mesa/es: Generate _mesa_GetFixedv.

Have get_gen.py generate _mesa_GetFixedv.  The generated function does
all the checkings and thus simplifies APIspec.xml a bit.

Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
This commit is contained in:
Chia-I Wu 2009-11-23 11:22:19 +08:00 committed by Brian Paul
parent c3bd857917
commit e0ab739c06
3 changed files with 31 additions and 266 deletions

View file

@ -1201,223 +1201,7 @@
<param name="pname" type="GLenum"/>
<vector name="params" type="GLtype *" size="dynamic"/>
</proto>
<!-- XXX some enums might be missing -->
<desc name="pname">
<value name="GL_CLIENT_ACTIVE_TEXTURE"/>
<value name="GL_VERTEX_ARRAY_SIZE"/>
<value name="GL_VERTEX_ARRAY_STRIDE"/>
<value name="GL_NORMAL_ARRAY_STRIDE"/>
<value name="GL_COLOR_ARRAY_SIZE"/>
<value name="GL_TEXTURE_COORD_ARRAY_SIZE"/>
<value name="GL_TEXTURE_COORD_ARRAY_STRIDE"/>
<value name="GL_ARRAY_BUFFER_BINDING"/>
<value name="GL_VERTEX_ARRAY_BUFFER_BINDING"/>
<value name="GL_NORMAL_ARRAY_BUFFER_BINDING"/>
<value name="GL_COLOR_ARRAY_BUFFER_BINDING"/>
<value name="GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING"/>
<value name="GL_ELEMENT_ARRAY_BUFFER_BINDING"/>
<value name="GL_MODELVIEW_STACK_DEPTH"/>
<value name="GL_PROJECTION_STACK_DEPTH"/>
<value name="GL_TEXTURE_STACK_DEPTH"/>
<value name="GL_FOG_DENSITY"/>
<value name="GL_FOG_START"/>
<value name="GL_FOG_END"/>
<value name="GL_POINT_SIZE"/>
<value name="GL_POINT_SIZE_MIN"/>
<value name="GL_POINT_SIZE_MAX"/>
<value name="GL_POINT_FADE_THRESHOLD_SIZE"/>
<value name="GL_LINE_WIDTH"/>
<value name="GL_POLYGON_OFFSET_FACTOR"/>
<value name="GL_POLYGON_OFFSET_UNITS"/>
<value name="GL_SAMPLE_COVERAGE_VALUE"/>
<value name="GL_TEXTURE_BINDING_2D"/>
<value name="GL_ALPHA_TEST_REF"/>
<value name="GL_STENCIL_VALUE_MASK"/>
<value name="GL_STENCIL_REF"/>
<value name="GL_STENCIL_WRITEMASK"/>
<value name="GL_DEPTH_CLEAR_VALUE"/>
<value name="GL_STENCIL_CLEAR_VALUE"/>
<value name="GL_UNPACK_ALIGNMENT"/>
<value name="GL_PACK_ALIGNMENT"/>
<value name="GL_MAX_LIGHTS"/>
<value name="GL_MAX_CLIP_PLANES"/>
<value name="GL_MAX_MODELVIEW_STACK_DEPTH"/>
<value name="GL_MAX_PROJECTION_STACK_DEPTH"/>
<value name="GL_MAX_TEXTURE_STACK_DEPTH"/>
<value name="GL_SUBPIXEL_BITS"/>
<value name="GL_MAX_TEXTURE_SIZE"/>
<value name="GL_MAX_TEXTURE_UNITS"/>
<value name="GL_SAMPLE_BUFFERS"/>
<value name="GL_SAMPLES"/>
<value name="GL_NUM_COMPRESSED_TEXTURE_FORMATS"/>
<value name="GL_RED_BITS"/>
<value name="GL_GREEN_BITS"/>
<value name="GL_BLUE_BITS"/>
<value name="GL_ALPHA_BITS"/>
<value name="GL_DEPTH_BITS"/>
<value name="GL_STENCIL_BITS"/>
<value name="GL_FRAMEBUFFER_BINDING_OES" category="OES_framebuffer_object"/>
<value name="GL_RENDERBUFFER_BINDING_OES" category="OES_framebuffer_object"/>
<value name="GL_MAX_RENDERBUFFER_SIZE_OES" category="OES_framebuffer_object"/>
<value name="GL_POINT_SIZE_ARRAY_STRIDE_OES" category="OES_point_size_array"/>
<value name="GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES" category="OES_point_size_array"/>
<value name="GL_MAX_PALETTE_MATRICES_OES" category="OES_matrix_palette"/>
<value name="GL_MAX_VERTEX_UNITS_OES" category="OES_matrix_palette"/>
<value name="GL_CURRENT_PALETTE_MATRIX_OES" category="OES_matrix_palette"/>
<value name="GL_MATRIX_INDEX_ARRAY_SIZE_OES" category="OES_matrix_palette"/>
<value name="GL_MATRIX_INDEX_ARRAY_STRIDE_OES" category="OES_matrix_palette"/>
<value name="GL_MATRIX_INDEX_ARRAY_BUFFER_BINDING_OES" category="OES_matrix_palette"/>
<value name="GL_WEIGHT_ARRAY_SIZE_OES" category="OES_matrix_palette"/>
<value name="GL_WEIGHT_ARRAY_STRIDE_OES" category="OES_matrix_palette"/>
<value name="GL_WEIGHT_ARRAY_BUFFER_BINDING_OES" category="OES_matrix_palette"/>
<value name="GL_TEXTURE_BINDING_CUBE_MAP_OES" category="OES_texture_cube_map"/>
<value name="GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES" category="OES_texture_cube_map"/>
<value name="GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT" category="EXT_texture_filter_anisotropic"/>
<desc name="params" vector_size="1"/>
</desc>
<!-- These values return booleans or GLenums, and should not have their
value converted -->
<desc name="pname">
<value name="GL_VERTEX_ARRAY"/>
<value name="GL_VERTEX_ARRAY_TYPE"/>
<value name="GL_NORMAL_ARRAY"/>
<value name="GL_NORMAL_ARRAY_TYPE"/>
<value name="GL_COLOR_ARRAY"/>
<value name="GL_COLOR_ARRAY_TYPE"/>
<value name="GL_TEXTURE_COORD_ARRAY"/>
<value name="GL_TEXTURE_COORD_ARRAY_TYPE"/>
<value name="GL_MATRIX_MODE"/>
<value name="GL_NORMALIZE"/>
<value name="GL_RESCALE_NORMAL"/>
<range base="GL_CLIP_PLANE" from="0" to="5"/>
<value name="GL_FOG_MODE"/>
<value name="GL_FOG"/>
<value name="GL_SHADE_MODEL"/>
<value name="GL_LIGHTING"/>
<value name="GL_COLOR_MATERIAL"/>
<value name="GL_LIGHT_MODEL_TWO_SIDE"/>
<range base="GL_LIGHT" from="0" to="7"/>
<value name="GL_POINT_SMOOTH"/>
<value name="GL_LINE_SMOOTH"/>
<value name="GL_CULL_FACE"/>
<value name="GL_CULL_FACE_MODE"/>
<value name="GL_FRONT_FACE"/>
<value name="GL_POLYGON_OFFSET_FILL"/>
<value name="GL_MULTISAMPLE"/>
<value name="GL_SAMPLE_ALPHA_TO_COVERAGE"/>
<value name="GL_SAMPLE_ALPHA_TO_ONE"/>
<value name="GL_SAMPLE_COVERAGE"/>
<value name="GL_TEXTURE_2D"/>
<value name="GL_ACTIVE_TEXTURE"/>
<value name="GL_SCISSOR_TEST"/>
<value name="GL_ALPHA_TEST"/>
<value name="GL_ALPHA_TEST_FUNC"/>
<value name="GL_STENCIL_TEST"/>
<value name="GL_STENCIL_FUNC"/>
<value name="GL_STENCIL_FAIL"/>
<value name="GL_STENCIL_PASS_DEPTH_FAIL"/>
<value name="GL_STENCIL_PASS_DEPTH_PASS"/>
<value name="GL_DEPTH_TEST"/>
<value name="GL_DEPTH_FUNC"/>
<value name="GL_BLEND"/>
<value name="GL_BLEND_SRC"/>
<value name="GL_BLEND_DST"/>
<value name="GL_DITHER"/>
<value name="GL_COLOR_LOGIC_OP"/>
<value name="GL_LOGIC_OP_MODE"/>
<value name="GL_DEPTH_WRITEMASK"/>
<value name="GL_PERSPECTIVE_CORRECTION_HINT"/>
<value name="GL_POINT_SMOOTH_HINT"/>
<value name="GL_LINE_SMOOTH_HINT"/>
<value name="GL_FOG_HINT"/>
<value name="GL_GENERATE_MIPMAP_HINT"/>
<value name="GL_POINT_SPRITE_OES" category="OES_point_sprite"/>
<value name="GL_MATRIX_INDEX_ARRAY_TYPE_OES" category="OES_matrix_palette"/>
<value name="GL_WEIGHT_ARRAY_TYPE_OES" category="OES_matrix_palette"/>
<value name="GL_POINT_SIZE_ARRAY_OES" category="OES_point_size_array"/>
<value name="GL_POINT_SIZE_ARRAY_TYPE_OES" category="OES_point_size_array"/>
<value name="GL_BLEND_SRC_RGB_OES" category="OES_blend_subtract"/>
<value name="GL_BLEND_DST_RGB_OES" category="OES_blend_subtract"/>
<value name="GL_BLEND_SRC_ALPHA_OES" category="OES_blend_subtract"/>
<value name="GL_BLEND_DST_ALPHA_OES" category="OES_blend_subtract"/>
<value name="GL_BLEND_EQUATION_RGB_OES" category="OES_blend_equation_separate"/>
<value name="GL_BLEND_EQUATION_ALPHA_OES" category="OES_blend_equation_separate"/>
<value name="GL_IMPLEMENTATION_COLOR_READ_TYPE" category="GLES2.0"/>
<value name="GL_IMPLEMENTATION_COLOR_READ_FORMAT" category="GLES2.0"/>
<value name="GL_IMPLEMENTATION_COLOR_READ_TYPE_OES" category="OES_read_format"/>
<value name="GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES" category="OES_read_format"/>
<value name="GL_TEXTURE_CUBE_MAP_OES" category="OES_texture_cube_map"/>
<desc name="params" vector_size="1" convert="false"/>
</desc>
<desc name="pname">
<value name="GL_MAX_VIEWPORT_DIMS"/>
<value name="GL_ALIASED_POINT_SIZE_RANGE"/>
<value name="GL_SMOOTH_POINT_SIZE_RANGE"/>
<value name="GL_ALIASED_LINE_WIDTH_RANGE"/>
<value name="GL_SMOOTH_LINE_WIDTH_RANGE"/>
<value name="GL_DEPTH_RANGE"/>
<desc name="params" vector_size="2"/>
</desc>
<desc name="pname">
<value name="GL_CURRENT_NORMAL"/>
<value name="GL_POINT_DISTANCE_ATTENUATION"/>
<desc name="params" vector_size="3"/>
</desc>
<desc name="pname">
<value name="GL_CURRENT_COLOR"/>
<value name="GL_CURRENT_TEXTURE_COORDS"/>
<value name="GL_SCISSOR_BOX"/>
<value name="GL_COLOR_WRITEMASK"/>
<value name="GL_COLOR_CLEAR_VALUE"/>
<value name="GL_LIGHT_MODEL_AMBIENT"/>
<value name="GL_VIEWPORT"/>
<value name="GL_FOG_COLOR"/>
<desc name="params" vector_size="4"/>
</desc>
<desc name="pname">
<value name="GL_MODELVIEW_MATRIX"/>
<value name="GL_PROJECTION_MATRIX"/>
<value name="GL_TEXTURE_MATRIX"/>
<value name="GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES" category="OES_matrix_get"/>
<value name="GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES" category="OES_matrix_get"/>
<value name="GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES" category="OES_matrix_get"/>
<desc name="params" vector_size="16"/>
</desc>
<desc name="pname">
<value name="GL_COMPRESSED_TEXTURE_FORMATS" />
<desc name="params" vector_size="_get_size(GL_COMPRESSED_TEXTURE_FORMATS)" convert="false"/>
</desc>
<!-- param checking is done in mesa -->
</template>
<template name="GetLight" direction="get">
@ -3707,6 +3491,7 @@
<function name="GetClipPlane" template="GetClipPlane" gltype="GLdouble"/>
<function name="GetError" template="GetError"/>
<function name="GetFloatv" template="GetState" gltype="GLfloat"/>
<function name="GetFixedv" template="GetState" gltype="GLfixed"/>
<function name="GetIntegerv" template="GetState" gltype="GLint"/>
<function name="GetLightfv" template="GetLight" gltype="GLfloat"/>
@ -4030,15 +3815,15 @@
<function name="PixelStorei" template="PixelStore" gltype="GLint"/>
<function name="ReadPixels" template="ReadPixels"/>
<function name="GetBooleanv" template="GetState" gltype="GLboolean" skip_desc="true"/>
<function name="GetBooleanv" template="GetState" gltype="GLboolean"/>
<function name="GetClipPlanef" template="GetClipPlane" gltype="GLfloat"/>
<function name="GetClipPlanex" template="GetClipPlane" gltype="GLfixed"/>
<function name="GetError" template="GetError"/>
<function name="GetFloatv" template="GetState" gltype="GLfloat" skip_desc="true"/>
<function name="GetFloatv" template="GetState" gltype="GLfloat"/>
<function name="GetFixedv" template="GetState" gltype="GLfixed"/>
<function name="GetIntegerv" template="GetState" gltype="GLint" skip_desc="true"/>
<function name="GetIntegerv" template="GetState" gltype="GLint"/>
<function name="GetLightfv" template="GetLight" gltype="GLfloat"/>
<function name="GetLightxv" template="GetLight" gltype="GLfixed"/>
@ -4250,10 +4035,10 @@
<function name="PixelStorei" template="PixelStore" gltype="GLint"/>
<function name="ReadPixels" template="ReadPixels"/>
<function name="GetBooleanv" template="GetState" gltype="GLboolean" skip_desc="true"/>
<function name="GetBooleanv" template="GetState" gltype="GLboolean"/>
<function name="GetError" template="GetError"/>
<function name="GetFloatv" template="GetState" gltype="GLfloat" skip_desc="true"/>
<function name="GetIntegerv" template="GetState" gltype="GLint" skip_desc="true"/>
<function name="GetFloatv" template="GetState" gltype="GLfloat"/>
<function name="GetIntegerv" template="GetState" gltype="GLint"/>
<function name="GetString" external="true" template="GetString"/>

View file

@ -256,45 +256,6 @@ extern void _mesa_error(void *ctx, GLenum error, const char *fmtString, ... );
typedef void (*_glapi_proc)(void); /* generic function pointer */
"""
# All variant-length arrays in the GLES API are controlled by some
# selector parameter. Almost all of those are constant length based
# on the selector parameter (e.g., in glFogfv(), if the "pname"
# parameter is GL_FOG_COLOR, the "params" array is considered to be
# 4 floats long; for any other value of "pname", the "params' array
# is considered to be 1 float long.
#
# There are a very few instances where the selector parameter chooses
# a runtime-determined value:
# glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS)
# glGetIntegerv(GL_SHADER_BINARY_FORMATS)
# plus the glGetBooleanv, glGetFloatv, glGetFixedv counterparts.
#
# The number of formats in both cases is not a constant, but is a
# runtime-determined value (based on the return value of
# glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS) or
# glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS).
#
# Rather than hard-code some value (and risk memory errors when we
# overshoot arrays), in these cases we'll use a constant expresssion
# (e.g. _get_size(GL_NUM_COMPRESSED_TEXTURE_FORMATS)) to get the
# value of the variant array. Note, though, that in these cases the
# "vector" parameter should be set to some size large enough to hold
# all values (and must be set for GLfixed-based conversions, which
# need it to define an auxiliary array size).
#
# Here's the function itself. Although we only need a couple of values,
# we'll make it general.
print """
extern void GLAPIENTRY _mesa_GetIntegerv(GLenum, GLint *);
static INLINE unsigned int _get_size(GLenum pname)
{
/* In case of error, make sure the value returned is 0. */
GLint value = 0;
_mesa_GetIntegerv(pname, &value);
return (unsigned int) value;
}
"""
# Finally we get to the all-important functions
print """/*************************************************************
* Generated functions begin here

View file

@ -36,6 +36,7 @@ GLfloat = 3
GLdouble = 4
GLboolean = 5
GLfloatN = 6 # A normalized value, such as a color or depth range
GLfixed = 7
TypeStrings = {
@ -43,7 +44,8 @@ TypeStrings = {
GLenum : "GLenum",
GLfloat : "GLfloat",
GLdouble : "GLdouble",
GLboolean : "GLboolean"
GLboolean : "GLboolean",
GLfixed : "GLfixed"
}
@ -566,7 +568,8 @@ def EmitGetFunction(stateVars, returnType):
"""Emit the code to implement glGetBooleanv, glGetIntegerv or glGetFloatv."""
assert (returnType == GLboolean or
returnType == GLint or
returnType == GLfloat)
returnType == GLfloat or
returnType == GLfixed)
strType = TypeStrings[returnType]
# Capitalize first letter of return type
@ -576,6 +579,8 @@ def EmitGetFunction(stateVars, returnType):
function = "_mesa_GetBooleanv"
elif returnType == GLfloat:
function = "_mesa_GetFloatv"
elif returnType == GLfixed:
function = "_mesa_GetFixedv"
else:
abort()
@ -688,11 +693,20 @@ def EmitHeader():
#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
#define FLOAT_TO_FIXED(F) ( ((F) * 65536.0f > INT_MAX) ? INT_MAX : \\
((F) * 65536.0f < INT_MIN) ? INT_MIN : \\
(GLint) ((F) * 65536.0f) )
#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
#define INT_TO_FIXED(I) ( ((I) > SHRT_MAX) ? INT_MAX : \\
((I) < SHRT_MIN) ? INT_MIN : \\
(GLint) ((I) * 65536) )
#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
#define BOOLEAN_TO_FIXED(B) ( (GLint) ((B) ? 1 : 0) << 16 )
#define ENUM_TO_FIXED(E) (E)
/*
@ -753,15 +767,20 @@ static GLenum compressed_formats[] = {
#define ARRAY_SIZE(A) (sizeof(A) / sizeof(A[0]))
void GLAPIENTRY
_mesa_GetFixedv( GLenum pname, GLfixed *params );
"""
return
def EmitAll(stateVars):
def EmitAll(stateVars, API):
EmitHeader()
EmitGetFunction(stateVars, GLboolean)
EmitGetFunction(stateVars, GLfloat)
EmitGetFunction(stateVars, GLint)
if API == 1:
EmitGetFunction(stateVars, GLfixed)
def main(args):
@ -779,7 +798,7 @@ def main(args):
else:
vars = StateVars_common + StateVars_es2
EmitAll(vars)
EmitAll(vars, API)
main(sys.argv)