/* * Copyright © 2020 Advanced Micro Devices, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include "main/glthread_marshal.h" #include "main/dispatch.h" uint32_t _mesa_unmarshal_GetIntegerv(struct gl_context *ctx, const struct marshal_cmd_GetIntegerv *cmd, const uint64_t *last) { unreachable("never executed"); return 0; } void GLAPIENTRY _mesa_marshal_GetIntegerv(GLenum pname, GLint *p) { GET_CURRENT_CONTEXT(ctx); /* TODO: Use get_hash_params.py to return values for items containing: * - CONST( * - CONTEXT_[A-Z]*(Const */ if (ctx->API != API_OPENGL_COMPAT) { /* glthread only tracks these states for the compatibility profile. */ _mesa_glthread_finish_before(ctx, "GetIntegerv"); CALL_GetIntegerv(ctx->CurrentServerDispatch, (pname, p)); return; } switch (pname) { case GL_ACTIVE_TEXTURE: *p = GL_TEXTURE0 + ctx->GLThread.ActiveTexture; return; case GL_ARRAY_BUFFER_BINDING: *p = ctx->GLThread.CurrentArrayBufferName; return; case GL_ATTRIB_STACK_DEPTH: *p = ctx->GLThread.AttribStackDepth; return; case GL_CLIENT_ACTIVE_TEXTURE: *p = ctx->GLThread.ClientActiveTexture; return; case GL_CLIENT_ATTRIB_STACK_DEPTH: *p = ctx->GLThread.ClientAttribStackTop; return; case GL_DRAW_INDIRECT_BUFFER_BINDING: *p = ctx->GLThread.CurrentDrawIndirectBufferName; return; case GL_MATRIX_MODE: *p = ctx->GLThread.MatrixMode; return; case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: *p = ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex] + 1; return; case GL_MODELVIEW_STACK_DEPTH: *p = ctx->GLThread.MatrixStackDepth[M_MODELVIEW] + 1; return; case GL_PROJECTION_STACK_DEPTH: *p = ctx->GLThread.MatrixStackDepth[M_PROJECTION] + 1; return; case GL_TEXTURE_STACK_DEPTH: *p = ctx->GLThread.MatrixStackDepth[M_TEXTURE0 + ctx->GLThread.ActiveTexture] + 1; return; case GL_VERTEX_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POS)) != 0; return; case GL_NORMAL_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_NORMAL)) != 0; return; case GL_COLOR_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR0)) != 0; return; case GL_SECONDARY_COLOR_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR1)) != 0; return; case GL_FOG_COORD_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_FOG)) != 0; return; case GL_INDEX_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR_INDEX)) != 0; return; case GL_EDGE_FLAG_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_EDGEFLAG)) != 0; return; case GL_TEXTURE_COORD_ARRAY: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << (VERT_ATTRIB_TEX0 + ctx->GLThread.ClientActiveTexture))) != 0; return; case GL_POINT_SIZE_ARRAY_OES: *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POINT_SIZE)) != 0; return; } _mesa_glthread_finish_before(ctx, "GetIntegerv"); CALL_GetIntegerv(ctx->CurrentServerDispatch, (pname, p)); } /* TODO: Implement glGetBooleanv, glGetFloatv, etc. if needed */