ARB_fragment/vertex_shader state
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@@ -1890,6 +1890,30 @@ _mesa_GetBooleanv( GLenum pname, GLboolean *params )
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CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
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params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_B(ARB_fragment_shader, pname);
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params[0] = INT_TO_BOOLEAN(MAX_FRAGMENT_UNIFORM_COMPONENTS);
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break;
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case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
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CHECK_EXTENSION_B(ARB_fragment_shader, pname);
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params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative);
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break;
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case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_B(ARB_vertex_shader, pname);
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params[0] = INT_TO_BOOLEAN(MAX_VERTEX_UNIFORM_COMPONENTS);
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break;
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case GL_MAX_VARYING_FLOATS_ARB:
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CHECK_EXTENSION_B(ARB_vertex_shader, pname);
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params[0] = INT_TO_BOOLEAN(MAX_VARYING_FLOATS);
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break;
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case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_B(ARB_vertex_shader, pname);
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params[0] = INT_TO_BOOLEAN(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
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break;
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case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_B(ARB_vertex_shader, pname);
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params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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break;
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
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}
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@@ -3709,6 +3733,30 @@ _mesa_GetFloatv( GLenum pname, GLfloat *params )
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CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
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params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_F(ARB_fragment_shader, pname);
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params[0] = (GLfloat)(MAX_FRAGMENT_UNIFORM_COMPONENTS);
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break;
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case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
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CHECK_EXTENSION_F(ARB_fragment_shader, pname);
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params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative);
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break;
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case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_F(ARB_vertex_shader, pname);
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params[0] = (GLfloat)(MAX_VERTEX_UNIFORM_COMPONENTS);
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break;
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case GL_MAX_VARYING_FLOATS_ARB:
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CHECK_EXTENSION_F(ARB_vertex_shader, pname);
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params[0] = (GLfloat)(MAX_VARYING_FLOATS);
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break;
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case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_F(ARB_vertex_shader, pname);
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params[0] = (GLfloat)(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
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break;
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case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_F(ARB_vertex_shader, pname);
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params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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break;
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
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}
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@@ -5528,6 +5576,30 @@ _mesa_GetIntegerv( GLenum pname, GLint *params )
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CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
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params[0] = ctx->Const.MaxRenderbufferSize;
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_I(ARB_fragment_shader, pname);
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params[0] = MAX_FRAGMENT_UNIFORM_COMPONENTS;
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break;
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case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
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CHECK_EXTENSION_I(ARB_fragment_shader, pname);
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params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative);
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break;
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case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
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CHECK_EXTENSION_I(ARB_vertex_shader, pname);
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params[0] = MAX_VERTEX_UNIFORM_COMPONENTS;
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break;
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case GL_MAX_VARYING_FLOATS_ARB:
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CHECK_EXTENSION_I(ARB_vertex_shader, pname);
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params[0] = MAX_VARYING_FLOATS;
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break;
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case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_I(ARB_vertex_shader, pname);
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params[0] = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
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break;
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case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
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CHECK_EXTENSION_I(ARB_vertex_shader, pname);
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params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
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break;
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
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}
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@@ -963,7 +963,22 @@ StateVars = [
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"EXT_framebuffer_object" ),
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( "GL_MAX_RENDERBUFFER_SIZE_EXT", GLint,
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["ctx->Const.MaxRenderbufferSize"], "",
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"EXT_framebuffer_object" )
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"EXT_framebuffer_object" ),
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# GL_ARB_fragment_shader
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( "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", GLint, ["MAX_FRAGMENT_UNIFORM_COMPONENTS"], "",
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"ARB_fragment_shader" ),
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( "GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB", GLenum, ["ctx->Hint.FragmentShaderDerivative"], "",
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"ARB_fragment_shader" ),
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# GL_ARB_vertex_shader
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( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB", GLint, ["MAX_VERTEX_UNIFORM_COMPONENTS"], "",
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"ARB_vertex_shader" ),
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( "GL_MAX_VARYING_FLOATS_ARB", GLint, ["MAX_VARYING_FLOATS"], "", "ARB_vertex_shader" ),
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( "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB", GLint, ["MAX_VERTEX_TEXTURE_IMAGE_UNITS"], "",
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"ARB_vertex_shader" ),
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( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB", GLint, ["MAX_COMBINED_TEXTURE_IMAGE_UNITS"], "",
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"ARB_vertex_shader" )
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]
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