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 27uint32_t 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 36void GLAPIENTRY 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