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