7a61ee2eebcf814ed51c931c628613b25a081ca5
[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         {
283                 GPU_free_images();
284
285                 /* Clamp value to the maximum value the graphics card supports */
286                 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
287                         value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
288
289                 GTS.anisotropic = value;
290         }
291 }
292
293 float GPU_get_anisotropic(void)
294 {
295         return GTS.anisotropic;
296 }
297
298 /* Set OpenGL state for an MTFace */
299
300 static void gpu_make_repbind(Image *ima)
301 {
302         ImBuf *ibuf;
303         
304         ibuf = BKE_image_get_ibuf(ima, NULL);
305         if(ibuf==NULL)
306                 return;
307
308         if(ima->repbind) {
309                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
310                 MEM_freeN(ima->repbind);
311                 ima->repbind= NULL;
312                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
313         }
314
315         ima->totbind= ima->xrep*ima->yrep;
316
317         if(ima->totbind>1)
318                 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
319 }
320
321 static void gpu_clear_tpage(void)
322 {
323         if(GTS.lasttface==NULL)
324                 return;
325         
326         GTS.lasttface= NULL;
327         GTS.curtile= 0;
328         GTS.curima= NULL;
329         if(GTS.curtilemode!=0) {
330                 glMatrixMode(GL_TEXTURE);
331                 glLoadIdentity();
332                 glMatrixMode(GL_MODELVIEW);
333         }
334         GTS.curtilemode= 0;
335         GTS.curtileXRep=0;
336         GTS.curtileYRep=0;
337         GTS.alphablend= -1;
338         
339         glDisable(GL_BLEND);
340         glDisable(GL_TEXTURE_2D);
341         glDisable(GL_TEXTURE_GEN_S);
342         glDisable(GL_TEXTURE_GEN_T);
343         glDisable(GL_ALPHA_TEST);
344 }
345
346 static void gpu_set_alpha_blend(GPUBlendMode alphablend)
347 {
348         if(alphablend == GPU_BLEND_SOLID) {
349                 glDisable(GL_BLEND);
350                 glDisable(GL_ALPHA_TEST);
351                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
352         }
353         else if(alphablend==GPU_BLEND_ADD) {
354                 glEnable(GL_BLEND);
355                 glBlendFunc(GL_ONE, GL_ONE);
356                 glDisable(GL_ALPHA_TEST);
357         }
358         else if(ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
359                 glEnable(GL_BLEND);
360                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
361                 
362                 /* if U.glalphaclip == 1.0, some cards go bonkers...
363                  * turn off alpha test in this case */
364
365                 /* added after 2.45 to clip alpha */
366                 if(U.glalphaclip == 1.0f) {
367                         glDisable(GL_ALPHA_TEST);
368                 }
369                 else {
370                         glEnable(GL_ALPHA_TEST);
371                         glAlphaFunc(GL_GREATER, U.glalphaclip);
372                 }
373         }
374         else if(alphablend==GPU_BLEND_CLIP) {
375                 glDisable(GL_BLEND); 
376                 glEnable(GL_ALPHA_TEST);
377                 glAlphaFunc(GL_GREATER, 0.5f);
378         }
379 }
380
381 static void gpu_verify_alpha_blend(int alphablend)
382 {
383         /* verify alpha blending modes */
384         if(GTS.alphablend == alphablend)
385                 return;
386
387         gpu_set_alpha_blend(alphablend);
388         GTS.alphablend= alphablend;
389 }
390
391 static void gpu_verify_reflection(Image *ima)
392 {
393         if (ima && (ima->flag & IMA_REFLECT)) {
394                 /* enable reflection mapping */
395                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
396                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
397
398                 glEnable(GL_TEXTURE_GEN_S);
399                 glEnable(GL_TEXTURE_GEN_T);
400         }
401         else {
402                 /* disable reflection mapping */
403                 glDisable(GL_TEXTURE_GEN_S);
404                 glDisable(GL_TEXTURE_GEN_T);
405         }
406 }
407
408 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
409 {
410         ImBuf *ibuf = NULL;
411         unsigned int *bind = NULL;
412         int rectw, recth, tpx=0, tpy=0, y;
413         unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
414         float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL;
415         float *srgb_frect = NULL;
416         short texwindx, texwindy, texwinsx, texwinsy;
417         /* flag to determine whether high resolution format is used */
418         int use_high_bit_depth = FALSE, do_color_management = FALSE;
419
420         /* initialize tile mode and number of repeats */
421         GTS.ima = ima;
422         GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
423         GTS.tileXRep = 0;
424         GTS.tileYRep = 0;
425
426         /* setting current tile according to frame */
427         if(ima && (ima->tpageflag & IMA_TWINANIM))
428                 GTS.tile= ima->lastframe;
429         else
430                 GTS.tile= tftile;
431
432         GTS.tile = MAX2(0, GTS.tile);
433
434         if(ima) {
435                 GTS.tileXRep = ima->xrep;
436                 GTS.tileYRep = ima->yrep;
437         }
438
439         /* if same image & tile, we're done */
440         if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
441            GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
442            GTS.curtileYRep == GTS.tileYRep)
443                 return (ima != NULL);
444
445         /* if tiling mode or repeat changed, change texture matrix to fit */
446         if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
447            GTS.curtileYRep != GTS.tileYRep) {
448
449                 glMatrixMode(GL_TEXTURE);
450                 glLoadIdentity();
451
452                 if(ima && (ima->tpageflag & IMA_TILES))
453                         glScalef(ima->xrep, ima->yrep, 1.0);
454
455                 glMatrixMode(GL_MODELVIEW);
456         }
457
458         /* check if we have a valid image */
459         if(ima==NULL || ima->ok==0)
460                 return 0;
461
462         /* check if we have a valid image buffer */
463         ibuf= BKE_image_get_ibuf(ima, iuser);
464
465         if(ibuf==NULL)
466                 return 0;
467
468         if(ibuf->rect_float) {
469                 if(U.use_16bit_textures) {
470                         /* use high precision textures. This is relatively harmless because OpenGL gives us
471                            a high precision format only if it is available */
472                         use_high_bit_depth = TRUE;
473                 }
474
475                 /* TODO unneeded when float images are correctly treated as linear always */
476                 if(ibuf->profile == IB_PROFILE_LINEAR_RGB)
477                         do_color_management = TRUE;
478
479                 if(ibuf->rect==NULL)
480                         IMB_rect_from_float(ibuf);
481         }
482
483         /* currently, tpage refresh is used by ima sequences */
484         if(ima->tpageflag & IMA_TPAGE_REFRESH) {
485                 GPU_free_image(ima);
486                 ima->tpageflag &= ~IMA_TPAGE_REFRESH;
487         }
488         
489         if(GTS.tilemode) {
490                 /* tiled mode */
491                 if(ima->repbind==NULL) gpu_make_repbind(ima);
492                 if(GTS.tile>=ima->totbind) GTS.tile= 0;
493                 
494                 /* this happens when you change repeat buttons */
495                 if(ima->repbind) bind= &ima->repbind[GTS.tile];
496                 else bind= &ima->bindcode;
497                 
498                 if(*bind==0) {
499                         
500                         texwindx= ibuf->x/ima->xrep;
501                         texwindy= ibuf->y/ima->yrep;
502                         
503                         if(GTS.tile>=ima->xrep*ima->yrep)
504                                 GTS.tile= ima->xrep*ima->yrep-1;
505         
506                         texwinsy= GTS.tile / ima->xrep;
507                         texwinsx= GTS.tile - texwinsy*ima->xrep;
508         
509                         texwinsx*= texwindx;
510                         texwinsy*= texwindy;
511         
512                         tpx= texwindx;
513                         tpy= texwindy;
514
515                         if(use_high_bit_depth) {
516                                 if(do_color_management) {
517                                         srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
518                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
519                                                 ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
520                                                 ibuf->x, ibuf->y, ibuf->x, ibuf->x);
521                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
522                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
523                                         frect= srgb_frect + texwinsy*ibuf->x + texwinsx;
524                                 }
525                                 else
526                                         frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
527                         }
528                         else
529                                 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
530                 }
531         }
532         else {
533                 /* regular image mode */
534                 bind= &ima->bindcode;
535
536                 if(*bind==0) {
537                         tpx= ibuf->x;
538                         tpy= ibuf->y;
539                         rect= ibuf->rect;
540                         if(use_high_bit_depth) {
541                                 if(do_color_management) {
542                                         frect = srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor");
543                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
544                                                         ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
545                                                         ibuf->x, ibuf->y, ibuf->x, ibuf->x);
546                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
547                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
548                                 }
549                                 else
550                                         frect= ibuf->rect_float;
551                         }
552                 }
553         }
554
555         if(*bind != 0) {
556                 /* enable opengl drawing with textures */
557                 glBindTexture(GL_TEXTURE_2D, *bind);
558                 return *bind;
559         }
560
561         rectw = tpx;
562         recth = tpy;
563
564         /* for tiles, copy only part of image into buffer */
565         if (GTS.tilemode) {
566                 if(use_high_bit_depth) {
567                         float *frectrow, *ftilerectrow;
568
569                         ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
570
571                         for (y=0; y<recth; y++) {
572                                 frectrow= &frect[y*ibuf->x];
573                                 ftilerectrow= &ftilerect[y*rectw];
574
575                                 memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow));
576                         }
577
578                         frect= ftilerect;
579                 }
580                 else {
581                         unsigned int *rectrow, *tilerectrow;
582
583                         tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
584
585                         for (y=0; y<recth; y++) {
586                                 rectrow= &rect[y*ibuf->x];
587                                 tilerectrow= &tilerect[y*rectw];
588
589                                 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
590                         }
591                         
592                         rect= tilerect;
593                 }
594         }
595
596         /* scale if not a power of two. this is not strictly necessary for newer 
597            GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
598         if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
599                 rectw= smaller_pow2_limit(rectw);
600                 recth= smaller_pow2_limit(recth);
601                 
602                 if(use_high_bit_depth) {
603                         fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
604                         gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
605
606                         frect = fscalerect;
607                 }
608                 else {
609                         scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
610                         gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
611
612                         rect= scalerect;
613                 }
614         }
615
616         /* create image */
617         glGenTextures(1, (GLuint *)bind);
618         glBindTexture( GL_TEXTURE_2D, *bind);
619
620         if (!(gpu_get_mipmap() && mipmap)) {
621                 if(use_high_bit_depth)
622                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA16,  rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
623                 else
624                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
625                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
626                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
627         }
628         else {
629                 if(use_high_bit_depth)
630                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
631                 else
632                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
633                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
634                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
635
636                 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
637         }
638
639         if (GLEW_EXT_texture_filter_anisotropic)
640                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
641         /* set to modulate with vertex color */
642         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
643                 
644         /* clean up */
645         if (tilerect)
646                 MEM_freeN(tilerect);
647         if (ftilerect)
648                 MEM_freeN(ftilerect);
649         if (scalerect)
650                 MEM_freeN(scalerect);
651         if (fscalerect)
652                 MEM_freeN(fscalerect);
653         if (srgb_frect)
654                 MEM_freeN(srgb_frect);
655         return *bind;
656 }
657
658 static void gpu_verify_repeat(Image *ima)
659 {
660         /* set either clamp or repeat in X/Y */
661         if (ima->tpageflag & IMA_CLAMP_U)
662                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
663         else
664                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
665
666         if (ima->tpageflag & IMA_CLAMP_V)
667                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
668         else
669                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
670 }
671
672 int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
673 {
674         Image *ima;
675         
676         /* check if we need to clear the state */
677         if(tface==NULL) {
678                 gpu_clear_tpage();
679                 return 0;
680         }
681
682         ima= tface->tpage;
683         GTS.lasttface= tface;
684
685         gpu_verify_alpha_blend(alphablend);
686         gpu_verify_reflection(ima);
687
688         if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
689                 GTS.curtile= GTS.tile;
690                 GTS.curima= GTS.ima;
691                 GTS.curtilemode= GTS.tilemode;
692                 GTS.curtileXRep = GTS.tileXRep;
693                 GTS.curtileYRep = GTS.tileYRep;
694
695                 glEnable(GL_TEXTURE_2D);
696         }
697         else {
698                 glDisable(GL_TEXTURE_2D);
699                 
700                 GTS.curtile= 0;
701                 GTS.curima= NULL;
702                 GTS.curtilemode= 0;
703                 GTS.curtileXRep = 0;
704                 GTS.curtileYRep = 0;
705
706                 return 0;
707         }
708         
709         gpu_verify_repeat(ima);
710         
711         /* Did this get lost in the image recode? */
712         /* tag_image_time(ima);*/
713
714         return 1;
715 }
716
717 /* these two functions are called on entering and exiting texture paint mode,
718    temporary disabling/enabling mipmapping on all images for quick texture
719    updates with glTexSubImage2D. images that didn't change don't have to be
720    re-uploaded to OpenGL */
721 void GPU_paint_set_mipmap(int mipmap)
722 {
723         Image* ima;
724         
725         if(!GTS.domipmap)
726                 return;
727
728         if(mipmap) {
729                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
730                         if(ima->bindcode) {
731                                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
732                                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
733                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
734                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
735                                 }
736                                 else
737                                         GPU_free_image(ima);
738                         }
739                         else
740                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
741                 }
742
743         }
744         else {
745                 for(ima=G.main->image.first; ima; ima=ima->id.next) {
746                         if(ima->bindcode) {
747                                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
748                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
749                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
750                         }
751                         else
752                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
753                 }
754         }
755 }
756
757 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
758 {
759         ImBuf *ibuf;
760         
761         ibuf = BKE_image_get_ibuf(ima, NULL);
762         
763         if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
764                 (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) ||
765                 (w == 0) || (h == 0)) {
766                 /* these cases require full reload still */
767                 GPU_free_image(ima);
768         }
769         else {
770                 /* for the special case, we can do a partial update
771                  * which is much quicker for painting */
772                 GLint row_length, skip_pixels, skip_rows;
773
774                 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
775                 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
776                 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
777
778                 /* if color correction is needed, we must update the part that needs updating. */
779                 if(ibuf->rect_float && (!U.use_16bit_textures || (ibuf->profile == IB_PROFILE_LINEAR_RGB))) {
780                         float *buffer = MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
781                         IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h);
782
783                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
784                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
785                                         GL_FLOAT, buffer);
786
787                         MEM_freeN(buffer);
788
789                         if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
790                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
791
792                         return;
793                 }
794                 
795                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
796
797                 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
798                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
799                 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
800
801                 if(ibuf->rect_float)
802                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
803                                 GL_FLOAT, ibuf->rect_float);
804                 else
805                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
806                                 GL_UNSIGNED_BYTE, ibuf->rect);
807
808                 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
809                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
810                 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
811
812                 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
813                         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
814         }
815 }
816
817 void GPU_update_images_framechange(void)
818 {
819         Image *ima;
820         
821         for(ima=G.main->image.first; ima; ima=ima->id.next) {
822                 if(ima->tpageflag & IMA_TWINANIM) {
823                         if(ima->twend >= ima->xrep*ima->yrep)
824                                 ima->twend= ima->xrep*ima->yrep-1;
825                 
826                         /* check: is bindcode not in the array? free. (to do) */
827                         
828                         ima->lastframe++;
829                         if(ima->lastframe > ima->twend)
830                                 ima->lastframe= ima->twsta;
831                 }
832         }
833 }
834
835 int GPU_update_image_time(Image *ima, double time)
836 {
837         int     inc = 0;
838         float   diff;
839         int     newframe;
840
841         if (!ima)
842                 return 0;
843
844         if (ima->lastupdate<0)
845                 ima->lastupdate = 0;
846
847         if (ima->lastupdate > (float)time)
848                 ima->lastupdate=(float)time;
849
850         if(ima->tpageflag & IMA_TWINANIM) {
851                 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
852                 
853                 /* check: is the bindcode not in the array? Then free. (still to do) */
854                 
855                 diff = (float)((float)time - ima->lastupdate);
856                 inc = (int)(diff*(float)ima->animspeed);
857
858                 ima->lastupdate+=((float)inc/(float)ima->animspeed);
859
860                 newframe = ima->lastframe+inc;
861
862                 if(newframe > (int)ima->twend) {
863                         if(ima->twend-ima->twsta != 0)
864                                 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
865                         else
866                                 newframe = ima->twsta;
867                 }
868
869                 ima->lastframe = newframe;
870         }
871
872         return inc;
873 }
874
875
876 void GPU_free_smoke(SmokeModifierData *smd)
877 {
878         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
879         {
880                 if(smd->domain->tex)
881                         GPU_texture_free(smd->domain->tex);
882                 smd->domain->tex = NULL;
883
884                 if(smd->domain->tex_shadow)
885                         GPU_texture_free(smd->domain->tex_shadow);
886                 smd->domain->tex_shadow = NULL;
887         }
888 }
889
890 void GPU_create_smoke(SmokeModifierData *smd, int highres)
891 {
892 #ifdef WITH_SMOKE
893         if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
894                 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));
895         else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
896                 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));
897
898         smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
899 #else // WITH_SMOKE
900         (void)highres;
901         smd->domain->tex= NULL;
902         smd->domain->tex_shadow= NULL;
903 #endif // WITH_SMOKE
904 }
905
906 static ListBase image_free_queue = {NULL, NULL};
907
908 static void gpu_queue_image_for_free(Image *ima)
909 {
910         Image *cpy = MEM_dupallocN(ima);
911
912         BLI_lock_thread(LOCK_OPENGL);
913         BLI_addtail(&image_free_queue, cpy);
914         BLI_unlock_thread(LOCK_OPENGL);
915 }
916
917 void GPU_free_unused_buffers(void)
918 {
919         Image *ima;
920
921         if(!BLI_thread_is_main())
922                 return;
923
924         BLI_lock_thread(LOCK_OPENGL);
925
926         /* images */
927         for(ima=image_free_queue.first; ima; ima=ima->id.next)
928                 GPU_free_image(ima);
929
930         BLI_freelistN(&image_free_queue);
931
932         /* vbo buffers */
933         /* it's probably not necessary to free all buffers every frame */
934         /* GPU_buffer_pool_free_unused(0); */
935
936         BLI_unlock_thread(LOCK_OPENGL);
937 }
938
939 void GPU_free_image(Image *ima)
940 {
941         if(!BLI_thread_is_main()) {
942                 gpu_queue_image_for_free(ima);
943                 return;
944         }
945
946         /* free regular image binding */
947         if(ima->bindcode) {
948                 glDeleteTextures(1, (GLuint *)&ima->bindcode);
949                 ima->bindcode= 0;
950         }
951
952         /* free glsl image binding */
953         if(ima->gputexture) {
954                 GPU_texture_free(ima->gputexture);
955                 ima->gputexture= NULL;
956         }
957
958         /* free repeated image binding */
959         if(ima->repbind) {
960                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
961         
962                 MEM_freeN(ima->repbind);
963                 ima->repbind= NULL;
964         }
965
966         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
967 }
968
969 void GPU_free_images(void)
970 {
971         Image* ima;
972
973         if(G.main)
974                 for(ima=G.main->image.first; ima; ima=ima->id.next)
975                         GPU_free_image(ima);
976 }
977
978 /* same as above but only free animated images */
979 void GPU_free_images_anim(void)
980 {
981         Image* ima;
982
983         if(G.main)
984                 for(ima=G.main->image.first; ima; ima=ima->id.next)
985                         if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
986                                 GPU_free_image(ima);
987 }
988
989 /* OpenGL Materials */
990
991 #define FIXEDMAT        8
992
993 /* OpenGL state caching for materials */
994
995 typedef struct GPUMaterialFixed {
996         float diff[4];
997         float spec[4];
998         int hard;
999 } GPUMaterialFixed; 
1000
1001 static struct GPUMaterialState {
1002         GPUMaterialFixed (*matbuf);
1003         GPUMaterialFixed matbuf_fixed[FIXEDMAT];
1004         int totmat;
1005
1006         Material **gmatbuf;
1007         Material *gmatbuf_fixed[FIXEDMAT];
1008         Material *gboundmat;
1009         Object *gob;
1010         Scene *gscene;
1011         int glay;
1012         float (*gviewmat)[4];
1013         float (*gviewinv)[4];
1014
1015         GPUBlendMode *alphablend;
1016         GPUBlendMode alphablend_fixed[FIXEDMAT];
1017         int use_alpha_pass, is_alpha_pass;
1018
1019         int lastmatnr, lastretval;
1020         GPUBlendMode lastalphablend;
1021 } GMS = {NULL};
1022
1023 /* fixed function material, alpha handed by caller */
1024 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
1025 {
1026         if(new_shading_nodes || bmat->mode & MA_SHLESS) {
1027                 copy_v3_v3(smat->diff, &bmat->r);
1028                 smat->diff[3]= 1.0;
1029
1030                 if(gamma)
1031                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1032
1033                 zero_v4(smat->spec);
1034                 smat->hard= 0;
1035         }
1036         else {
1037                 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
1038                 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
1039
1040                 if(bmat->shade_flag & MA_OBCOLOR)
1041                         mul_v3_v3(smat->diff, ob->col);
1042                 
1043                 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
1044                 smat->spec[3]= 1.0; /* always 1 */
1045                 smat->hard= CLAMPIS(bmat->har, 0, 128);
1046
1047                 if(gamma) {
1048                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1049                         linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
1050                 }       
1051         }
1052 }
1053
1054 static Material *gpu_active_node_material(Material *ma)
1055 {
1056         if(ma && ma->use_nodes && ma->nodetree) {
1057                 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
1058
1059                 if(node)
1060                         return (Material *)node->id;
1061                 else
1062                         return NULL;
1063         }
1064
1065         return ma;
1066 }
1067
1068 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after)
1069 {
1070         Material *ma;
1071         GPUMaterial *gpumat;
1072         GPUBlendMode alphablend;
1073         int a;
1074         int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
1075         int new_shading_nodes = scene_use_new_shading_nodes(scene);
1076         
1077         /* initialize state */
1078         memset(&GMS, 0, sizeof(GMS));
1079         GMS.lastmatnr = -1;
1080         GMS.lastretval = -1;
1081         GMS.lastalphablend = GPU_BLEND_SOLID;
1082
1083         GMS.gob = ob;
1084         GMS.gscene = scene;
1085         GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
1086         GMS.glay= v3d->lay;
1087         GMS.gviewmat= rv3d->viewmat;
1088         GMS.gviewinv= rv3d->viewinv;
1089
1090         /* alpha pass setup. there's various cases to handle here:
1091            * object transparency on: only solid materials draw in the first pass,
1092            and only transparent in the second 'alpha' pass.
1093            * object transparency off: for glsl we draw both in a single pass, and
1094            for solid we don't use transparency at all. */
1095         GMS.use_alpha_pass = (do_alpha_after != NULL);
1096         GMS.is_alpha_pass = (v3d && v3d->transp);
1097         if(GMS.use_alpha_pass)
1098                 *do_alpha_after = 0;
1099         
1100         if(GMS.totmat > FIXEDMAT) {
1101                 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
1102                 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
1103                 GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
1104         }
1105         else {
1106                 GMS.matbuf= GMS.matbuf_fixed;
1107                 GMS.gmatbuf= GMS.gmatbuf_fixed;
1108                 GMS.alphablend= GMS.alphablend_fixed;
1109         }
1110
1111         /* no materials assigned? */
1112         if(ob->totcol==0) {
1113                 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
1114
1115                 /* do material 1 too, for displists! */
1116                 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
1117
1118                 if(glsl) {
1119                         GMS.gmatbuf[0]= &defmaterial;
1120                         GPU_material_from_blender(GMS.gscene, &defmaterial);
1121                 }
1122
1123                 GMS.alphablend[0]= GPU_BLEND_SOLID;
1124         }
1125         
1126         /* setup materials */
1127         for(a=1; a<=ob->totcol; a++) {
1128                 /* find a suitable material */
1129                 ma= give_current_material(ob, a);
1130                 if(!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
1131                 if(ma==NULL) ma= &defmaterial;
1132
1133                 /* create glsl material if requested */
1134                 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
1135
1136                 if(gpumat) {
1137                         /* do glsl only if creating it succeed, else fallback */
1138                         GMS.gmatbuf[a]= ma;
1139                         alphablend = GPU_material_alpha_blend(gpumat, ob->col);
1140                 }
1141                 else {
1142                         /* fixed function opengl materials */
1143                         gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
1144
1145                         if(GMS.use_alpha_pass) {
1146                                 GMS.matbuf[a].diff[3]= ma->alpha;
1147                                 alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
1148                         }
1149                         else {
1150                                 GMS.matbuf[a].diff[3]= 1.0f;
1151                                 alphablend = GPU_BLEND_SOLID;
1152                         }
1153                 }
1154
1155                 /* setting do_alpha_after = 1 indicates this object needs to be
1156                  * drawn in a second alpha pass for improved blending */
1157                 if(do_alpha_after && !GMS.is_alpha_pass)
1158                         if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
1159                                 *do_alpha_after= 1;
1160
1161                 GMS.alphablend[a]= alphablend;
1162         }
1163
1164         /* let's start with a clean state */
1165         GPU_disable_material();
1166 }
1167
1168 int GPU_enable_material(int nr, void *attribs)
1169 {
1170         GPUVertexAttribs *gattribs = attribs;
1171         GPUMaterial *gpumat;
1172         GPUBlendMode alphablend;
1173
1174         /* no GPU_begin_object_materials, use default material */
1175         if(!GMS.matbuf) {
1176                 float diff[4], spec[4];
1177
1178                 memset(&GMS, 0, sizeof(GMS));
1179
1180                 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
1181                 diff[3]= 1.0;
1182
1183                 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
1184                 spec[3]= 1.0;
1185
1186                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
1187                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1188                 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
1189
1190                 return 0;
1191         }
1192
1193         /* prevent index to use un-initialized array items */
1194         if(nr>=GMS.totmat)
1195                 nr= 0;
1196
1197         if(gattribs)
1198                 memset(gattribs, 0, sizeof(*gattribs));
1199
1200         /* keep current material */
1201         if(nr==GMS.lastmatnr)
1202                 return GMS.lastretval;
1203
1204         /* unbind glsl material */
1205         if(GMS.gboundmat) {
1206                 if(GMS.is_alpha_pass) glDepthMask(0);
1207                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1208                 GMS.gboundmat= NULL;
1209         }
1210
1211         /* draw materials with alpha in alpha pass */
1212         GMS.lastmatnr = nr;
1213         GMS.lastretval = 1;
1214
1215         if(GMS.use_alpha_pass) {
1216                 GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
1217                 if(GMS.is_alpha_pass)
1218                         GMS.lastretval = !GMS.lastretval;
1219         }
1220         else
1221                 GMS.lastretval = !GMS.is_alpha_pass;
1222
1223         if(GMS.lastretval) {
1224                 /* for alpha pass, use alpha blend */
1225                 alphablend = GMS.alphablend[nr];
1226
1227                 if(gattribs && GMS.gmatbuf[nr]) {
1228                         /* bind glsl material and get attributes */
1229                         Material *mat = GMS.gmatbuf[nr];
1230                         float auto_bump_scale;
1231
1232                         gpumat = GPU_material_from_blender(GMS.gscene, mat);
1233                         GPU_material_vertex_attributes(gpumat, gattribs);
1234                         GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
1235
1236                         auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
1237                         GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, auto_bump_scale);
1238                         GMS.gboundmat= mat;
1239
1240                         /* for glsl use alpha blend mode, unless it's set to solid and
1241                            we are already drawing in an alpha pass */
1242                         if(mat->game.alpha_blend != GPU_BLEND_SOLID)
1243                                 alphablend= mat->game.alpha_blend;
1244
1245                         if(GMS.is_alpha_pass) glDepthMask(1);
1246                 }
1247                 else {
1248                         /* or do fixed function opengl material */
1249                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
1250                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
1251                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
1252                 }
1253
1254                 /* set (alpha) blending mode */
1255                 GPU_set_material_alpha_blend(alphablend);
1256         }
1257
1258         return GMS.lastretval;
1259 }
1260
1261 void GPU_set_material_alpha_blend(int alphablend)
1262 {
1263         if(GMS.lastalphablend == alphablend)
1264                 return;
1265         
1266         gpu_set_alpha_blend(alphablend);
1267         GMS.lastalphablend = alphablend;
1268 }
1269
1270 int GPU_get_material_alpha_blend(void)
1271 {
1272         return GMS.lastalphablend;
1273 }
1274
1275 void GPU_disable_material(void)
1276 {
1277         GMS.lastmatnr= -1;
1278         GMS.lastretval= 1;
1279
1280         if(GMS.gboundmat) {
1281                 if(GMS.is_alpha_pass) glDepthMask(0);
1282                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1283                 GMS.gboundmat= NULL;
1284         }
1285
1286         GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
1287 }
1288
1289 void GPU_end_object_materials(void)
1290 {
1291         GPU_disable_material();
1292
1293         if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1294                 MEM_freeN(GMS.matbuf);
1295                 MEM_freeN(GMS.gmatbuf);
1296                 MEM_freeN(GMS.alphablend);
1297         }
1298
1299         GMS.matbuf= NULL;
1300         GMS.gmatbuf= NULL;
1301         GMS.alphablend= NULL;
1302
1303         /* resetting the texture matrix after the glScale needed for tiled textures */
1304         if(GTS.tilemode)
1305         {
1306                 glMatrixMode(GL_TEXTURE);
1307                 glLoadIdentity();
1308                 glMatrixMode(GL_MODELVIEW);
1309         }
1310 }
1311
1312 /* Lights */
1313
1314 int GPU_default_lights(void)
1315 {
1316         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
1317         int a, count = 0;
1318         
1319         /* initialize */
1320         if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1321                 U.light[0].flag= 1;
1322                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1323                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1324                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1325                 U.light[0].spec[3]= 1.0;
1326                 
1327                 U.light[1].flag= 0;
1328                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1329                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1330                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1331                 U.light[1].spec[3]= 1.0;
1332         
1333                 U.light[2].flag= 0;
1334                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1335                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1336                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1337                 U.light[2].spec[3]= 1.0;
1338         }
1339
1340         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1341
1342         for(a=0; a<8; a++) {
1343                 if(a<3) {
1344                         if(U.light[a].flag) {
1345                                 glEnable(GL_LIGHT0+a);
1346
1347                                 normalize_v3_v3(position, U.light[a].vec);
1348                                 position[3]= 0.0f;
1349                                 
1350                                 glLightfv(GL_LIGHT0+a, GL_POSITION, position); 
1351                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); 
1352                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); 
1353
1354                                 count++;
1355                         }
1356                         else {
1357                                 glDisable(GL_LIGHT0+a);
1358
1359                                 glLightfv(GL_LIGHT0+a, GL_POSITION, zero); 
1360                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); 
1361                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
1362                         }
1363
1364                         // clear stuff from other opengl lamp usage
1365                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1366                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1367                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1368                 }
1369                 else
1370                         glDisable(GL_LIGHT0+a);
1371         }
1372         
1373         glDisable(GL_LIGHTING);
1374
1375         glDisable(GL_COLOR_MATERIAL);
1376
1377         return count;
1378 }
1379
1380 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1381 {
1382         Base *base;
1383         Lamp *la;
1384         int count;
1385         float position[4], direction[4], energy[4];
1386         
1387         /* disable all lights */
1388         for(count=0; count<8; count++)
1389                 glDisable(GL_LIGHT0+count);
1390         
1391         /* view direction for specular is not compute correct by default in
1392          * opengl, so we set the settings ourselfs */
1393         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1394
1395         count= 0;
1396         
1397         for(base=scene->base.first; base; base=base->next) {
1398                 if(base->object->type!=OB_LAMP)
1399                         continue;
1400
1401                 if(!(base->lay & lay) || !(base->lay & ob->lay))
1402                         continue;
1403
1404                 la= base->object->data;
1405                 
1406                 /* setup lamp transform */
1407                 glPushMatrix();
1408                 glLoadMatrixf((float *)viewmat);
1409                 
1410                 where_is_object_simul(scene, base->object);
1411                 
1412                 if(la->type==LA_SUN) {
1413                         /* sun lamp */
1414                         copy_v3_v3(direction, base->object->obmat[2]);
1415                         direction[3]= 0.0;
1416
1417                         glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
1418                 }
1419                 else {
1420                         /* other lamps with attenuation */
1421                         copy_v3_v3(position, base->object->obmat[3]);
1422                         position[3]= 1.0f;
1423
1424                         glLightfv(GL_LIGHT0+count, GL_POSITION, position); 
1425                         glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1426                         glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
1427                         glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
1428                         
1429                         if(la->type==LA_SPOT) {
1430                                 /* spot lamp */
1431                                 negate_v3_v3(direction, base->object->obmat[2]);
1432                                 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1433                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
1434                                 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
1435                         }
1436                         else
1437                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1438                 }
1439                 
1440                 /* setup energy */
1441                 mul_v3_v3fl(energy, &la->r, la->energy);
1442                 energy[3]= 1.0;
1443
1444                 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 
1445                 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1446                 glEnable(GL_LIGHT0+count);
1447                 
1448                 glPopMatrix();                                  
1449                 
1450                 count++;
1451                 if(count==8)
1452                         break;
1453         }
1454
1455         return count;
1456 }
1457
1458 /* Default OpenGL State */
1459
1460 void GPU_state_init(void)
1461 {
1462         /* also called when doing opengl rendering and in the game engine */
1463         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1464         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1465         int a, x, y;
1466         GLubyte pat[32*32];
1467         const GLubyte *patc= pat;
1468         
1469         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1470         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1471         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1472         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
1473
1474         GPU_default_lights();
1475         
1476         glDepthFunc(GL_LEQUAL);
1477         /* scaling matrices */
1478         glEnable(GL_NORMALIZE);
1479
1480         glShadeModel(GL_FLAT);
1481
1482         glDisable(GL_ALPHA_TEST);
1483         glDisable(GL_BLEND);
1484         glDisable(GL_DEPTH_TEST);
1485         glDisable(GL_FOG);
1486         glDisable(GL_LIGHTING);
1487         glDisable(GL_LOGIC_OP);
1488         glDisable(GL_STENCIL_TEST);
1489         glDisable(GL_TEXTURE_1D);
1490         glDisable(GL_TEXTURE_2D);
1491
1492         /* default disabled, enable should be local per function */
1493         glDisableClientState(GL_VERTEX_ARRAY);
1494         glDisableClientState(GL_NORMAL_ARRAY);
1495         glDisableClientState(GL_COLOR_ARRAY);
1496         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1497         
1498         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1499         glPixelTransferi(GL_RED_SCALE, 1);
1500         glPixelTransferi(GL_RED_BIAS, 0);
1501         glPixelTransferi(GL_GREEN_SCALE, 1);
1502         glPixelTransferi(GL_GREEN_BIAS, 0);
1503         glPixelTransferi(GL_BLUE_SCALE, 1);
1504         glPixelTransferi(GL_BLUE_BIAS, 0);
1505         glPixelTransferi(GL_ALPHA_SCALE, 1);
1506         glPixelTransferi(GL_ALPHA_BIAS, 0);
1507         
1508         glPixelTransferi(GL_DEPTH_BIAS, 0);
1509         glPixelTransferi(GL_DEPTH_SCALE, 1);
1510         glDepthRange(0.0, 1.0);
1511         
1512         a= 0;
1513         for(x=0; x<32; x++) {
1514                 for(y=0; y<4; y++) {
1515                         if( (x) & 1) pat[a++]= 0x88;
1516                         else pat[a++]= 0x22;
1517                 }
1518         }
1519         
1520         glPolygonStipple(patc);
1521
1522         glMatrixMode(GL_TEXTURE);
1523         glLoadIdentity();
1524         glMatrixMode(GL_MODELVIEW);
1525
1526         glFrontFace(GL_CCW);
1527         glCullFace(GL_BACK);
1528         glDisable(GL_CULL_FACE);
1529
1530         /* calling this makes drawing very slow when AA is not set up in ghost
1531            on Linux/NVIDIA.
1532         glDisable(GL_MULTISAMPLE); */
1533 }
1534
1535 /* debugging aid */
1536 static void gpu_get_print(const char *name, GLenum type)
1537 {
1538         float value[16];
1539         int a;
1540         
1541         memset(value, 0, sizeof(value));
1542         glGetFloatv(type, value);
1543
1544         printf("%s: ", name);
1545         for(a=0; a<16; a++)
1546                 printf("%.2f ", value[a]);
1547         printf("\n");
1548 }
1549
1550 void GPU_state_print(void)
1551 {
1552         gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
1553         gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
1554         gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
1555         gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
1556         gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
1557         gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
1558         gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
1559         gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
1560         gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
1561         gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
1562         gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
1563         gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
1564         gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
1565         gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
1566         gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
1567         gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
1568         gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
1569         gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
1570         gpu_get_print("GL_BLEND", GL_BLEND);
1571         gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
1572         gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
1573         gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
1574         gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
1575         gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
1576         gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
1577         gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
1578         gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
1579         gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
1580         gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
1581         gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
1582         gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
1583         gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
1584         gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
1585         gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
1586         gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
1587         gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
1588         gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
1589         gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
1590         gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
1591         gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
1592         gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
1593         gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
1594         gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
1595         gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
1596         gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
1597         gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
1598         gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
1599         gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
1600         gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
1601         gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
1602         gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
1603         gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
1604         gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
1605         gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
1606         gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
1607         gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
1608         gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
1609         gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
1610         gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
1611         gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
1612         gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
1613         gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
1614         gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
1615         gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
1616         gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
1617         gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
1618         gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
1619         gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
1620         gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
1621         gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
1622         gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
1623         gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
1624         gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
1625         gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
1626         gpu_get_print("GL_DITHER", GL_DITHER);
1627         gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
1628         gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
1629         gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
1630         gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
1631         gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
1632         gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
1633         gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
1634         gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
1635         gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
1636         gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
1637         gpu_get_print("GL_FOG", GL_FOG);
1638         gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
1639         gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
1640         gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
1641         gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
1642         gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
1643         gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
1644         gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
1645         gpu_get_print("GL_FOG_END", GL_FOG_END);
1646         gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
1647         gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
1648         gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
1649         gpu_get_print("GL_FOG_START", GL_FOG_START);
1650         gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
1651         gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
1652         gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
1653         gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
1654         gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
1655         gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
1656         gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
1657         gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
1658         gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
1659         gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
1660         gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
1661         gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
1662         gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
1663         gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
1664         gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
1665         gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
1666         gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
1667         gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
1668         gpu_get_print("GL_LIGHT0", GL_LIGHT0);
1669         gpu_get_print("GL_LIGHTING", GL_LIGHTING);
1670         gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
1671         gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
1672         gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
1673         gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
1674         gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
1675         gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
1676         gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
1677         gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
1678         gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
1679         gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
1680         gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
1681         gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
1682         gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
1683         gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
1684         gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
1685         gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
1686         gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
1687         gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
1688         gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
1689         gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
1690         gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
1691         gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
1692         gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
1693         gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
1694         gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
1695         gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
1696         gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
1697         gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
1698         gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
1699         gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
1700         gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
1701         gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
1702         gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
1703         gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
1704         gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
1705         gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
1706         gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
1707         gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
1708         gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
1709         gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
1710         gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
1711         gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
1712         gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
1713         gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
1714         gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
1715         gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
1716         gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1717         gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
1718         gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
1719         gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
1720         gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
1721         gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
1722         gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
1723         gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
1724         gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
1725         gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
1726         gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
1727         gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
1728         gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
1729         gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
1730         gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
1731         gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
1732         gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
1733         gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
1734         gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
1735         gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
1736         gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
1737         gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1738         gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
1739         gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
1740         gpu_get_print("GL_MINMAX", GL_MINMAX);
1741         gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
1742         gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
1743         gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
1744         gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
1745         gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
1746         gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
1747         gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
1748         gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
1749         gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
1750         gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
1751         gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
1752         gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
1753         gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
1754         gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
1755         gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
1756         gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
1757         gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
1758         gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
1759         gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
1760         gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
1761         gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
1762         gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
1763         gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
1764         gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
1765         gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
1766         gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
1767         gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
1768         gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
1769         gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
1770         gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
1771         gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
1772         gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
1773         gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
1774         gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
1775         gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
1776         gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
1777         gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
1778         gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
1779         gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
1780         gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
1781         gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
1782         gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
1783         gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
1784         gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
1785         gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
1786         gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
1787         gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
1788         gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
1789         gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
1790         gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
1791         gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
1792         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
1793         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
1794         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
1795         gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
1796         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
1797         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
1798         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
1799         gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
1800         gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
1801         gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
1802         gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
1803         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
1804         gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
1805         gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
1806         gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
1807         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
1808         gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
1809         gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
1810         gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
1811         gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
1812         gpu_get_print("GL_RED_BITS", GL_RED_BITS);
1813         gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
1814         gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
1815         gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
1816         gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
1817         gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
1818         gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
1819         gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
1820         gpu_get_print("GL_SAMPLES", GL_SAMPLES);
1821         gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
1822         gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
1823         gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
1824         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
1825         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
1826         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
1827         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
1828         gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
1829         gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
1830         gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
1831         gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
1832         gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
1833         gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
1834         gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
1835         gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
1836         gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
1837         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
1838         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
1839         gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
1840         gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
1841         gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
1842         gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
1843         gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
1844         gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
1845         gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
1846         gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
1847         gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
1848         gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
1849         gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
1850         gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
1851         gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
1852         gpu_get_print("GL_STEREO", GL_STEREO);
1853         gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
1854         gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
1855         gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
1856         gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
1857         gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
1858         gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
1859         gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
1860         gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
1861         gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
1862         gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
1863         gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
1864         gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
1865         gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
1866         gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
1867         gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
1868         gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
1869         gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
1870         gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
1871         gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
1872         gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
1873         gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
1874         gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
1875         gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
1876         gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
1877         gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
1878         gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
1879         gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
1880         gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
1881         gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
1882         gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
1883         gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
1884         gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
1885         gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
1886         gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
1887         gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
1888         gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
1889         gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
1890         gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
1891         gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
1892         gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
1893         gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
1894         gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
1895         gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
1896 }
1897