xref: /aosp_15_r20/external/mesa3d/src/mesa/main/glthread_get.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Copyright © 2020 Advanced Micro Devices, Inc.
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker  *
11*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker  * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker  * Software.
14*61046927SAndroid Build Coastguard Worker  *
15*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*61046927SAndroid Build Coastguard Worker  * IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker  */
23*61046927SAndroid Build Coastguard Worker 
24*61046927SAndroid Build Coastguard Worker #include "main/glthread_marshal.h"
25*61046927SAndroid Build Coastguard Worker #include "main/dispatch.h"
26*61046927SAndroid Build Coastguard Worker 
27*61046927SAndroid Build Coastguard Worker uint32_t
_mesa_unmarshal_GetIntegerv(struct gl_context * ctx,const struct marshal_cmd_GetIntegerv * restrict cmd)28*61046927SAndroid Build Coastguard Worker _mesa_unmarshal_GetIntegerv(struct gl_context *ctx,
29*61046927SAndroid Build Coastguard Worker                             const struct marshal_cmd_GetIntegerv *restrict cmd)
30*61046927SAndroid Build Coastguard Worker {
31*61046927SAndroid Build Coastguard Worker    unreachable("never executed");
32*61046927SAndroid Build Coastguard Worker    return 0;
33*61046927SAndroid Build Coastguard Worker }
34*61046927SAndroid Build Coastguard Worker 
35*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_marshal_GetIntegerv(GLenum pname,GLint * p)36*61046927SAndroid Build Coastguard Worker _mesa_marshal_GetIntegerv(GLenum pname, GLint *p)
37*61046927SAndroid Build Coastguard Worker {
38*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
39*61046927SAndroid Build Coastguard Worker 
40*61046927SAndroid Build Coastguard Worker    /* This will generate GL_INVALID_OPERATION, as it should. */
41*61046927SAndroid Build Coastguard Worker    if (ctx->GLThread.inside_begin_end)
42*61046927SAndroid Build Coastguard Worker       goto sync;
43*61046927SAndroid Build Coastguard Worker 
44*61046927SAndroid Build Coastguard Worker    /* TODO: Use get_hash_params.py to return values for items containing:
45*61046927SAndroid Build Coastguard Worker     * - CONST(
46*61046927SAndroid Build Coastguard Worker     * - CONTEXT_[A-Z]*(Const
47*61046927SAndroid Build Coastguard Worker     */
48*61046927SAndroid Build Coastguard Worker 
49*61046927SAndroid Build Coastguard Worker    switch (pname) {
50*61046927SAndroid Build Coastguard Worker    case GL_ACTIVE_TEXTURE:
51*61046927SAndroid Build Coastguard Worker       *p = GL_TEXTURE0 + ctx->GLThread.ActiveTexture;
52*61046927SAndroid Build Coastguard Worker       return;
53*61046927SAndroid Build Coastguard Worker    case GL_ARRAY_BUFFER_BINDING:
54*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentArrayBufferName;
55*61046927SAndroid Build Coastguard Worker       return;
56*61046927SAndroid Build Coastguard Worker    case GL_ATTRIB_STACK_DEPTH:
57*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.AttribStackDepth;
58*61046927SAndroid Build Coastguard Worker       return;
59*61046927SAndroid Build Coastguard Worker    case GL_CLIENT_ACTIVE_TEXTURE:
60*61046927SAndroid Build Coastguard Worker       *p = GL_TEXTURE0 + ctx->GLThread.ClientActiveTexture;
61*61046927SAndroid Build Coastguard Worker       return;
62*61046927SAndroid Build Coastguard Worker    case GL_CLIENT_ATTRIB_STACK_DEPTH:
63*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.ClientAttribStackTop;
64*61046927SAndroid Build Coastguard Worker       return;
65*61046927SAndroid Build Coastguard Worker    case GL_CURRENT_PROGRAM:
66*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentProgram;
67*61046927SAndroid Build Coastguard Worker       return;
68*61046927SAndroid Build Coastguard Worker    case GL_DRAW_INDIRECT_BUFFER_BINDING:
69*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentDrawIndirectBufferName;
70*61046927SAndroid Build Coastguard Worker       return;
71*61046927SAndroid Build Coastguard Worker    case GL_DRAW_FRAMEBUFFER_BINDING:
72*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentDrawFramebuffer;
73*61046927SAndroid Build Coastguard Worker       return;
74*61046927SAndroid Build Coastguard Worker    case GL_READ_FRAMEBUFFER_BINDING:
75*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentReadFramebuffer;
76*61046927SAndroid Build Coastguard Worker       return;
77*61046927SAndroid Build Coastguard Worker    case GL_PIXEL_PACK_BUFFER_BINDING:
78*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentPixelPackBufferName;
79*61046927SAndroid Build Coastguard Worker       return;
80*61046927SAndroid Build Coastguard Worker    case GL_PIXEL_UNPACK_BUFFER_BINDING:
81*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentPixelUnpackBufferName;
82*61046927SAndroid Build Coastguard Worker       return;
83*61046927SAndroid Build Coastguard Worker    case GL_QUERY_BUFFER_BINDING:
84*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.CurrentQueryBufferName;
85*61046927SAndroid Build Coastguard Worker       return;
86*61046927SAndroid Build Coastguard Worker 
87*61046927SAndroid Build Coastguard Worker    case GL_MATRIX_MODE:
88*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.MatrixMode;
89*61046927SAndroid Build Coastguard Worker       return;
90*61046927SAndroid Build Coastguard Worker    case GL_CURRENT_MATRIX_STACK_DEPTH_ARB:
91*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex] + 1;
92*61046927SAndroid Build Coastguard Worker       return;
93*61046927SAndroid Build Coastguard Worker    case GL_MODELVIEW_STACK_DEPTH:
94*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.MatrixStackDepth[M_MODELVIEW] + 1;
95*61046927SAndroid Build Coastguard Worker       return;
96*61046927SAndroid Build Coastguard Worker    case GL_PROJECTION_STACK_DEPTH:
97*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.MatrixStackDepth[M_PROJECTION] + 1;
98*61046927SAndroid Build Coastguard Worker       return;
99*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_STACK_DEPTH:
100*61046927SAndroid Build Coastguard Worker       *p = ctx->GLThread.MatrixStackDepth[M_TEXTURE0 + ctx->GLThread.ActiveTexture] + 1;
101*61046927SAndroid Build Coastguard Worker       return;
102*61046927SAndroid Build Coastguard Worker 
103*61046927SAndroid Build Coastguard Worker    case GL_VERTEX_ARRAY:
104*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POS)) != 0;
105*61046927SAndroid Build Coastguard Worker       return;
106*61046927SAndroid Build Coastguard Worker    case GL_NORMAL_ARRAY:
107*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_NORMAL)) != 0;
108*61046927SAndroid Build Coastguard Worker       return;
109*61046927SAndroid Build Coastguard Worker    case GL_COLOR_ARRAY:
110*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR0)) != 0;
111*61046927SAndroid Build Coastguard Worker       return;
112*61046927SAndroid Build Coastguard Worker    case GL_SECONDARY_COLOR_ARRAY:
113*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR1)) != 0;
114*61046927SAndroid Build Coastguard Worker       return;
115*61046927SAndroid Build Coastguard Worker    case GL_FOG_COORD_ARRAY:
116*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_FOG)) != 0;
117*61046927SAndroid Build Coastguard Worker       return;
118*61046927SAndroid Build Coastguard Worker    case GL_INDEX_ARRAY:
119*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_COLOR_INDEX)) != 0;
120*61046927SAndroid Build Coastguard Worker       return;
121*61046927SAndroid Build Coastguard Worker    case GL_EDGE_FLAG_ARRAY:
122*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_EDGEFLAG)) != 0;
123*61046927SAndroid Build Coastguard Worker       return;
124*61046927SAndroid Build Coastguard Worker    case GL_TEXTURE_COORD_ARRAY:
125*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled &
126*61046927SAndroid Build Coastguard Worker             (1 << (VERT_ATTRIB_TEX0 + ctx->GLThread.ClientActiveTexture))) != 0;
127*61046927SAndroid Build Coastguard Worker       return;
128*61046927SAndroid Build Coastguard Worker    case GL_POINT_SIZE_ARRAY_OES:
129*61046927SAndroid Build Coastguard Worker       *p = (ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_POINT_SIZE)) != 0;
130*61046927SAndroid Build Coastguard Worker       return;
131*61046927SAndroid Build Coastguard Worker    }
132*61046927SAndroid Build Coastguard Worker 
133*61046927SAndroid Build Coastguard Worker sync:
134*61046927SAndroid Build Coastguard Worker    _mesa_glthread_finish_before(ctx, "GetIntegerv");
135*61046927SAndroid Build Coastguard Worker    CALL_GetIntegerv(ctx->Dispatch.Current, (pname, p));
136*61046927SAndroid Build Coastguard Worker }
137*61046927SAndroid Build Coastguard Worker 
138*61046927SAndroid Build Coastguard Worker /* TODO: Implement glGetBooleanv, glGetFloatv, etc. if needed */
139