style cleanup, brackets in else/if, some indentation.
[blender.git] / source / blender / gpu / intern / gpu_draw.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * The Original Code is Copyright (C) 2005 Blender Foundation.
19  * All rights reserved.
20  *
21  * The Original Code is: all of this file.
22  *
23  * Contributor(s): Brecht Van Lommel.
24  *
25  * ***** END GPL LICENSE BLOCK *****
26  */
27
28 /** \file blender/gpu/intern/gpu_draw.c
29  *  \ingroup gpu
30  */
31
32
33 #include <string.h>
34
35 #include "GL/glew.h"
36
37 #include "BLI_math.h"
38 #include "BLI_utildefines.h"
39
40 #include "DNA_lamp_types.h"
41 #include "DNA_material_types.h"
42 #include "DNA_meshdata_types.h"
43 #include "DNA_modifier_types.h"
44 #include "DNA_node_types.h"
45 #include "DNA_object_types.h"
46 #include "DNA_scene_types.h"
47 #include "DNA_smoke_types.h"
48 #include "DNA_view3d_types.h"
49
50 #include "MEM_guardedalloc.h"
51
52 #include "IMB_imbuf.h"
53 #include "IMB_imbuf_types.h"
54
55 #include "BKE_bmfont.h"
56 #include "BKE_global.h"
57 #include "BKE_image.h"
58 #include "BKE_main.h"
59 #include "BKE_material.h"
60 #include "BKE_node.h"
61 #include "BKE_object.h"
62 #include "BKE_scene.h"
63 #include "BKE_DerivedMesh.h"
64
65 #include "BLI_threads.h"
66 #include "BLI_blenlib.h"
67
68 #include "GPU_buffers.h"
69 #include "GPU_draw.h"
70 #include "GPU_extensions.h"
71 #include "GPU_material.h"
72
73 #include "smoke_API.h"
74
75 extern Material defmaterial; /* from material.c */
76
77 /* These are some obscure rendering functions shared between the
78  * game engine and the blender, in this module to avoid duplicaten
79  * and abstract them away from the rest a bit */
80
81 /* Text Rendering */
82
83 static void gpu_mcol(unsigned int ucol)
84 {
85         /* mcol order is swapped */
86         char *cp= (char *)&ucol;
87         glColor3ub(cp[3], cp[2], cp[1]);
88 }
89
90 void GPU_render_text(MTFace *tface, int mode,
91         const char *textstr, int textlen, unsigned int *col,
92         float *v1, float *v2, float *v3, float *v4, int glattrib)
93 {
94         if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) {
95                 Image* ima = (Image*)tface->tpage;
96                 int index, character;
97                 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
98                 float advance_tab;
99                 
100                 /* multiline */
101                 float line_start= 0.0f, line_height;
102                 
103                 if (v4)
104                         line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
105                 else
106                         line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
107                 line_height *= 1.2f; /* could be an option? */
108                 /* end multiline */
109
110                 
111                 /* color has been set */
112                 if (tface->mode & TF_OBCOL)
113                         col= NULL;
114                 else if (!col)
115                         glColor3f(1.0f, 1.0f, 1.0f);
116
117                 glPushMatrix();
118                 
119                 /* get the tab width */
120                 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, &centery,
121                         &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
122                 
123                 advance_tab= advance * 4; /* tab width could also be an option */
124                 
125                 
126                 for (index = 0; index < textlen; index++) {
127                         float uv[4][2];
128
129                         // lets calculate offset stuff
130                         character = textstr[index];
131                         
132                         if (character=='\n') {
133                                 glTranslatef(line_start, -line_height, 0.0);
134                                 line_start = 0.0f;
135                                 continue;
136                         }
137                         else if (character=='\t') {
138                                 glTranslatef(advance_tab, 0.0, 0.0);
139                                 line_start -= advance_tab; /* so we can go back to the start of the line */
140                                 continue;
141                                 
142                         }
143                         
144                         // space starts at offset 1
145                         // character = character - ' ' + 1;
146                         matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
147                                 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
148
149                         uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
150                         uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
151                         uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
152                         uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
153                         uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
154                         uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
155                         
156                         glBegin(GL_POLYGON);
157                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
158                         else glTexCoord2fv(uv[0]);
159                         if(col) gpu_mcol(col[0]);
160                         glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
161                         
162                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
163                         else glTexCoord2fv(uv[1]);
164                         if(col) gpu_mcol(col[1]);
165                         glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
166
167                         if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
168                         else glTexCoord2fv(uv[2]);
169                         if(col) gpu_mcol(col[2]);
170                         glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
171
172                         if(v4) {
173                                 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
174                                 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
175
176                                 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
177                                 else glTexCoord2fv(uv[3]);
178                                 if(col) gpu_mcol(col[3]);
179                                 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
180                         }
181                         glEnd();
182
183                         glTranslatef(advance, 0.0, 0.0);
184                         line_start -= advance; /* so we can go back to the start of the line */
185                 }
186                 glPopMatrix();
187         }
188 }
189
190 /* Checking powers of two for images since opengl 1.x requires it */
191
192 static int is_pow2_limit(int num)
193 {
194         /* take texture clamping into account */
195
196         /* XXX: texturepaint not global!
197         if (G.f & G_TEXTUREPAINT)
198                 return 1;*/
199
200         if (U.glreslimit != 0 && num > U.glreslimit)
201                 return 0;
202
203         return is_power_of_2_i(num);
204 }
205
206 static int smaller_pow2_limit(int num)
207 {
208         /* XXX: texturepaint not global!
209         if (G.f & G_TEXTUREPAINT)
210                 return 1;*/
211         
212         /* take texture clamping into account */
213         if (U.glreslimit != 0 && num > U.glreslimit)
214                 return U.glreslimit;
215
216         return power_of_2_min_i(num);
217 }
218
219 /* Current OpenGL state caching for GPU_set_tpage */
220
221 static struct GPUTextureState {
222         int curtile, tile;
223         int curtilemode, tilemode;
224         int curtileXRep, tileXRep;
225         int curtileYRep, tileYRep;
226         Image *ima, *curima;
227
228         int domipmap, linearmipmap;
229
230         int alphablend;
231         float anisotropic;
232         MTFace *lasttface;
233 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
234
235 /* Mipmap settings */
236
237 void GPU_set_mipmap(int mipmap)
238 {
239         if (GTS.domipmap != (mipmap != 0)) {
240                 GPU_free_images();
241                 GTS.domipmap = mipmap != 0;
242         }
243 }
244
245 void GPU_set_linear_mipmap(int linear)
246 {
247         if (GTS.linearmipmap != (linear != 0)) {
248                 GPU_free_images();
249                 GTS.linearmipmap = linear != 0;
250         }
251 }
252
253 static int gpu_get_mipmap(void)
254 {
255         return GTS.domipmap;
256 }
257
258 static GLenum gpu_get_mipmap_filter(int mag)
259 {
260         /* linearmipmap is off by default *when mipmapping is off,
261          * use unfiltered display */
262         if(mag) {
263                 if(GTS.linearmipmap || GTS.domipmap)
264                         return GL_LINEAR;
265                 else
266                         return GL_NEAREST;
267         }
268         else {
269                 if(GTS.linearmipmap)
270                         return GL_LINEAR_MIPMAP_LINEAR;
271                 else if(GTS.domipmap)
272                         return GL_LINEAR_MIPMAP_NEAREST;
273                 else
274                         return GL_NEAREST;
275         }
276 }
277
278 /* Anisotropic filtering settings */
279 void GPU_set_anisotropic(float value)
280 {
281         if (GTS.anisotropic != value) {
282                 GPU_free_images();
283
284                 /* Clamp value to the maximum value the graphics card supports */
285                 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
286                         value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
287
288                 GTS.anisotropic = value;
289         }
290 }
291
292 float GPU_get_anisotropic(void)
293 {
294         return GTS.anisotropic;
295 }
296
297 /* Set OpenGL state for an MTFace */
298
299 static void gpu_make_repbind(Image *ima)
300 {
301         ImBuf *ibuf;
302         
303         ibuf = BKE_image_get_ibuf(ima, NULL);
304         if(ibuf==NULL)
305                 return;
306
307         if(ima->repbind) {
308                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
309                 MEM_freeN(ima->repbind);
310                 ima->repbind= NULL;
311                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
312         }
313
314         ima->totbind= ima->xrep*ima->yrep;
315
316         if(ima->totbind>1)
317                 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
318 }
319
320 static void gpu_clear_tpage(void)
321 {
322         if(GTS.lasttface==NULL)
323                 return;
324         
325         GTS.lasttface= NULL;
326         GTS.curtile= 0;
327         GTS.curima= NULL;
328         if(GTS.curtilemode!=0) {
329                 glMatrixMode(GL_TEXTURE);
330                 glLoadIdentity();
331                 glMatrixMode(GL_MODELVIEW);
332         }
333         GTS.curtilemode= 0;
334         GTS.curtileXRep=0;
335         GTS.curtileYRep=0;
336         GTS.alphablend= -1;
337         
338         glDisable(GL_BLEND);
339         glDisable(GL_TEXTURE_2D);
340         glDisable(GL_TEXTURE_GEN_S);
341         glDisable(GL_TEXTURE_GEN_T);
342         glDisable(GL_ALPHA_TEST);
343 }
344
345 static void gpu_set_alpha_blend(GPUBlendMode alphablend)
346 {
347         if(alphablend == GPU_BLEND_SOLID) {
348                 glDisable(GL_BLEND);
349                 glDisable(GL_ALPHA_TEST);
350                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
351         }
352         else if(alphablend==GPU_BLEND_ADD) {
353                 glEnable(GL_BLEND);
354                 glBlendFunc(GL_ONE, GL_ONE);
355                 glDisable(GL_ALPHA_TEST);
356         }
357         else if(ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
358                 glEnable(GL_BLEND);
359                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
360                 
361                 /* if U.glalphaclip == 1.0, some cards go bonkers...
362                  * turn off alpha test in this case */
363
364                 /* added after 2.45 to clip alpha */
365                 if(U.glalphaclip == 1.0f) {
366                         glDisable(GL_ALPHA_TEST);
367                 }
368                 else {
369                         glEnable(GL_ALPHA_TEST);
370                         glAlphaFunc(GL_GREATER, U.glalphaclip);
371                 }
372         }
373         else if(alphablend==GPU_BLEND_CLIP) {
374                 glDisable(GL_BLEND); 
375                 glEnable(GL_ALPHA_TEST);
376                 glAlphaFunc(GL_GREATER, 0.5f);
377         }
378 }
379
380 static void gpu_verify_alpha_blend(int alphablend)
381 {
382         /* verify alpha blending modes */
383         if(GTS.alphablend == alphablend)
384                 return;
385
386         gpu_set_alpha_blend(alphablend);
387         GTS.alphablend= alphablend;
388 }
389
390 static void gpu_verify_reflection(Image *ima)
391 {
392         if (ima && (ima->flag & IMA_REFLECT)) {
393                 /* enable reflection mapping */
394                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
395                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
396
397                 glEnable(GL_TEXTURE_GEN_S);
398                 glEnable(GL_TEXTURE_GEN_T);
399         }
400         else {
401                 /* disable reflection mapping */
402                 glDisable(GL_TEXTURE_GEN_S);
403                 glDisable(GL_TEXTURE_GEN_T);
404         }
405 }
406
407 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
408 {
409         ImBuf *ibuf = NULL;
410         unsigned int *bind = NULL;
411         int rectw, recth, tpx=0, tpy=0, y;
412         unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
413         float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL;
414         float *srgb_frect = NULL;
415         short texwindx, texwindy, texwinsx, texwinsy;
416         /* flag to determine whether high resolution format is used */
417         int use_high_bit_depth = FALSE, do_color_management = FALSE;
418
419         /* initialize tile mode and number of repeats */
420         GTS.ima = ima;
421         GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
422         GTS.tileXRep = 0;
423         GTS.tileYRep = 0;
424
425         /* setting current tile according to frame */
426         if(ima && (ima->tpageflag & IMA_TWINANIM))
427                 GTS.tile= ima->lastframe;
428         else
429                 GTS.tile= tftile;
430
431         GTS.tile = MAX2(0, GTS.tile);
432
433         if(ima) {
434                 GTS.tileXRep = ima->xrep;
435                 GTS.tileYRep = ima->yrep;
436         }
437
438         /* if same image & tile, we're done */
439         if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
440            GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
441            GTS.curtileYRep == GTS.tileYRep)
442                 return (ima != NULL);
443
444         /* if tiling mode or repeat changed, change texture matrix to fit */
445         if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
446            GTS.curtileYRep != GTS.tileYRep) {
447
448                 glMatrixMode(GL_TEXTURE);
449                 glLoadIdentity();
450
451                 if(ima && (ima->tpageflag & IMA_TILES))
452                         glScalef(ima->xrep, ima->yrep, 1.0);
453
454                 glMatrixMode(GL_MODELVIEW);
455         }
456
457         /* check if we have a valid image */
458         if(ima==NULL || ima->ok==0)
459                 return 0;
460
461         /* check if we have a valid image buffer */
462         ibuf= BKE_image_get_ibuf(ima, iuser);
463
464         if(ibuf==NULL)
465                 return 0;
466
467         if(ibuf->rect_float) {
468                 if(U.use_16bit_textures) {
469                         /* use high precision textures. This is relatively harmless because OpenGL gives us
470                            a high precision format only if it is available */
471                         use_high_bit_depth = TRUE;
472                 }
473
474                 /* TODO unneeded when float images are correctly treated as linear always */
475                 if(ibuf->profile == IB_PROFILE_LINEAR_RGB)
476                         do_color_management = TRUE;
477
478                 if(ibuf->rect==NULL)
479                         IMB_rect_from_float(ibuf);
480         }
481
482         /* currently, tpage refresh is used by ima sequences */
483         if(ima->tpageflag & IMA_TPAGE_REFRESH) {
484                 GPU_free_image(ima);
485                 ima->tpageflag &= ~IMA_TPAGE_REFRESH;
486         }
487         
488         if(GTS.tilemode) {
489                 /* tiled mode */
490                 if(ima->repbind==NULL) gpu_make_repbind(ima);
491                 if(GTS.tile>=ima->totbind) GTS.tile= 0;
492                 
493                 /* this happens when you change repeat buttons */
494                 if(ima->repbind) bind= &ima->repbind[GTS.tile];
495                 else bind= &ima->bindcode;
496                 
497                 if(*bind==0) {
498                         
499                         texwindx= ibuf->x/ima->xrep;
500                         texwindy= ibuf->y/ima->yrep;
501                         
502                         if(GTS.tile>=ima->xrep*ima->yrep)
503                                 GTS.tile= ima->xrep*ima->yrep-1;
504         
505                         texwinsy= GTS.tile / ima->xrep;
506                         texwinsx= GTS.tile - texwinsy*ima->xrep;
507         
508                         texwinsx*= texwindx;
509                         texwinsy*= texwindy;
510         
511                         tpx= texwindx;
512                         tpy= texwindy;
513
514                         if(use_high_bit_depth) {
515                                 if(do_color_management) {
516                                         srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
517                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
518                                                 ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
519                                                 ibuf->x, ibuf->y, ibuf->x, ibuf->x);
520                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
521                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
522                                         frect= srgb_frect + texwinsy*ibuf->x + texwinsx;
523                                 }
524                                 else
525                                         frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
526                         }
527                         else
528                                 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
529                 }
530         }
531         else {
532                 /* regular image mode */
533                 bind= &ima->bindcode;
534
535                 if(*bind==0) {
536                         tpx= ibuf->x;
537                         tpy= ibuf->y;
538                         rect= ibuf->rect;
539                         if(use_high_bit_depth) {
540                                 if(do_color_management) {
541                                         frect = srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor");
542                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
543                                                         ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
544                                                         ibuf->x, ibuf->y, ibuf->x, ibuf->x);
545                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
546                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
547                                 }
548                                 else
549                                         frect= ibuf->rect_float;
550                         }
551                 }
552         }
553
554         if(*bind != 0) {
555                 /* enable opengl drawing with textures */
556                 glBindTexture(GL_TEXTURE_2D, *bind);
557                 return *bind;
558         }
559
560         rectw = tpx;
561         recth = tpy;
562
563         /* for tiles, copy only part of image into buffer */
564         if (GTS.tilemode) {
565                 if(use_high_bit_depth) {
566                         float *frectrow, *ftilerectrow;
567
568                         ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
569
570                         for (y=0; y<recth; y++) {
571                                 frectrow= &frect[y*ibuf->x];
572                                 ftilerectrow= &ftilerect[y*rectw];
573
574                                 memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow));
575                         }
576
577                         frect= ftilerect;
578                 }
579                 else {
580                         unsigned int *rectrow, *tilerectrow;
581
582                         tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
583
584                         for (y=0; y<recth; y++) {
585                                 rectrow= &rect[y*ibuf->x];
586                                 tilerectrow= &tilerect[y*rectw];
587
588                                 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
589                         }
590                         
591                         rect= tilerect;
592                 }
593         }
594
595         /* scale if not a power of two. this is not strictly necessary for newer 
596            GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
597         if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
598                 rectw= smaller_pow2_limit(rectw);
599                 recth= smaller_pow2_limit(recth);
600                 
601                 if(use_high_bit_depth) {
602                         fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
603                         gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
604
605                         frect = fscalerect;
606                 }
607                 else {
608                         scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
609                         gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
610
611                         rect= scalerect;
612                 }
613         }
614
615         /* create image */
616         glGenTextures(1, (GLuint *)bind);
617         glBindTexture( GL_TEXTURE_2D, *bind);
618
619         if (!(gpu_get_mipmap() && mipmap)) {
620                 if(use_high_bit_depth)
621                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA16,  rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
622                 else
623                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
624                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
625                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
626         }
627         else {
628                 if(use_high_bit_depth)
629                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
630                 else
631                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
632                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
633                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
634
635                 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
636         }
637
638         if (GLEW_EXT_texture_filter_anisotropic)
639                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
640         /* set to modulate with vertex color */
641         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
642                 
643         /* clean up */
644         if (tilerect)
645                 MEM_freeN(tilerect);
646         if (ftilerect)
647                 MEM_freeN(ftilerect);
648         if (scalerect)
649                 MEM_freeN(scalerect);
650         if (fscalerect)
651                 MEM_freeN(fscalerect);
652         if (srgb_frect)
653                 MEM_freeN(srgb_frect);
654         return *bind;
655 }
656
657 static void gpu_verify_repeat(Image *ima)
658 {
659         /* set either clamp or repeat in X/Y */
660         if (ima->tpageflag & IMA_CLAMP_U)
661                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
662         else
663                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
664
665         if (ima->tpageflag & IMA_CLAMP_V)
666                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
667         else
668                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
669 }
670
671 int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
672 {
673         Image *ima;
674         
675         /* check if we need to clear the state */
676         if(tface==NULL) {
677                 gpu_clear_tpage();
678                 return 0;
679         }
680
681         ima= tface->tpage;
682         GTS.lasttface= tface;
683
684         gpu_verify_alpha_blend(alphablend);
685         gpu_verify_reflection(ima);
686
687         if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
688                 GTS.curtile= GTS.tile;
689                 GTS.curima= GTS.ima;
690                 GTS.curtilemode= GTS.tilemode;
691                 GTS.curtileXRep = GTS.tileXRep;
692                 GTS.curtileYRep = GTS.tileYRep;
693
694                 glEnable(GL_TEXTURE_2D);
695         }
696         else {
697                 glDisable(GL_TEXTURE_2D);
698                 
699                 GTS.curtile= 0;
700                 GTS.curima= NULL;
701                 GTS.curtilemode= 0;
702                 GTS.curtileXRep = 0;
703                 GTS.curtileYRep = 0;
704
705                 return 0;
706         }
707         
708         gpu_verify_repeat(ima);
709         
710         /* Did this get lost in the image recode? */
711         /* tag_image_time(ima);*/
712
713         return 1;
714 }
715
716 /* these two functions are called on entering and exiting texture paint mode,
717    temporary disabling/enabling mipmapping on all images for quick texture
718    updates with glTexSubImage2D. images that didn't change don't have to be
719    re-uploaded to OpenGL */
720 void GPU_paint_set_mipmap(int mipmap)
721 {
722         Image* ima;
723         
724         if(!GTS.domipmap)
725                 return;
726
727         if(mipmap) {
728                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
729                         if(ima->bindcode) {
730                                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
731                                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
732                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
733                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
734                                 }
735                                 else
736                                         GPU_free_image(ima);
737                         }
738                         else
739                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
740                 }
741
742         }
743         else {
744                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
745                         if(ima->bindcode) {
746                                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
747                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
748                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
749                         }
750                         else
751                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
752                 }
753         }
754 }
755
756 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
757 {
758         ImBuf *ibuf;
759         
760         ibuf = BKE_image_get_ibuf(ima, NULL);
761         
762         if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
763                 (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) ||
764                 (w == 0) || (h == 0)) {
765                 /* these cases require full reload still */
766                 GPU_free_image(ima);
767         }
768         else {
769                 /* for the special case, we can do a partial update
770                  * which is much quicker for painting */
771                 GLint row_length, skip_pixels, skip_rows;
772
773                 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
774                 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
775                 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
776
777                 /* if color correction is needed, we must update the part that needs updating. */
778                 if(ibuf->rect_float && (!U.use_16bit_textures || (ibuf->profile == IB_PROFILE_LINEAR_RGB))) {
779                         float *buffer = MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
780                         IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h);
781
782                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
783                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
784                                         GL_FLOAT, buffer);
785
786                         MEM_freeN(buffer);
787
788                         if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
789                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
790
791                         return;
792                 }
793                 
794                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
795
796                 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
797                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
798                 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
799
800                 if(ibuf->rect_float)
801                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
802                                 GL_FLOAT, ibuf->rect_float);
803                 else
804                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
805                                 GL_UNSIGNED_BYTE, ibuf->rect);
806
807                 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
808                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
809                 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
810
811                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
812                         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
813         }
814 }
815
816 void GPU_update_images_framechange(void)
817 {
818         Image *ima;
819         
820         for(ima=G.main->image.first; ima; ima=ima->id.next) {
821                 if(ima->tpageflag & IMA_TWINANIM) {
822                         if(ima->twend >= ima->xrep*ima->yrep)
823                                 ima->twend= ima->xrep*ima->yrep-1;
824                 
825                         /* check: is bindcode not in the array? free. (to do) */
826                         
827                         ima->lastframe++;
828                         if(ima->lastframe > ima->twend)
829                                 ima->lastframe= ima->twsta;
830                 }
831         }
832 }
833
834 int GPU_update_image_time(Image *ima, double time)
835 {
836         int     inc = 0;
837         float   diff;
838         int     newframe;
839
840         if (!ima)
841                 return 0;
842
843         if (ima->lastupdate<0)
844                 ima->lastupdate = 0;
845
846         if (ima->lastupdate > (float)time)
847                 ima->lastupdate=(float)time;
848
849         if(ima->tpageflag & IMA_TWINANIM) {
850                 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
851                 
852                 /* check: is the bindcode not in the array? Then free. (still to do) */
853                 
854                 diff = (float)((float)time - ima->lastupdate);
855                 inc = (int)(diff*(float)ima->animspeed);
856
857                 ima->lastupdate+=((float)inc/(float)ima->animspeed);
858
859                 newframe = ima->lastframe+inc;
860
861                 if(newframe > (int)ima->twend) {
862                         if(ima->twend-ima->twsta != 0)
863                                 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
864                         else
865                                 newframe = ima->twsta;
866                 }
867
868                 ima->lastframe = newframe;
869         }
870
871         return inc;
872 }
873
874
875 void GPU_free_smoke(SmokeModifierData *smd)
876 {
877         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
878                 if(smd->domain->tex)
879                         GPU_texture_free(smd->domain->tex);
880                 smd->domain->tex = NULL;
881
882                 if(smd->domain->tex_shadow)
883                         GPU_texture_free(smd->domain->tex_shadow);
884                 smd->domain->tex_shadow = NULL;
885         }
886 }
887
888 void GPU_create_smoke(SmokeModifierData *smd, int highres)
889 {
890 #ifdef WITH_SMOKE
891         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
892                 smd->domain->tex = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smoke_get_density(smd->domain->fluid));
893         else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
894                 smd->domain->tex = GPU_texture_create_3D(smd->domain->res_wt[0], smd->domain->res_wt[1], smd->domain->res_wt[2], smoke_turbulence_get_density(smd->domain->wt));
895
896         smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
897 #else // WITH_SMOKE
898         (void)highres;
899         smd->domain->tex= NULL;
900         smd->domain->tex_shadow= NULL;
901 #endif // WITH_SMOKE
902 }
903
904 static ListBase image_free_queue = {NULL, NULL};
905
906 static void gpu_queue_image_for_free(Image *ima)
907 {
908         Image *cpy = MEM_dupallocN(ima);
909
910         BLI_lock_thread(LOCK_OPENGL);
911         BLI_addtail(&image_free_queue, cpy);
912         BLI_unlock_thread(LOCK_OPENGL);
913 }
914
915 void GPU_free_unused_buffers(void)
916 {
917         Image *ima;
918
919         if(!BLI_thread_is_main())
920                 return;
921
922         BLI_lock_thread(LOCK_OPENGL);
923
924         /* images */
925         for(ima=image_free_queue.first; ima; ima=ima->id.next)
926                 GPU_free_image(ima);
927
928         BLI_freelistN(&image_free_queue);
929
930         /* vbo buffers */
931         /* it's probably not necessary to free all buffers every frame */
932         /* GPU_buffer_pool_free_unused(0); */
933
934         BLI_unlock_thread(LOCK_OPENGL);
935 }
936
937 void GPU_free_image(Image *ima)
938 {
939         if(!BLI_thread_is_main()) {
940                 gpu_queue_image_for_free(ima);
941                 return;
942         }
943
944         /* free regular image binding */
945         if(ima->bindcode) {
946                 glDeleteTextures(1, (GLuint *)&ima->bindcode);
947                 ima->bindcode= 0;
948         }
949
950         /* free glsl image binding */
951         if(ima->gputexture) {
952                 GPU_texture_free(ima->gputexture);
953                 ima->gputexture= NULL;
954         }
955
956         /* free repeated image binding */
957         if(ima->repbind) {
958                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
959         
960                 MEM_freeN(ima->repbind);
961                 ima->repbind= NULL;
962         }
963
964         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
965 }
966
967 void GPU_free_images(void)
968 {
969         Image* ima;
970
971         if(G.main)
972                 for(ima=G.main->image.first; ima; ima=ima->id.next)
973                         GPU_free_image(ima);
974 }
975
976 /* same as above but only free animated images */
977 void GPU_free_images_anim(void)
978 {
979         Image* ima;
980
981         if(G.main)
982                 for(ima=G.main->image.first; ima; ima=ima->id.next)
983                         if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
984                                 GPU_free_image(ima);
985 }
986
987 /* OpenGL Materials */
988
989 #define FIXEDMAT        8
990
991 /* OpenGL state caching for materials */
992
993 typedef struct GPUMaterialFixed {
994         float diff[4];
995         float spec[4];
996         int hard;
997 } GPUMaterialFixed; 
998
999 static struct GPUMaterialState {
1000         GPUMaterialFixed (*matbuf);
1001         GPUMaterialFixed matbuf_fixed[FIXEDMAT];
1002         int totmat;
1003
1004         Material **gmatbuf;
1005         Material *gmatbuf_fixed[FIXEDMAT];
1006         Material *gboundmat;
1007         Object *gob;
1008         Scene *gscene;
1009         int glay;
1010         float (*gviewmat)[4];
1011         float (*gviewinv)[4];
1012
1013         GPUBlendMode *alphablend;
1014         GPUBlendMode alphablend_fixed[FIXEDMAT];
1015         int use_alpha_pass, is_alpha_pass;
1016
1017         int lastmatnr, lastretval;
1018         GPUBlendMode lastalphablend;
1019 } GMS = {NULL};
1020
1021 /* fixed function material, alpha handed by caller */
1022 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
1023 {
1024         if(new_shading_nodes || bmat->mode & MA_SHLESS) {
1025                 copy_v3_v3(smat->diff, &bmat->r);
1026                 smat->diff[3]= 1.0;
1027
1028                 if(gamma)
1029                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1030
1031                 zero_v4(smat->spec);
1032                 smat->hard= 0;
1033         }
1034         else {
1035                 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
1036                 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
1037
1038                 if(bmat->shade_flag & MA_OBCOLOR)
1039                         mul_v3_v3(smat->diff, ob->col);
1040                 
1041                 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
1042                 smat->spec[3]= 1.0; /* always 1 */
1043                 smat->hard= CLAMPIS(bmat->har, 0, 128);
1044
1045                 if(gamma) {
1046                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1047                         linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
1048                 }       
1049         }
1050 }
1051
1052 static Material *gpu_active_node_material(Material *ma)
1053 {
1054         if(ma && ma->use_nodes && ma->nodetree) {
1055                 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
1056
1057                 if(node)
1058                         return (Material *)node->id;
1059                 else
1060                         return NULL;
1061         }
1062
1063         return ma;
1064 }
1065
1066 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after)
1067 {
1068         Material *ma;
1069         GPUMaterial *gpumat;
1070         GPUBlendMode alphablend;
1071         int a;
1072         int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
1073         int new_shading_nodes = scene_use_new_shading_nodes(scene);
1074         
1075         /* initialize state */
1076         memset(&GMS, 0, sizeof(GMS));
1077         GMS.lastmatnr = -1;
1078         GMS.lastretval = -1;
1079         GMS.lastalphablend = GPU_BLEND_SOLID;
1080
1081         GMS.gob = ob;
1082         GMS.gscene = scene;
1083         GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
1084         GMS.glay= v3d->lay;
1085         GMS.gviewmat= rv3d->viewmat;
1086         GMS.gviewinv= rv3d->viewinv;
1087
1088         /* alpha pass setup. there's various cases to handle here:
1089            * object transparency on: only solid materials draw in the first pass,
1090            and only transparent in the second 'alpha' pass.
1091            * object transparency off: for glsl we draw both in a single pass, and
1092            for solid we don't use transparency at all. */
1093         GMS.use_alpha_pass = (do_alpha_after != NULL);
1094         GMS.is_alpha_pass = (v3d && v3d->transp);
1095         if(GMS.use_alpha_pass)
1096                 *do_alpha_after = 0;
1097         
1098         if(GMS.totmat > FIXEDMAT) {
1099                 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
1100                 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
1101                 GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
1102         }
1103         else {
1104                 GMS.matbuf= GMS.matbuf_fixed;
1105                 GMS.gmatbuf= GMS.gmatbuf_fixed;
1106                 GMS.alphablend= GMS.alphablend_fixed;
1107         }
1108
1109         /* no materials assigned? */
1110         if(ob->totcol==0) {
1111                 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
1112
1113                 /* do material 1 too, for displists! */
1114                 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
1115
1116                 if(glsl) {
1117                         GMS.gmatbuf[0]= &defmaterial;
1118                         GPU_material_from_blender(GMS.gscene, &defmaterial);
1119                 }
1120
1121                 GMS.alphablend[0]= GPU_BLEND_SOLID;
1122         }
1123         
1124         /* setup materials */
1125         for(a=1; a<=ob->totcol; a++) {
1126                 /* find a suitable material */
1127                 ma= give_current_material(ob, a);
1128                 if(!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
1129                 if(ma==NULL) ma= &defmaterial;
1130
1131                 /* create glsl material if requested */
1132                 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
1133
1134                 if(gpumat) {
1135                         /* do glsl only if creating it succeed, else fallback */
1136                         GMS.gmatbuf[a]= ma;
1137                         alphablend = GPU_material_alpha_blend(gpumat, ob->col);
1138                 }
1139                 else {
1140                         /* fixed function opengl materials */
1141                         gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
1142
1143                         if(GMS.use_alpha_pass) {
1144                                 GMS.matbuf[a].diff[3]= ma->alpha;
1145                                 alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
1146                         }
1147                         else {
1148                                 GMS.matbuf[a].diff[3]= 1.0f;
1149                                 alphablend = GPU_BLEND_SOLID;
1150                         }
1151                 }
1152
1153                 /* setting do_alpha_after = 1 indicates this object needs to be
1154                  * drawn in a second alpha pass for improved blending */
1155                 if(do_alpha_after && !GMS.is_alpha_pass)
1156                         if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
1157                                 *do_alpha_after= 1;
1158
1159                 GMS.alphablend[a]= alphablend;
1160         }
1161
1162         /* let's start with a clean state */
1163         GPU_disable_material();
1164 }
1165
1166 int GPU_enable_material(int nr, void *attribs)
1167 {
1168         GPUVertexAttribs *gattribs = attribs;
1169         GPUMaterial *gpumat;
1170         GPUBlendMode alphablend;
1171
1172         /* no GPU_begin_object_materials, use default material */
1173         if(!GMS.matbuf) {
1174                 float diff[4], spec[4];
1175
1176                 memset(&GMS, 0, sizeof(GMS));
1177
1178                 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
1179                 diff[3]= 1.0;
1180
1181                 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
1182                 spec[3]= 1.0;
1183
1184                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
1185                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1186                 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
1187
1188                 return 0;
1189         }
1190
1191         /* prevent index to use un-initialized array items */
1192         if(nr>=GMS.totmat)
1193                 nr= 0;
1194
1195         if(gattribs)
1196                 memset(gattribs, 0, sizeof(*gattribs));
1197
1198         /* keep current material */
1199         if(nr==GMS.lastmatnr)
1200                 return GMS.lastretval;
1201
1202         /* unbind glsl material */
1203         if(GMS.gboundmat) {
1204                 if(GMS.is_alpha_pass) glDepthMask(0);
1205                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1206                 GMS.gboundmat= NULL;
1207         }
1208
1209         /* draw materials with alpha in alpha pass */
1210         GMS.lastmatnr = nr;
1211         GMS.lastretval = 1;
1212
1213         if(GMS.use_alpha_pass) {
1214                 GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
1215                 if(GMS.is_alpha_pass)
1216                         GMS.lastretval = !GMS.lastretval;
1217         }
1218         else
1219                 GMS.lastretval = !GMS.is_alpha_pass;
1220
1221         if(GMS.lastretval) {
1222                 /* for alpha pass, use alpha blend */
1223                 alphablend = GMS.alphablend[nr];
1224
1225                 if(gattribs && GMS.gmatbuf[nr]) {
1226                         /* bind glsl material and get attributes */
1227                         Material *mat = GMS.gmatbuf[nr];
1228                         float auto_bump_scale;
1229
1230                         gpumat = GPU_material_from_blender(GMS.gscene, mat);
1231                         GPU_material_vertex_attributes(gpumat, gattribs);
1232                         GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
1233
1234                         auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
1235                         GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, auto_bump_scale);
1236                         GMS.gboundmat= mat;
1237
1238                         /* for glsl use alpha blend mode, unless it's set to solid and
1239                            we are already drawing in an alpha pass */
1240                         if(mat->game.alpha_blend != GPU_BLEND_SOLID)
1241                                 alphablend= mat->game.alpha_blend;
1242
1243                         if(GMS.is_alpha_pass) glDepthMask(1);
1244                 }
1245                 else {
1246                         /* or do fixed function opengl material */
1247                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
1248                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
1249                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
1250                 }
1251
1252                 /* set (alpha) blending mode */
1253                 GPU_set_material_alpha_blend(alphablend);
1254         }
1255
1256         return GMS.lastretval;
1257 }
1258
1259 void GPU_set_material_alpha_blend(int alphablend)
1260 {
1261         if(GMS.lastalphablend == alphablend)
1262                 return;
1263         
1264         gpu_set_alpha_blend(alphablend);
1265         GMS.lastalphablend = alphablend;
1266 }
1267
1268 int GPU_get_material_alpha_blend(void)
1269 {
1270         return GMS.lastalphablend;
1271 }
1272
1273 void GPU_disable_material(void)
1274 {
1275         GMS.lastmatnr= -1;
1276         GMS.lastretval= 1;
1277
1278         if(GMS.gboundmat) {
1279                 if(GMS.is_alpha_pass) glDepthMask(0);
1280                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1281                 GMS.gboundmat= NULL;
1282         }
1283
1284         GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
1285 }
1286
1287 void GPU_end_object_materials(void)
1288 {
1289         GPU_disable_material();
1290
1291         if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1292                 MEM_freeN(GMS.matbuf);
1293                 MEM_freeN(GMS.gmatbuf);
1294                 MEM_freeN(GMS.alphablend);
1295         }
1296
1297         GMS.matbuf= NULL;
1298         GMS.gmatbuf= NULL;
1299         GMS.alphablend= NULL;
1300
1301         /* resetting the texture matrix after the glScale needed for tiled textures */
1302         if(GTS.tilemode) {
1303                 glMatrixMode(GL_TEXTURE);
1304                 glLoadIdentity();
1305                 glMatrixMode(GL_MODELVIEW);
1306         }
1307 }
1308
1309 /* Lights */
1310
1311 int GPU_default_lights(void)
1312 {
1313         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
1314         int a, count = 0;
1315         
1316         /* initialize */
1317         if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1318                 U.light[0].flag= 1;
1319                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1320                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1321                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1322                 U.light[0].spec[3]= 1.0;
1323                 
1324                 U.light[1].flag= 0;
1325                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1326                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1327                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1328                 U.light[1].spec[3]= 1.0;
1329         
1330                 U.light[2].flag= 0;
1331                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1332                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1333                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1334                 U.light[2].spec[3]= 1.0;
1335         }
1336
1337         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1338
1339         for(a=0; a<8; a++) {
1340                 if(a<3) {
1341                         if(U.light[a].flag) {
1342                                 glEnable(GL_LIGHT0+a);
1343
1344                                 normalize_v3_v3(position, U.light[a].vec);
1345                                 position[3]= 0.0f;
1346                                 
1347                                 glLightfv(GL_LIGHT0+a, GL_POSITION, position); 
1348                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); 
1349                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); 
1350
1351                                 count++;
1352                         }
1353                         else {
1354                                 glDisable(GL_LIGHT0+a);
1355
1356                                 glLightfv(GL_LIGHT0+a, GL_POSITION, zero); 
1357                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); 
1358                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
1359                         }
1360
1361                         // clear stuff from other opengl lamp usage
1362                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1363                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1364                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1365                 }
1366                 else
1367                         glDisable(GL_LIGHT0+a);
1368         }
1369         
1370         glDisable(GL_LIGHTING);
1371
1372         glDisable(GL_COLOR_MATERIAL);
1373
1374         return count;
1375 }
1376
1377 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1378 {
1379         Base *base;
1380         Lamp *la;
1381         int count;
1382         float position[4], direction[4], energy[4];
1383         
1384         /* disable all lights */
1385         for(count=0; count<8; count++)
1386                 glDisable(GL_LIGHT0+count);
1387         
1388         /* view direction for specular is not compute correct by default in
1389          * opengl, so we set the settings ourselfs */
1390         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1391
1392         count= 0;
1393         
1394         for(base=scene->base.first; base; base=base->next) {
1395                 if(base->object->type!=OB_LAMP)
1396                         continue;
1397
1398                 if(!(base->lay & lay) || !(base->lay & ob->lay))
1399                         continue;
1400
1401                 la= base->object->data;
1402                 
1403                 /* setup lamp transform */
1404                 glPushMatrix();
1405                 glLoadMatrixf((float *)viewmat);
1406                 
1407                 where_is_object_simul(scene, base->object);
1408                 
1409                 if(la->type==LA_SUN) {
1410                         /* sun lamp */
1411                         copy_v3_v3(direction, base->object->obmat[2]);
1412                         direction[3]= 0.0;
1413
1414                         glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
1415                 }
1416                 else {
1417                         /* other lamps with attenuation */
1418                         copy_v3_v3(position, base->object->obmat[3]);
1419                         position[3]= 1.0f;
1420
1421                         glLightfv(GL_LIGHT0+count, GL_POSITION, position); 
1422                         glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1423                         glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
1424                         glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
1425                         
1426                         if(la->type==LA_SPOT) {
1427                                 /* spot lamp */
1428                                 negate_v3_v3(direction, base->object->obmat[2]);
1429                                 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1430                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
1431                                 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
1432                         }
1433                         else
1434                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1435                 }
1436                 
1437                 /* setup energy */
1438                 mul_v3_v3fl(energy, &la->r, la->energy);
1439                 energy[3]= 1.0;
1440
1441                 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 
1442                 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1443                 glEnable(GL_LIGHT0+count);
1444                 
1445                 glPopMatrix();                                  
1446                 
1447                 count++;
1448                 if(count==8)
1449                         break;
1450         }
1451
1452         return count;
1453 }
1454
1455 /* Default OpenGL State */
1456
1457 void GPU_state_init(void)
1458 {
1459         /* also called when doing opengl rendering and in the game engine */
1460         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1461         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1462         int a, x, y;
1463         GLubyte pat[32*32];
1464         const GLubyte *patc= pat;
1465         
1466         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1467         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1468         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1469         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
1470
1471         GPU_default_lights();
1472         
1473         glDepthFunc(GL_LEQUAL);
1474         /* scaling matrices */
1475         glEnable(GL_NORMALIZE);
1476
1477         glShadeModel(GL_FLAT);
1478
1479         glDisable(GL_ALPHA_TEST);
1480         glDisable(GL_BLEND);
1481         glDisable(GL_DEPTH_TEST);
1482         glDisable(GL_FOG);
1483         glDisable(GL_LIGHTING);
1484         glDisable(GL_LOGIC_OP);
1485         glDisable(GL_STENCIL_TEST);
1486         glDisable(GL_TEXTURE_1D);
1487         glDisable(GL_TEXTURE_2D);
1488
1489         /* default disabled, enable should be local per function */
1490         glDisableClientState(GL_VERTEX_ARRAY);
1491         glDisableClientState(GL_NORMAL_ARRAY);
1492         glDisableClientState(GL_COLOR_ARRAY);
1493         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1494         
1495         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1496         glPixelTransferi(GL_RED_SCALE, 1);
1497         glPixelTransferi(GL_RED_BIAS, 0);
1498         glPixelTransferi(GL_GREEN_SCALE, 1);
1499         glPixelTransferi(GL_GREEN_BIAS, 0);
1500         glPixelTransferi(GL_BLUE_SCALE, 1);
1501         glPixelTransferi(GL_BLUE_BIAS, 0);
1502         glPixelTransferi(GL_ALPHA_SCALE, 1);
1503         glPixelTransferi(GL_ALPHA_BIAS, 0);
1504         
1505         glPixelTransferi(GL_DEPTH_BIAS, 0);
1506         glPixelTransferi(GL_DEPTH_SCALE, 1);
1507         glDepthRange(0.0, 1.0);
1508         
1509         a= 0;
1510         for(x=0; x<32; x++) {
1511                 for(y=0; y<4; y++) {
1512                         if( (x) & 1) pat[a++]= 0x88;
1513                         else pat[a++]= 0x22;
1514                 }
1515         }
1516         
1517         glPolygonStipple(patc);
1518
1519         glMatrixMode(GL_TEXTURE);
1520         glLoadIdentity();
1521         glMatrixMode(GL_MODELVIEW);
1522
1523         glFrontFace(GL_CCW);
1524         glCullFace(GL_BACK);
1525         glDisable(GL_CULL_FACE);
1526
1527         /* calling this makes drawing very slow when AA is not set up in ghost
1528            on Linux/NVIDIA.
1529         glDisable(GL_MULTISAMPLE); */
1530 }
1531
1532 /* debugging aid */
1533 static void gpu_get_print(const char *name, GLenum type)
1534 {
1535         float value[16];
1536         int a;
1537         
1538         memset(value, 0, sizeof(value));
1539         glGetFloatv(type, value);
1540
1541         printf("%s: ", name);
1542         for(a=0; a<16; a++)
1543                 printf("%.2f ", value[a]);
1544         printf("\n");
1545 }
1546
1547 void GPU_state_print(void)
1548 {
1549         gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
1550         gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
1551         gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
1552         gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
1553         gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
1554         gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
1555         gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
1556         gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
1557         gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
1558         gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
1559         gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
1560         gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
1561         gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
1562         gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
1563         gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
1564         gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
1565         gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
1566         gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
1567         gpu_get_print("GL_BLEND", GL_BLEND);
1568         gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
1569         gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
1570         gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
1571         gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
1572         gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
1573         gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
1574         gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
1575         gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
1576         gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
1577         gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
1578         gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
1579         gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
1580         gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
1581         gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
1582         gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
1583         gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
1584         gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
1585         gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
1586         gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
1587         gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
1588         gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
1589         gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
1590         gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
1591         gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
1592         gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
1593         gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
1594         gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
1595         gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
1596         gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
1597         gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
1598         gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
1599         gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
1600         gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
1601         gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
1602         gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
1603         gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
1604         gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
1605         gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
1606         gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
1607         gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
1608         gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
1609         gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
1610         gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
1611         gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
1612         gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
1613         gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
1614         gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
1615         gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
1616         gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
1617         gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
1618         gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
1619         gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
1620         gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
1621         gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
1622         gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
1623         gpu_get_print("GL_DITHER", GL_DITHER);
1624         gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
1625         gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
1626         gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
1627         gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
1628         gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
1629         gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
1630         gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
1631         gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
1632         gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
1633         gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
1634         gpu_get_print("GL_FOG", GL_FOG);
1635         gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
1636         gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
1637         gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
1638         gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
1639         gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
1640         gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
1641         gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
1642         gpu_get_print("GL_FOG_END", GL_FOG_END);
1643         gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
1644         gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
1645         gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
1646         gpu_get_print("GL_FOG_START", GL_FOG_START);
1647         gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
1648         gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
1649         gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
1650         gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
1651         gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
1652         gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
1653         gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
1654         gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
1655         gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
1656         gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
1657         gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
1658         gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
1659         gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
1660         gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
1661         gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
1662         gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
1663         gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
1664         gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
1665         gpu_get_print("GL_LIGHT0", GL_LIGHT0);
1666         gpu_get_print("GL_LIGHTING", GL_LIGHTING);
1667         gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
1668         gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
1669         gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
1670         gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
1671         gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
1672         gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
1673         gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
1674         gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
1675         gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
1676         gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
1677         gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
1678         gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
1679         gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
1680         gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
1681         gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
1682         gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
1683         gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
1684         gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
1685         gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
1686         gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
1687         gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
1688         gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
1689         gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
1690         gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
1691         gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
1692         gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
1693         gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
1694         gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
1695         gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
1696         gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
1697         gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
1698         gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
1699         gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
1700         gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
1701         gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
1702         gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
1703         gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
1704         gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
1705         gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
1706         gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
1707         gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
1708         gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
1709         gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
1710         gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
1711         gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
1712         gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
1713         gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1714         gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
1715         gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
1716         gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
1717         gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
1718         gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
1719         gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
1720         gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
1721         gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
1722         gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
1723         gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
1724         gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
1725         gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
1726         gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
1727         gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
1728         gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
1729         gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
1730         gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
1731         gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
1732         gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
1733         gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
1734         gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1735         gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
1736         gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
1737         gpu_get_print("GL_MINMAX", GL_MINMAX);
1738         gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
1739         gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
1740         gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
1741         gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
1742         gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
1743         gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
1744         gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
1745         gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
1746         gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
1747         gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
1748         gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
1749         gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
1750         gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
1751         gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
1752         gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
1753         gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
1754         gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
1755         gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
1756         gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
1757         gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
1758         gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
1759         gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
1760         gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
1761         gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
1762         gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
1763         gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
1764         gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
1765         gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
1766         gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
1767         gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
1768         gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
1769         gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
1770         gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
1771         gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
1772         gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
1773         gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
1774         gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
1775         gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
1776         gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
1777         gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
1778         gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
1779         gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
1780         gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
1781         gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
1782         gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
1783         gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
1784         gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
1785         gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
1786         gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
1787         gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
1788         gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
1789         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
1790         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
1791         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
1792         gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
1793         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
1794         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
1795         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
1796         gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
1797         gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
1798         gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
1799         gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
1800         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
1801         gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
1802         gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
1803         gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
1804         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
1805         gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
1806         gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
1807         gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
1808         gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
1809         gpu_get_print("GL_RED_BITS", GL_RED_BITS);
1810         gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
1811         gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
1812         gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
1813         gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
1814         gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
1815         gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
1816         gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
1817         gpu_get_print("GL_SAMPLES", GL_SAMPLES);
1818         gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
1819         gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
1820         gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
1821         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
1822         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
1823         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
1824         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
1825         gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
1826         gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
1827         gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
1828         gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
1829         gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
1830         gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
1831         gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
1832         gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
1833         gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
1834         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
1835         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
1836         gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
1837         gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
1838         gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
1839         gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
1840         gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
1841         gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
1842         gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
1843         gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
1844         gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
1845         gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
1846         gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
1847         gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
1848         gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
1849         gpu_get_print("GL_STEREO", GL_STEREO);
1850         gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
1851         gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
1852         gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
1853         gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
1854         gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
1855         gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
1856         gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
1857         gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
1858         gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
1859         gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
1860         gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
1861         gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
1862         gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
1863         gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
1864         gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
1865         gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
1866         gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
1867         gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
1868         gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
1869         gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
1870         gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
1871         gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
1872         gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
1873         gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
1874         gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
1875         gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
1876         gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
1877         gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
1878         gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
1879         gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
1880         gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
1881         gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
1882         gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
1883         gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
1884         gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
1885         gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
1886         gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
1887         gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
1888         gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
1889         gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
1890         gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
1891         gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
1892         gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
1893 }
1894