_4[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][0];
1393      v->value_float_4[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][1];
1394      v->value_float_4[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][2];
1395      v->value_float_4[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + unit][3];
1396      break;
1397
1398   case GL_COLOR_WRITEMASK:
1399      v->value_int_4[0] = ctx->Color.ColorMask[0][RCOMP] ? 1 : 0;
1400      v->value_int_4[1] = ctx->Color.ColorMask[0][GCOMP] ? 1 : 0;
1401      v->value_int_4[2] = ctx->Color.ColorMask[0][BCOMP] ? 1 : 0;
1402      v->value_int_4[3] = ctx->Color.ColorMask[0][ACOMP] ? 1 : 0;
1403      break;
1404
1405   case GL_EDGE_FLAG:
1406      v->value_bool = ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0;
1407      break;
1408
1409   case GL_READ_BUFFER:
1410      v->value_enum = ctx->ReadBuffer->ColorReadBuffer;
1411      break;
1412
1413   case GL_MAP2_GRID_DOMAIN:
1414      v->value_float_4[0] = ctx->Eval.MapGrid2u1;
1415      v->value_float_4[1] = ctx->Eval.MapGrid2u2;
1416      v->value_float_4[2] = ctx->Eval.MapGrid2v1;
1417      v->value_float_4[3] = ctx->Eval.MapGrid2v2;
1418      break;
1419
1420   case GL_TEXTURE_STACK_DEPTH:
1421      unit = ctx->Texture.CurrentUnit;
1422      v->value_int = ctx->TextureMatrixStack[unit].Depth + 1;
1423      break;
1424   case GL_TEXTURE_MATRIX:
1425      unit = ctx->Texture.CurrentUnit;
1426      v->value_matrix = ctx->TextureMatrixStack[unit].Top;
1427      break;
1428
1429   case GL_TEXTURE_COORD_ARRAY:
1430   case GL_TEXTURE_COORD_ARRAY_SIZE:
1431   case GL_TEXTURE_COORD_ARRAY_TYPE:
1432   case GL_TEXTURE_COORD_ARRAY_STRIDE:
1433      array = &ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture];
1434      v->value_int = *(GLuint *) ((char *) array + d->offset);
1435      break;
1436
1437   case GL_ACTIVE_TEXTURE_ARB:
1438      v->value_int = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
1439      break;
1440   case GL_CLIENT_ACTIVE_TEXTURE_ARB:
1441      v->value_int = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
1442      break;
1443
1444   case GL_MODELVIEW_STACK_DEPTH:
1445   case GL_PROJECTION_STACK_DEPTH:
1446      v->value_int = *(GLint *) ((char *) ctx + d->offset) + 1;
1447      break;
1448
1449   case GL_MAX_TEXTURE_SIZE:
1450   case GL_MAX_3D_TEXTURE_SIZE:
1451   case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
1452      p = (GLuint *) ((char *) ctx + d->offset);
1453      v->value_int = 1 << (*p - 1);
1454      break;
1455
1456   case GL_SCISSOR_BOX:
1457      v->value_int_4[0] = ctx->Scissor.X;
1458      v->value_int_4[1] = ctx->Scissor.Y;
1459      v->value_int_4[2] = ctx->Scissor.Width;
1460      v->value_int_4[3] = ctx->Scissor.Height;
1461      break;
1462
1463   case GL_LIST_INDEX:
1464      v->value_int =
1465	 ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0;
1466      break;
1467   case GL_LIST_MODE:
1468      if (!ctx->CompileFlag)
1469	 v->value_enum = 0;
1470      else if (ctx->ExecuteFlag)
1471	 v->value_enum = GL_COMPILE_AND_EXECUTE;
1472      else
1473	 v->value_enum = GL_COMPILE;
1474      break;
1475
1476   case GL_VIEWPORT:
1477      v->value_int_4[0] = ctx->Viewport.X;
1478      v->value_int_4[1] = ctx->Viewport.Y;
1479      v->value_int_4[2] = ctx->Viewport.Width;
1480      v->value_int_4[3] = ctx->Viewport.Height;
1481      break;
1482
1483   case GL_ACTIVE_STENCIL_FACE_EXT:
1484      v->value_enum = ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT;
1485      break;
1486
1487   case GL_STENCIL_FAIL:
1488      v->value_enum = ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
1489      break;
1490   case GL_STENCIL_FUNC:
1491      v->value_enum = ctx->Stencil.Function[ctx->Stencil.ActiveFace];
1492      break;
1493   case GL_STENCIL_PASS_DEPTH_FAIL:
1494      v->value_enum = ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
1495      break;
1496   case GL_STENCIL_PASS_DEPTH_PASS:
1497      v->value_enum = ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
1498      break;
1499   case GL_STENCIL_REF:
1500      v->value_int = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
1501      break;
1502   case GL_STENCIL_VALUE_MASK:
1503      v->value_int = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
1504      break;
1505   case GL_STENCIL_WRITEMASK:
1506      v->value_int = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
1507      break;
1508
1509   case GL_NUM_EXTENSIONS:
1510      v->value_int = _mesa_get_extension_count(ctx);
1511      break;
1512
1513   case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
1514      v->value_int = _mesa_get_color_read_type(ctx);
1515      break;
1516   case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
1517      v->value_int = _mesa_get_color_read_format(ctx);
1518      break;
1519
1520   case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
1521      v->value_int = ctx->CurrentStack->Depth + 1;
1522      break;
1523   case GL_CURRENT_MATRIX_ARB:
1524   case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
1525      v->value_matrix = ctx->CurrentStack->Top;
1526      break;
1527
1528   case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
1529      v->value_int = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
1530      break;
1531   case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
1532      v->value_int_n.n =
1533	 _mesa_get_compressed_formats(ctx, v->value_int_n.ints, GL_FALSE);
1534      ASSERT(v->value_int_n.n <= 100);
1535      break;
1536
1537   case GL_MAX_VARYING_FLOATS_ARB:
1538      v->value_int = ctx->Const.MaxVarying * 4;
1539      break;
1540
1541   /* Various object names */
1542
1543   case GL_TEXTURE_BINDING_1D:
1544   case GL_TEXTURE_BINDING_2D:
1545   case GL_TEXTURE_BINDING_3D:
1546   case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
1547   case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
1548   case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
1549   case GL_TEXTURE_BINDING_RECTANGLE_NV:
1550      unit = ctx->Texture.CurrentUnit;
1551      v->value_int =
1552	 ctx->Texture.Unit[unit].CurrentTex[d->offset]->Name;
1553      break;
1554
1555   /* GL_ARB_vertex_buffer_object */
1556   case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
1557   case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
1558   case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
1559   case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
1560   case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
1561   case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
1562   case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
1563      buffer_obj = (struct gl_buffer_object *)
1564	 ((char *) ctx->Array.ArrayObj + d->offset);
1565      v->value_int = buffer_obj->Name;
1566      break;
1567   case GL_ARRAY_BUFFER_BINDING_ARB:
1568      v->value_int = ctx->Array.ArrayBufferObj->Name;
1569      break;
1570   case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
1571      v->value_int =
1572	 ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
1573      break;
1574   case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
1575      v->value_int = ctx->Array.ElementArrayBufferObj->Name;
1576      break;
1577
1578   /* ARB_copy_buffer */
1579   case GL_COPY_READ_BUFFER:
1580      v->value_int = ctx->CopyReadBuffer->Name;
1581      break;
1582   case GL_COPY_WRITE_BUFFER:
1583      v->value_int = ctx->CopyWriteBuffer->Name;
1584      break;
1585
1586   case GL_FRAGMENT_PROGRAM_BINDING_NV:
1587      v->value_int =
1588	 ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
1589      break;
1590   case GL_VERTEX_PROGRAM_BINDING_NV:
1591      v->value_int =
1592	 ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0;
1593      break;
1594   case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
1595      v->value_int = ctx->Pack.BufferObj->Name;
1596      break;
1597   case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
1598      v->value_int = ctx->Unpack.BufferObj->Name;
1599      break;
1600   case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1601      v->value_int = ctx->TransformFeedback.CurrentBuffer->Name;
1602      break;
1603   case GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED:
1604      v->value_int = ctx->TransformFeedback.CurrentObject->Paused;
1605      break;
1606   case GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE:
1607      v->value_int = ctx->TransformFeedback.CurrentObject->Active;
1608      break;
1609   case GL_TRANSFORM_FEEDBACK_BINDING:
1610      v->value_int = ctx->TransformFeedback.CurrentObject->Name;
1611      break;
1612   case GL_CURRENT_PROGRAM:
1613      v->value_int =
1614	 ctx->Shader.ActiveProgram ? ctx->Shader.ActiveProgram->Name : 0;
1615      break;
1616   case GL_READ_FRAMEBUFFER_BINDING_EXT:
1617      v->value_int = ctx->ReadBuffer->Name;
1618      break;
1619   case GL_RENDERBUFFER_BINDING_EXT:
1620      v->value_int =
1621	 ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
1622      break;
1623   case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
1624      v->value_int = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
1625      break;
1626
1627   case GL_MAX_VERTEX_UNIFORM_VECTORS:
1628      v->value_int = ctx->Const.VertexProgram.MaxUniformComponents / 4;
1629      break;
1630
1631   case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
1632      v->value_int = ctx->Const.FragmentProgram.MaxUniformComponents / 4;
1633      break;
1634   }
1635}
1636
1637/**
1638 * Check extra constraints on a struct value_desc descriptor
1639 *
1640 * If a struct value_desc has a non-NULL extra pointer, it means that
1641 * there are a number of extra constraints to check or actions to
1642 * perform.  The extras is just an integer array where each integer
1643 * encode different constraints or actions.
1644 *
1645 * \param ctx current context
1646 * \param func name of calling glGet*v() function for error reporting
1647 * \param d the struct value_desc that has the extra constraints
1648 *
1649 * \return GL_FALSE if one of the constraints was not satisfied,
1650 *     otherwise GL_TRUE.
1651 */
1652static GLboolean
1653check_extra(struct gl_context *ctx, const char *func, const struct value_desc *d)
1654{
1655   const GLuint version = ctx->VersionMajor * 10 + ctx->VersionMinor;
1656   int total, enabled;
1657   const int *e;
1658
1659   total = 0;
1660   enabled = 0;
1661   for (e = d->extra; *e != EXTRA_END; e++)
1662      switch (*e) {
1663      case EXTRA_VERSION_30:
1664	 if (version >= 30) {
1665	    total++;
1666	    enabled++;
1667	 }
1668	 break;
1669      case EXTRA_VERSION_31:
1670	 if (version >= 31) {
1671	    total++;
1672	    enabled++;
1673	 }
1674	 break;
1675      case EXTRA_VERSION_32:
1676	 if (version >= 32) {
1677	    total++;
1678	    enabled++;
1679	 }
1680	 break;
1681      case EXTRA_VERSION_ES2:
1682	 if (ctx->API == API_OPENGLES2) {
1683	    total++;
1684	    enabled++;
1685	 }
1686	 break;
1687      case EXTRA_NEW_BUFFERS:
1688	 if (ctx->NewState & _NEW_BUFFERS)
1689	    _mesa_update_state(ctx);
1690	 break;
1691      case EXTRA_FLUSH_CURRENT:
1692	 FLUSH_CURRENT(ctx, 0);
1693	 break;
1694      case EXTRA_VALID_DRAW_BUFFER:
1695	 if (d->pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
1696	    _mesa_error(ctx, GL_INVALID_OPERATION, "%s(draw buffer %u)",
1697			func, d->pname - GL_DRAW_BUFFER0_ARB);
1698	    return GL_FALSE;
1699	 }
1700	 break;
1701      case EXTRA_VALID_TEXTURE_UNIT:
1702	 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
1703	    _mesa_error(ctx, GL_INVALID_OPERATION, "%s(texture %u)",
1704			func, ctx->Texture.CurrentUnit);
1705	    return GL_FALSE;
1706	 }
1707	 break;
1708      case EXTRA_END:
1709	 break;
1710      default: /* *e is a offset into the extension struct */
1711	 total++;
1712	 if (*(GLboolean *) ((char *) &ctx->Extensions + *e))
1713	    enabled++;
1714	 break;
1715      }
1716
1717   if (total > 0 && enabled == 0) {
1718      _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1719                  _mesa_lookup_enum_by_nr(d->pname));
1720      return GL_FALSE;
1721   }
1722
1723   return GL_TRUE;
1724}
1725
1726static const struct value_desc error_value =
1727   { 0, 0, TYPE_INVALID, NO_OFFSET, NO_EXTRA };
1728
1729/**
1730 * Find the struct value_desc corresponding to the enum 'pname'.
1731 *
1732 * We hash the enum value to get an index into the 'table' array,
1733 * which holds the index in the 'values' array of struct value_desc.
1734 * Once we've found the entry, we do the extra checks, if any, then
1735 * look up the value and return a pointer to it.
1736 *
1737 * If the value has to be computed (for example, it's the result of a
1738 * function call or we need to add 1 to it), we use the tmp 'v' to
1739 * store the result.
1740 *
1741 * \param func name of glGet*v() func for error reporting
1742 * \param pname the enum value we're looking up
1743 * \param p is were we return the pointer to the value
1744 * \param v a tmp union value variable in the calling glGet*v() function
1745 *
1746 * \return the struct value_desc corresponding to the enum or a struct
1747 *     value_desc of TYPE_INVALID if not found.  This lets the calling
1748 *     glGet*v() function jump right into a switch statement and
1749 *     handle errors there instead of having to check for NULL.
1750 */
1751static const struct value_desc *
1752find_value(const char *func, GLenum pname, void **p, union value *v)
1753{
1754   GET_CURRENT_CONTEXT(ctx);
1755   struct gl_texture_unit *unit;
1756   int mask, hash;
1757   const struct value_desc *d;
1758
1759   mask = Elements(table) - 1;
1760   hash = (pname * prime_factor);
1761   while (1) {
1762      d = &values[table[hash & mask]];
1763
1764      /* If the enum isn't valid, the hash walk ends with index 0,
1765       * which is the API mask entry at the beginning of values[]. */
1766      if (unlikely(d->type == TYPE_API_MASK)) {
1767	 _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
1768                     _mesa_lookup_enum_by_nr(pname));
1769	 return &error_value;
1770      }
1771
1772      if (likely(d->pname == pname))
1773	 break;
1774
1775      hash += prime_step;
1776   }
1777
1778   if (unlikely(d->extra && !check_extra(ctx, func, d)))
1779      return &error_value;
1780
1781   switch (d->location) {
1782   case LOC_BUFFER:
1783      *p = ((char *) ctx->DrawBuffer + d->offset);
1784      return d;
1785   case LOC_CONTEXT:
1786      *p = ((char *) ctx + d->offset);
1787      return d;
1788   case LOC_ARRAY:
1789      *p = ((char *) ctx->Array.ArrayObj + d->offset);
1790      return d;
1791   case LOC_TEXUNIT:
1792      unit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];
1793      *p = ((char *) unit + d->offset);
1794      return d;
1795   case LOC_CUSTOM:
1796      find_custom_value(ctx, d, v);
1797      *p = v;
1798      return d;
1799   default:
1800      assert(0);
1801      break;
1802   }
1803
1804   /* silence warning */
1805   return &error_value;
1806}
1807
1808static const int transpose[] = {
1809   0, 4,  8, 12,
1810   1, 5,  9, 13,
1811   2, 6, 10, 14,
1812   3, 7, 11, 15
1813};
1814
1815void GLAPIENTRY
1816_mesa_GetBooleanv(GLenum pname, GLboolean *params)
1817{
1818   const struct value_desc *d;
1819   union value v;
1820   GLmatrix *m;
1821   int shift, i;
1822   void *p;
1823
1824   d = find_value("glGetBooleanv", pname, &p, &v);
1825   switch (d->type) {
1826   case TYPE_INVALID:
1827      break;
1828   case TYPE_CONST:
1829      params[0] = INT_TO_BOOLEAN(d->offset);
1830      break;
1831
1832   case TYPE_FLOAT_4:
1833   case TYPE_FLOATN_4:
1834      params[3] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[3]);
1835   case TYPE_FLOAT_3:
1836   case TYPE_FLOATN_3:
1837      params[2] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[2]);
1838   case TYPE_FLOAT_2:
1839   case TYPE_FLOATN_2:
1840      params[1] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[1]);
1841   case TYPE_FLOAT:
1842   case TYPE_FLOATN:
1843      params[0] = FLOAT_TO_BOOLEAN(((GLfloat *) p)[0]);
1844      break;
1845
1846   case TYPE_DOUBLEN:
1847      params[0] = FLOAT_TO_BOOLEAN(((GLdouble *) p)[0]);
1848      break;
1849
1850   case TYPE_INT_4:
1851      params[3] = INT_TO_BOOLEAN(((GLint *) p)[3]);
1852   case TYPE_INT_3:
1853      params[2] = INT_TO_BOOLEAN(((GLint *) p)[2]);
1854   case TYPE_INT_2:
1855   case TYPE_ENUM_2:
1856      params[1] = INT_TO_BOOLEAN(((GLint *) p)[1]);
1857   case TYPE_INT:
1858   case TYPE_ENUM:
1859      params[0] = INT_TO_BOOLEAN(((GLint *) p)[0]);
1860      break;
1861
1862   case TYPE_INT_N:
1863      for (i = 0; i < v.value_int_n.n; i++)
1864	 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
1865      break;
1866
1867   case TYPE_INT64:
1868      params[0] = INT64_TO_BOOLEAN(((GLint64 *) p)[0]);
1869      break;
1870
1871   case TYPE_BOOLEAN:
1872      params[0] = ((GLboolean*) p)[0];
1873      break;
1874
1875   case TYPE_MATRIX:
1876      m = *(GLmatrix **) p;
1877      for (i = 0; i < 16; i++)
1878	 params[i] = FLOAT_TO_BOOLEAN(m->m[i]);
1879      break;
1880
1881   case TYPE_MATRIX_T:
1882      m = *(GLmatrix **) p;
1883      for (i = 0; i < 16; i++)
1884	 params[i] = FLOAT_TO_BOOLEAN(m->m[transpose[i]]);
1885      break;
1886
1887   case TYPE_BIT_0:
1888   case TYPE_BIT_1:
1889   case TYPE_BIT_2:
1890   case TYPE_BIT_3:
1891   case TYPE_BIT_4:
1892   case TYPE_BIT_5:
1893      shift = d->type - TYPE_BIT_0;
1894      params[0] = (*(GLbitfield *) p >> shift) & 1;
1895      break;
1896   }
1897}
1898
1899void GLAPIENTRY
1900_mesa_GetFloatv(GLenum pname, GLfloat *params)
1901{
1902   const struct value_desc *d;
1903   union value v;
1904   GLmatrix *m;
1905   int shift, i;
1906   void *p;
1907
1908   d = find_value("glGetFloatv", pname, &p, &v);
1909   switch (d->type) {
1910   case TYPE_INVALID:
1911      break;
1912   case TYPE_CONST:
1913      params[0] = (GLfloat) d->offset;
1914      break;
1915
1916   case TYPE_FLOAT_4:
1917   case TYPE_FLOATN_4:
1918      params[3] = ((GLfloat *) p)[3];
1919   case TYPE_FLOAT_3:
1920   case TYPE_FLOATN_3:
1921      params[2] = ((GLfloat *) p)[2];
1922   case TYPE_FLOAT_2:
1923   case TYPE_FLOATN_2:
1924      params[1] = ((GLfloat *) p)[1];
1925   case TYPE_FLOAT:
1926   case TYPE_FLOATN:
1927      params[0] = ((GLfloat *) p)[0];
1928      break;
1929
1930   case TYPE_DOUBLEN:
1931      params[0] = ((GLdouble *) p)[0];
1932      break;
1933
1934   case TYPE_INT_4:
1935      params[3] = (GLfloat) (((GLint *) p)[3]);
1936   case TYPE_INT_3:
1937      params[2] = (GLfloat) (((GLint *) p)[2]);
1938   case TYPE_INT_2:
1939   case TYPE_ENUM_2:
1940      params[1] = (GLfloat) (((GLint *) p)[1]);
1941   case TYPE_INT:
1942   case TYPE_ENUM:
1943      params[0] = (GLfloat) (((GLint *) p)[0]);
1944      break;
1945
1946   case TYPE_INT_N:
1947      for (i = 0; i < v.value_int_n.n; i++)
1948	 params[i] = INT_TO_FLOAT(v.value_int_n.ints[i]);
1949      break;
1950
1951   case TYPE_INT64:
1952      params[0] = ((GLint64 *) p)[0];
1953      break;
1954
1955   case TYPE_BOOLEAN:
1956      params[0] = BOOLEAN_TO_FLOAT(*(GLboolean*) p);
1957      break;
1958
1959   case TYPE_MATRIX:
1960      m = *(GLmatrix **) p;
1961      for (i = 0; i < 16; i++)
1962	 params[i] = m->m[i];
1963      break;
1964
1965   case TYPE_MATRIX_T:
1966      m = *(GLmatrix **) p;
1967      for (i = 0; i < 16; i++)
1968	 params[i] = m->m[transpose[i]];
1969      break;
1970
1971   case TYPE_BIT_0:
1972   case TYPE_BIT_1:
1973   case TYPE_BIT_2:
1974   case TYPE_BIT_3:
1975   case TYPE_BIT_4:
1976   case TYPE_BIT_5:
1977      shift = d->type - TYPE_BIT_0;
1978      params[0] = BOOLEAN_TO_FLOAT((*(GLbitfield *) p >> shift) & 1);
1979      break;
1980   }
1981}
1982
1983void GLAPIENTRY
1984_mesa_GetIntegerv(GLenum pname, GLint *params)
1985{
1986   const struct value_desc *d;
1987   union value v;
1988   GLmatrix *m;
1989   int shift, i;
1990   void *p;
1991
1992   d = find_value("glGetIntegerv", pname, &p, &v);
1993   switch (d->type) {
1994   case TYPE_INVALID:
1995      break;
1996   case TYPE_CONST:
1997      params[0] = d->offset;
1998      break;
1999
2000   case TYPE_FLOAT_4:
2001      params[3] = IROUND(((GLfloat *) p)[3]);
2002   case TYPE_FLOAT_3:
2003      params[2] = IROUND(((GLfloat *) p)[2]);
2004   case TYPE_FLOAT_2:
2005      params[1] = IROUND(((GLfloat *) p)[1]);
2006   case TYPE_FLOAT:
2007      params[0] = IROUND(((GLfloat *) p)[0]);
2008      break;
2009
2010   case TYPE_FLOATN_4:
2011      params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]);
2012   case TYPE_FLOATN_3:
2013      params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]);
2014   case TYPE_FLOATN_2:
2015      params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]);
2016   case TYPE_FLOATN:
2017      params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]);
2018      break;
2019
2020   case TYPE_DOUBLEN:
2021      params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]);
2022      break;
2023
2024   case TYPE_INT_4:
2025      params[3] = ((GLint *) p)[3];
2026   case TYPE_INT_3:
2027      params[2] = ((GLint *) p)[2];
2028   case TYPE_INT_2:
2029   case TYPE_ENUM_2:
2030      params[1] = ((GLint *) p)[1];
2031   case TYPE_INT:
2032   case TYPE_ENUM:
2033      params[0] = ((GLint *) p)[0];
2034      break;
2035
2036   case TYPE_INT_N:
2037      for (i = 0; i < v.value_int_n.n; i++)
2038	 params[i] = v.value_int_n.ints[i];
2039      break;
2040
2041   case TYPE_INT64:
2042      params[0] = INT64_TO_INT(((GLint64 *) p)[0]);
2043      break;
2044
2045   case TYPE_BOOLEAN:
2046      params[0] = BOOLEAN_TO_INT(*(GLboolean*) p);
2047      break;
2048
2049   case TYPE_MATRIX:
2050      m = *(GLmatrix **) p;
2051      for (i = 0; i < 16; i++)
2052	 params[i] = FLOAT_TO_INT(m->m[i]);
2053      break;
2054
2055   case TYPE_MATRIX_T:
2056      m = *(GLmatrix **) p;
2057      for (i = 0; i < 16; i++)
2058	 params[i] = FLOAT_TO_INT(m->m[transpose[i]]);
2059      break;
2060
2061   case TYPE_BIT_0:
2062   case TYPE_BIT_1:
2063   case TYPE_BIT_2:
2064   case TYPE_BIT_3:
2065   case TYPE_BIT_4:
2066   case TYPE_BIT_5:
2067      shift = d->type - TYPE_BIT_0;
2068      params[0] = (*(GLbitfield *) p >> shift) & 1;
2069      break;
2070   }
2071}
2072
2073#if FEATURE_ARB_sync
2074void GLAPIENTRY
2075_mesa_GetInteger64v(GLenum pname, GLint64 *params)
2076{
2077   const struct value_desc *d;
2078   union value v;
2079   GLmatrix *m;
2080   int shift, i;
2081   void *p;
2082
2083   d = find_value("glGetInteger64v", pname, &p, &v);
2084   switch (d->type) {
2085   case TYPE_INVALID:
2086      break;
2087   case TYPE_CONST:
2088      params[0] = d->offset;
2089      break;
2090
2091   case TYPE_FLOAT_4:
2092      params[3] = IROUND64(((GLfloat *) p)[3]);
2093   case TYPE_FLOAT_3:
2094      params[2] = IROUND64(((GLfloat *) p)[2]);
2095   case TYPE_FLOAT_2:
2096      params[1] = IROUND64(((GLfloat *) p)[1]);
2097   case TYPE_FLOAT:
2098      params[0] = IROUND64(((GLfloat *) p)[0]);
2099      break;
2100
2101   case TYPE_FLOATN_4:
2102      params[3] = FLOAT_TO_INT64(((GLfloat *) p)[3]);
2103   case TYPE_FLOATN_3:
2104      params[2] = FLOAT_TO_INT64(((GLfloat *) p)[2]);
2105   case TYPE_FLOATN_2:
2106      params[1] = FLOAT_TO_INT64(((GLfloat *) p)[1]);
2107   case TYPE_FLOATN:
2108      params[0] = FLOAT_TO_INT64(((GLfloat *) p)[0]);
2109      break;
2110
2111   case TYPE_DOUBLEN:
2112      params[0] = FLOAT_TO_INT64(((GLdouble *) p)[0]);
2113      break;
2114
2115   case TYPE_INT_4:
2116      params[3] = ((GLint *) p)[3];
2117   case TYPE_INT_3:
2118      params[2] = ((GLint *) p)[2];
2119   case TYPE_INT_2:
2120   case TYPE_ENUM_2:
2121      params[1] = ((GLint *) p)[1];
2122   case TYPE_INT:
2123   case TYPE_ENUM:
2124      params[0] = ((GLint *) p)[0];
2125      break;
2126
2127   case TYPE_INT_N:
2128      for (i = 0; i < v.value_int_n.n; i++)
2129	 params[i] = INT_TO_BOOLEAN(v.value_int_n.ints[i]);
2130      break;
2131
2132   case TYPE_INT64:
2133      params[0] = ((GLint64 *) p)[0];
2134      break;
2135
2136   case TYPE_BOOLEAN:
2137      params[0] = ((GLboolean*) p)[0];
2138      break;
2139
2140   case TYPE_MATRIX:
2141      m = *(GLmatrix **) p;
2142      for (i = 0; i < 16; i++)
2143	 params[i] = FLOAT_TO_INT64(m->m[i]);
2144      break;
2145
2146   case TYPE_MATRIX_T:
2147      m = *(GLmatrix **) p;
2148      for (i = 0; i < 16; i++)
2149	 params[i] = FLOAT_TO_INT64(m->m[transpose[i]]);
2150      break;
2151
2152   case TYPE_BIT_0:
2153   case TYPE_BIT_1:
2154   case TYPE_BIT_2:
2155   case TYPE_BIT_3:
2156   case TYPE_BIT_4:
2157   case TYPE_BIT_5:
2158      shift = d->type - TYPE_BIT_0;
2159      params[0] = (*(GLbitfield *) p >> shift) & 1;
2160      break;
2161   }
2162}
2163#endif /* FEATURE_ARB_sync */
2164
2165void GLAPIENTRY
2166_mesa_GetDoublev(GLenum pname, GLdouble *params)
2167{
2168   const struct value_desc *d;
2169   union value v;
2170   GLmatrix *m;
2171   int shift, i;
2172   void *p;
2173
2174   d = find_value("glGetDoublev", pname, &p, &v);
2175   switch (d->type) {
2176   case TYPE_INVALID:
2177      break;
2178   case TYPE_CONST:
2179      params[0] = d->offset;
2180      break;
2181
2182   case TYPE_FLOAT_4:
2183   case TYPE_FLOATN_4:
2184      params[3] = ((GLfloat *) p)[3];
2185   case TYPE_FLOAT_3:
2186   case TYPE_FLOATN_3:
2187      params[2] = ((GLfloat *) p)[2];
2188   case TYPE_FLOAT_2:
2189   case TYPE_FLOATN_2:
2190      params[1] = ((GLfloat *) p)[1];
2191   case TYPE_FLOAT:
2192   case TYPE_FLOATN:
2193      params[0] = ((GLfloat *) p)[0];
2194      break;
2195
2196   case TYPE_DOUBLEN:
2197      params[0] = ((GLdouble *) p)[0];
2198      break;
2199
2200   case TYPE_INT_4:
2201      params[3] = ((GLint *) p)[3];
2202   case TYPE_INT_3:
2203      params[2] = ((GLint *) p)[2];
2204   case TYPE_INT_2:
2205   case TYPE_ENUM_2:
2206      params[1] = ((GLint *) p)[1];
2207   case TYPE_INT:
2208   case TYPE_ENUM:
2209      params[0] = ((GLint *) p)[0];
2210      break;
2211
2212   case TYPE_INT_N:
2213      for (i = 0; i < v.value_int_n.n; i++)
2214	 params[i] = v.value_int_n.ints[i];
2215      break;
2216
2217   case TYPE_INT64:
2218      params[0] = ((GLint64 *) p)[0];
2219      break;
2220
2221   case TYPE_BOOLEAN:
2222      params[0] = *(GLboolean*) p;
2223      break;
2224
2225   case TYPE_MATRIX:
2226      m = *(GLmatrix **) p;
2227      for (i = 0; i < 16; i++)
2228	 params[i] = m->m[i];
2229      break;
2230
2231   case TYPE_MATRIX_T:
2232      m = *(GLmatrix **) p;
2233      for (i = 0; i < 16; i++)
2234	 params[i] = m->m[transpose[i]];
2235      break;
2236
2237   case TYPE_BIT_0:
2238   case TYPE_BIT_1:
2239   case TYPE_BIT_2:
2240   case TYPE_BIT_3:
2241   case TYPE_BIT_4:
2242   case TYPE_BIT_5:
2243      shift = d->type - TYPE_BIT_0;
2244      params[0] = (*(GLbitfield *) p >> shift) & 1;
2245      break;
2246   }
2247}
2248
2249static enum value_type
2250find_value_indexed(const char *func, GLenum pname, int index, union value *v)
2251{
2252   GET_CURRENT_CONTEXT(ctx);
2253
2254   switch (pname) {
2255
2256   case GL_BLEND:
2257      if (index >= ctx->Const.MaxDrawBuffers)
2258	 goto invalid_value;
2259      if (!ctx->Extensions.EXT_draw_buffers2)
2260	 goto invalid_enum;
2261      v->value_int = (ctx->Color.BlendEnabled >> index) & 1;
2262      return TYPE_INT;
2263
2264   case GL_COLOR_WRITEMASK:
2265      if (index >= ctx->Const.MaxDrawBuffers)
2266	 goto invalid_value;
2267      if (!ctx->Extensions.EXT_draw_buffers2)
2268	 goto invalid_enum;
2269      v->value_int_4[0] = ctx->Color.ColorMask[index][RCOMP] ? 1 : 0;
2270      v->value_int_4[1] = ctx->Color.ColorMask[index][GCOMP] ? 1 : 0;
2271      v->value_int_4[2] = ctx->Color.ColorMask[index][BCOMP] ? 1 : 0;
2272      v->value_int_4[3] = ctx->Color.ColorMask[index][ACOMP] ? 1 : 0;
2273      return TYPE_INT_4;
2274
2275   case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2276      if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2277	 goto invalid_value;
2278      if (!ctx->Extensions.EXT_transform_feedback)
2279	 goto invalid_enum;
2280      v->value_int64 = ctx->TransformFeedback.CurrentObject->Offset[index];
2281      return TYPE_INT64;
2282
2283   case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2284      if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2285	 goto invalid_value;
2286      if (!ctx->Extensions.EXT_transform_feedback)
2287	 goto invalid_enum;
2288      v->value_int64 = ctx->TransformFeedback.CurrentObject->Size[index];
2289      return TYPE_INT64;
2290
2291   case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2292      if (index >= ctx->Const.MaxTransformFeedbackSeparateAttribs)
2293	 goto invalid_value;
2294      if (!ctx->Extensions.EXT_transform_feedback)
2295	 goto invalid_enum;
2296      v->value_int = ctx->TransformFeedback.CurrentObject->Buffers[index]->Name;
2297      return TYPE_INT;
2298   }
2299
2300 invalid_enum:
2301   _mesa_error(ctx, GL_INVALID_ENUM, "%s(pname=%s)", func,
2302               _mesa_lookup_enum_by_nr(pname));
2303   return TYPE_INVALID;
2304 invalid_value:
2305   _mesa_error(ctx, GL_INVALID_VALUE, "%s(pname=%s)", func,
2306               _mesa_lookup_enum_by_nr(pname));
2307   return TYPE_INVALID;
2308}
2309
2310void GLAPIENTRY
2311_mesa_GetBooleanIndexedv( GLenum pname, GLuint index, GLboolean *params )
2312{
2313   union value v;
2314
2315   switch (find_value_indexed("glGetBooleanIndexedv", pname, index, &v)) {
2316   case TYPE_INT:
2317      params[0] = INT_TO_BOOLEAN(v.value_int);
2318      break;
2319   case TYPE_INT_4:
2320      params[0] = INT_TO_BOOLEAN(v.value_int_4[0]);
2321      params[1] = INT_TO_BOOLEAN(v.value_int_4[1]);
2322      params[2] = INT_TO_BOOLEAN(v.value_int_4[2]);
2323      params[3] = INT_TO_BOOLEAN(v.value_int_4[3]);
2324      break;
2325   case TYPE_INT64:
2326      params[0] = INT64_TO_BOOLEAN(v.value_int);
2327      break;
2328   default:
2329      assert(0);
2330   }
2331}
2332
2333void GLAPIENTRY
2334_mesa_GetIntegerIndexedv( GLenum pname, GLuint index, GLint *params )
2335{
2336   union value v;
2337
2338   switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2339   case TYPE_INT:
2340      params[0] = v.value_int;
2341      break;
2342   case TYPE_INT_4:
2343      params[0] = v.value_int_4[0];
2344      params[1] = v.value_int_4[1];
2345      params[2] = v.value_int_4[2];
2346      params[3] = v.value_int_4[3];
2347      break;
2348   case TYPE_INT64:
2349      params[0] = INT64_TO_INT(v.value_int);
2350      break;
2351   default:
2352      assert(0);
2353   }
2354}
2355
2356#if FEATURE_ARB_sync
2357void GLAPIENTRY
2358_mesa_GetInteger64Indexedv( GLenum pname, GLuint index, GLint64 *params )
2359{
2360   union value v;
2361
2362   switch (find_value_indexed("glGetIntegerIndexedv", pname, index, &v)) {
2363   case TYPE_INT:
2364      params[0] = v.value_int;
2365      break;
2366   case TYPE_INT_4:
2367      params[0] = v.value_int_4[0];
2368      params[1] = v.value_int_4[1];
2369      params[2] = v.value_int_4[2];
2370      params[3] = v.value_int_4[3];
2371      break;
2372   case TYPE_INT64:
2373      params[0] = v.value_int;
2374      break;
2375   default:
2376      assert(0);
2377   }
2378}
2379#endif /* FEATURE_ARB_sync */
2380
2381#if FEATURE_ES1
2382void GLAPIENTRY
2383_mesa_GetFixedv(GLenum pname, GLfixed *params)
2384{
2385   const struct value_desc *d;
2386   union value v;
2387   GLmatrix *m;
2388   int shift, i;
2389   void *p;
2390
2391   d = find_value("glGetDoublev", pname, &p, &v);
2392   switch (d->type) {
2393   case TYPE_INVALID:
2394      break;
2395   case TYPE_CONST:
2396      params[0] = INT_TO_FIXED(d->offset);
2397      break;
2398
2399   case TYPE_FLOAT_4:
2400   case TYPE_FLOATN_4:
2401      params[3] = FLOAT_TO_FIXED(((GLfloat *) p)[3]);
2402   case TYPE_FLOAT_3:
2403   case TYPE_FLOATN_3:
2404      params[2] = FLOAT_TO_FIXED(((GLfloat *) p)[2]);
2405   case TYPE_FLOAT_2:
2406   case TYPE_FLOATN_2:
2407      params[1] = FLOAT_TO_FIXED(((GLfloat *) p)[1]);
2408   case TYPE_FLOAT:
2409   case TYPE_FLOATN:
2410      params[0] = FLOAT_TO_FIXED(((GLfloat *) p)[0]);
2411      break;
2412
2413   case TYPE_DOUBLEN:
2414      params[0] = FLOAT_TO_FIXED(((GLdouble *) p)[0]);
2415      break;
2416
2417   case TYPE_INT_4:
2418      params[3] = INT_TO_FIXED(((GLint *) p)[3]);
2419   case TYPE_INT_3:
2420      params[2] = INT_TO_FIXED(((GLint *) p)[2]);
2421   case TYPE_INT_2:
2422   case TYPE_ENUM_2:
2423      params[1] = INT_TO_FIXED(((GLint *) p)[1]);
2424   case TYPE_INT:
2425   case TYPE_ENUM:
2426      params[0] = INT_TO_FIXED(((GLint *) p)[0]);
2427      break;
2428
2429   case TYPE_INT_N:
2430      for (i = 0; i < v.value_int_n.n; i++)
2431	 params[i] = INT_TO_FIXED(v.value_int_n.ints[i]);
2432      break;
2433
2434   case TYPE_INT64:
2435      params[0] = ((GLint64 *) p)[0];
2436      break;
2437
2438   case TYPE_BOOLEAN:
2439      params[0] = BOOLEAN_TO_FIXED(((GLboolean*) p)[0]);
2440      break;
2441
2442   case TYPE_MATRIX:
2443      m = *(GLmatrix **) p;
2444      for (i = 0; i < 16; i++)
2445	 params[i] = FLOAT_TO_FIXED(m->m[i]);
2446      break;
2447
2448   case TYPE_MATRIX_T:
2449      m = *(GLmatrix **) p;
2450      for (i = 0; i < 16; i++)
2451	 params[i] = FLOAT_TO_FIXED(m->m[transpose[i]]);
2452      break;
2453
2454   case TYPE_BIT_0:
2455   case TYPE_BIT_1:
2456   case TYPE_BIT_2:
2457   case TYPE_BIT_3:
2458   case TYPE_BIT_4:
2459   case TYPE_BIT_5:
2460      shift = d->type - TYPE_BIT_0;
2461      params[0] = BOOLEAN_TO_FIXED((*(GLbitfield *) p >> shift) & 1);
2462      break;
2463   }
2464}
2465#endif
2466