1 /*
2 * Copyright © 2020 Advanced Micro Devices, Inc.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "main/glthread_marshal.h"
25 #include "main/dispatch.h"
26
27 uint32_t
_mesa_unmarshal_GetIntegerv(struct gl_context *ctx, const struct marshal_cmd_GetIntegerv *cmd, const uint64_t *last)28 _mesa_unmarshal_GetIntegerv(struct gl_context *ctx,
29 const struct marshal_cmd_GetIntegerv *cmd,
30 const uint64_t *last)
31 {
32 unreachable("never executed");
33 return 0;
34 }
35
36 void GLAPIENTRY
_mesa_marshal_GetIntegerv(GLenum pname, GLint *p)37 _mesa_marshal_GetIntegerv(GLenum pname, GLint *p)
38 {
39 GET_CURRENT_CONTEXT(ctx);
40
41 /* TODO: Use get_hash_params.py to return values for items containing:
42 * - CONST(
43 * - CONTEXT_[A-Z]*(Const
44 */
45
46 switch (pname) {
47 case GL_ACTIVE_TEXTURE:
48 *p = GL_TEXTURE0 + ctx->GLThread.ActiveTexture;
49 return;
50 case GL_ARRAY_BUFFER_BINDING:
51 *p = ctx->GLThread.CurrentArrayBufferName;
52 return;
53 case GL_ATTRIB_STACK_DEPTH:
54 *p = ctx->GLThread.AttribStackDepth;
55 return;
56 case GL_CLIENT_ACTIVE_TEXTURE:
57 *p = ctx->GLThread.ClientActiveTexture;
58 return;
59 case GL_CLIENT_ATTRIB_STACK_DEPTH:
60 *p = ctx->GLThread.ClientAttribStackTop;
61 return;
62 case GL_CURRENT_PROGRAM:
63 *p = ctx->GLThread.CurrentProgram;
64 return;
65 case GL_DRAW_INDIRECT_BUFFER_BINDING:
66 *p = ctx->GLThread.CurrentDrawIndirectBufferName;
67 return;
68 case GL_DRAW_FRAMEBUFFER_BINDING: /* == GL_FRAMEBUFFER_BINDING */
69 *p = ctx->GLThread.CurrentDrawFramebuffer;
70 return;
71 case GL_PIXEL_PACK_BUFFER_BINDING:
72 *p = ctx->GLThread.CurrentPixelPackBufferName;
73 return;
74 case GL_PIXEL_UNPACK_BUFFER_BINDING:
75 *p = ctx->GLThread.CurrentPixelUnpackBufferName;
76 return;
77 case GL_QUERY_BUFFER_BINDING:
78 *p = ctx->GLThread.CurrentQueryBufferName;
79 return;
80
81 case GL_MATRIX_MODE:
82 *p = ctx->GLThread.MatrixMode;
83 return;
84 case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
85 *p = ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex] + 1;
86 return;
87 case GL_MODELVIEW_STACK_DEPTH:
88 *p = ctx->GLThread.MatrixStackDepth[M_MODELVIEW] + 1;
89 return;
90 case GL_PROJECTION_STACK_DEPTH:
91 *p = ctx->GLThread.MatrixStackDepth[M_PROJECTION] + 1;
92 return;
93 case GL_TEXTURE_STACK_DEPTH:
94 *p = ctx->GLThread.MatrixStackDepth[M_TEXTURE0 + ctx->GLThread.ActiveTexture] + 1;
95 return;
96
97 case GL_VERTEX_ARRAY:
98 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POS)) != 0;
99 return;
100 case GL_NORMAL_ARRAY:
101 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_NORMAL)) != 0;
102 return;
103 case GL_COLOR_ARRAY:
104 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR0)) != 0;
105 return;
106 case GL_SECONDARY_COLOR_ARRAY:
107 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR1)) != 0;
108 return;
109 case GL_FOG_COORD_ARRAY:
110 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_FOG)) != 0;
111 return;
112 case GL_INDEX_ARRAY:
113 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR_INDEX)) != 0;
114 return;
115 case GL_EDGE_FLAG_ARRAY:
116 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_EDGEFLAG)) != 0;
117 return;
118 case GL_TEXTURE_COORD_ARRAY:
119 *p = (ctx->GLThread.CurrentVAO->UserEnabled &
120 (1 << (VERT_ATTRIB_TEX0 + ctx->GLThread.ClientActiveTexture))) != 0;
121 return;
122 case GL_POINT_SIZE_ARRAY_OES:
123 *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POINT_SIZE)) != 0;
124 return;
125 }
126
127 _mesa_glthread_finish_before(ctx, "GetIntegerv");
128 CALL_GetIntegerv(ctx->CurrentServerDispatch, (pname, p));
129 }
130
131 /* TODO: Implement glGetBooleanv, glGetFloatv, etc. if needed */
132