style cleanup: follow style guide for formatting of if/for/while loops, and else...
[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 0
198         if (G.f & G_TEXTUREPAINT)
199                 return 1;*/
200 #endif
201
202         if (U.glreslimit != 0 && num > U.glreslimit)
203                 return 0;
204
205         return is_power_of_2_i(num);
206 }
207
208 static int smaller_pow2_limit(int num)
209 {
210         /* XXX: texturepaint not global! */
211 #if 0
212         if (G.f & G_TEXTUREPAINT)
213                 return 1;*/
214 #endif
215
216         /* take texture clamping into account */
217         if (U.glreslimit != 0 && num > U.glreslimit)
218                 return U.glreslimit;
219
220         return power_of_2_min_i(num);
221 }
222
223 /* Current OpenGL state caching for GPU_set_tpage */
224
225 static struct GPUTextureState {
226         int curtile, tile;
227         int curtilemode, tilemode;
228         int curtileXRep, tileXRep;
229         int curtileYRep, tileYRep;
230         Image *ima, *curima;
231
232         int domipmap, linearmipmap;
233
234         int alphablend;
235         float anisotropic;
236         MTFace *lasttface;
237 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
238
239 /* Mipmap settings */
240
241 void GPU_set_mipmap(int mipmap)
242 {
243         if (GTS.domipmap != (mipmap != 0)) {
244                 GPU_free_images();
245                 GTS.domipmap = mipmap != 0;
246         }
247 }
248
249 void GPU_set_linear_mipmap(int linear)
250 {
251         if (GTS.linearmipmap != (linear != 0)) {
252                 GPU_free_images();
253                 GTS.linearmipmap = linear != 0;
254         }
255 }
256
257 static int gpu_get_mipmap(void)
258 {
259         return GTS.domipmap;
260 }
261
262 static GLenum gpu_get_mipmap_filter(int mag)
263 {
264         /* linearmipmap is off by default *when mipmapping is off,
265          * use unfiltered display */
266         if (mag) {
267                 if (GTS.linearmipmap || GTS.domipmap)
268                         return GL_LINEAR;
269                 else
270                         return GL_NEAREST;
271         }
272         else {
273                 if (GTS.linearmipmap)
274                         return GL_LINEAR_MIPMAP_LINEAR;
275                 else if (GTS.domipmap)
276                         return GL_LINEAR_MIPMAP_NEAREST;
277                 else
278                         return GL_NEAREST;
279         }
280 }
281
282 /* Anisotropic filtering settings */
283 void GPU_set_anisotropic(float value)
284 {
285         if (GTS.anisotropic != value) {
286                 GPU_free_images();
287
288                 /* Clamp value to the maximum value the graphics card supports */
289                 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
290                         value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
291
292                 GTS.anisotropic = value;
293         }
294 }
295
296 float GPU_get_anisotropic(void)
297 {
298         return GTS.anisotropic;
299 }
300
301 /* Set OpenGL state for an MTFace */
302
303 static void gpu_make_repbind(Image *ima)
304 {
305         ImBuf *ibuf;
306         
307         ibuf = BKE_image_get_ibuf(ima, NULL);
308         if (ibuf==NULL)
309                 return;
310
311         if (ima->repbind) {
312                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
313                 MEM_freeN(ima->repbind);
314                 ima->repbind= NULL;
315                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
316         }
317
318         ima->totbind= ima->xrep*ima->yrep;
319
320         if (ima->totbind>1)
321                 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
322 }
323
324 static void gpu_clear_tpage(void)
325 {
326         if (GTS.lasttface==NULL)
327                 return;
328         
329         GTS.lasttface= NULL;
330         GTS.curtile= 0;
331         GTS.curima= NULL;
332         if (GTS.curtilemode!=0) {
333                 glMatrixMode(GL_TEXTURE);
334                 glLoadIdentity();
335                 glMatrixMode(GL_MODELVIEW);
336         }
337         GTS.curtilemode= 0;
338         GTS.curtileXRep=0;
339         GTS.curtileYRep=0;
340         GTS.alphablend= -1;
341         
342         glDisable(GL_BLEND);
343         glDisable(GL_TEXTURE_2D);
344         glDisable(GL_TEXTURE_GEN_S);
345         glDisable(GL_TEXTURE_GEN_T);
346         glDisable(GL_ALPHA_TEST);
347 }
348
349 static void gpu_set_alpha_blend(GPUBlendMode alphablend)
350 {
351         if (alphablend == GPU_BLEND_SOLID) {
352                 glDisable(GL_BLEND);
353                 glDisable(GL_ALPHA_TEST);
354                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
355         }
356         else if (alphablend==GPU_BLEND_ADD) {
357                 glEnable(GL_BLEND);
358                 glBlendFunc(GL_ONE, GL_ONE);
359                 glDisable(GL_ALPHA_TEST);
360         }
361         else if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
362                 glEnable(GL_BLEND);
363                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
364                 
365                 /* if U.glalphaclip == 1.0, some cards go bonkers...
366                  * turn off alpha test in this case */
367
368                 /* added after 2.45 to clip alpha */
369                 if (U.glalphaclip == 1.0f) {
370                         glDisable(GL_ALPHA_TEST);
371                 }
372                 else {
373                         glEnable(GL_ALPHA_TEST);
374                         glAlphaFunc(GL_GREATER, U.glalphaclip);
375                 }
376         }
377         else if (alphablend==GPU_BLEND_CLIP) {
378                 glDisable(GL_BLEND); 
379                 glEnable(GL_ALPHA_TEST);
380                 glAlphaFunc(GL_GREATER, 0.5f);
381         }
382 }
383
384 static void gpu_verify_alpha_blend(int alphablend)
385 {
386         /* verify alpha blending modes */
387         if (GTS.alphablend == alphablend)
388                 return;
389
390         gpu_set_alpha_blend(alphablend);
391         GTS.alphablend= alphablend;
392 }
393
394 static void gpu_verify_reflection(Image *ima)
395 {
396         if (ima && (ima->flag & IMA_REFLECT)) {
397                 /* enable reflection mapping */
398                 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
399                 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
400
401                 glEnable(GL_TEXTURE_GEN_S);
402                 glEnable(GL_TEXTURE_GEN_T);
403         }
404         else {
405                 /* disable reflection mapping */
406                 glDisable(GL_TEXTURE_GEN_S);
407                 glDisable(GL_TEXTURE_GEN_T);
408         }
409 }
410
411 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
412 {
413         ImBuf *ibuf = NULL;
414         unsigned int *bind = NULL;
415         int rectw, recth, tpx=0, tpy=0, y;
416         unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
417         float *ftilerect= NULL, *fscalerect = NULL, *frect = NULL;
418         float *srgb_frect = NULL;
419         short texwindx, texwindy, texwinsx, texwinsy;
420         /* flag to determine whether high resolution format is used */
421         int use_high_bit_depth = FALSE, do_color_management = FALSE;
422
423         /* initialize tile mode and number of repeats */
424         GTS.ima = ima;
425         GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
426         GTS.tileXRep = 0;
427         GTS.tileYRep = 0;
428
429         /* setting current tile according to frame */
430         if (ima && (ima->tpageflag & IMA_TWINANIM))
431                 GTS.tile= ima->lastframe;
432         else
433                 GTS.tile= tftile;
434
435         GTS.tile = MAX2(0, GTS.tile);
436
437         if (ima) {
438                 GTS.tileXRep = ima->xrep;
439                 GTS.tileYRep = ima->yrep;
440         }
441
442         /* if same image & tile, we're done */
443         if (compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
444            GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
445            GTS.curtileYRep == GTS.tileYRep)
446                 return (ima != NULL);
447
448         /* if tiling mode or repeat changed, change texture matrix to fit */
449         if (GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
450            GTS.curtileYRep != GTS.tileYRep) {
451
452                 glMatrixMode(GL_TEXTURE);
453                 glLoadIdentity();
454
455                 if (ima && (ima->tpageflag & IMA_TILES))
456                         glScalef(ima->xrep, ima->yrep, 1.0);
457
458                 glMatrixMode(GL_MODELVIEW);
459         }
460
461         /* check if we have a valid image */
462         if (ima==NULL || ima->ok==0)
463                 return 0;
464
465         /* check if we have a valid image buffer */
466         ibuf= BKE_image_get_ibuf(ima, iuser);
467
468         if (ibuf==NULL)
469                 return 0;
470
471         if (ibuf->rect_float) {
472                 if (U.use_16bit_textures) {
473                         /* use high precision textures. This is relatively harmless because OpenGL gives us
474                          * a high precision format only if it is available */
475                         use_high_bit_depth = TRUE;
476                 }
477
478                 /* TODO unneeded when float images are correctly treated as linear always */
479                 if (ibuf->profile == IB_PROFILE_LINEAR_RGB)
480                         do_color_management = TRUE;
481
482                 if (ibuf->rect==NULL)
483                         IMB_rect_from_float(ibuf);
484         }
485
486         /* currently, tpage refresh is used by ima sequences */
487         if (ima->tpageflag & IMA_TPAGE_REFRESH) {
488                 GPU_free_image(ima);
489                 ima->tpageflag &= ~IMA_TPAGE_REFRESH;
490         }
491         
492         if (GTS.tilemode) {
493                 /* tiled mode */
494                 if (ima->repbind==NULL) gpu_make_repbind(ima);
495                 if (GTS.tile>=ima->totbind) GTS.tile= 0;
496                 
497                 /* this happens when you change repeat buttons */
498                 if (ima->repbind) bind= &ima->repbind[GTS.tile];
499                 else bind= &ima->bindcode;
500                 
501                 if (*bind==0) {
502                         
503                         texwindx= ibuf->x/ima->xrep;
504                         texwindy= ibuf->y/ima->yrep;
505                         
506                         if (GTS.tile>=ima->xrep*ima->yrep)
507                                 GTS.tile= ima->xrep*ima->yrep-1;
508         
509                         texwinsy= GTS.tile / ima->xrep;
510                         texwinsx= GTS.tile - texwinsy*ima->xrep;
511         
512                         texwinsx*= texwindx;
513                         texwinsy*= texwindy;
514         
515                         tpx= texwindx;
516                         tpy= texwindy;
517
518                         if (use_high_bit_depth) {
519                                 if (do_color_management) {
520                                         srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(float)*4, "floar_buf_col_cor");
521                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
522                                                 ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
523                                                 ibuf->x, ibuf->y, ibuf->x, ibuf->x);
524                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
525                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
526                                         frect= srgb_frect + texwinsy*ibuf->x + texwinsx;
527                                 }
528                                 else
529                                         frect= ibuf->rect_float + texwinsy*ibuf->x + texwinsx;
530                         }
531                         else
532                                 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
533                 }
534         }
535         else {
536                 /* regular image mode */
537                 bind= &ima->bindcode;
538
539                 if (*bind==0) {
540                         tpx= ibuf->x;
541                         tpy= ibuf->y;
542                         rect= ibuf->rect;
543                         if (use_high_bit_depth) {
544                                 if (do_color_management) {
545                                         frect = srgb_frect = MEM_mallocN(ibuf->x*ibuf->y*sizeof(*srgb_frect)*4, "floar_buf_col_cor");
546                                         IMB_buffer_float_from_float(srgb_frect, ibuf->rect_float,
547                                                         ibuf->channels, IB_PROFILE_SRGB, ibuf->profile, 0,
548                                                         ibuf->x, ibuf->y, ibuf->x, ibuf->x);
549                                         /* clamp buffer colours to 1.0 to avoid artifacts due to glu for hdr images */
550                                         IMB_buffer_float_clamp(srgb_frect, ibuf->x, ibuf->y);
551                                 }
552                                 else
553                                         frect= ibuf->rect_float;
554                         }
555                 }
556         }
557
558         if (*bind != 0) {
559                 /* enable opengl drawing with textures */
560                 glBindTexture(GL_TEXTURE_2D, *bind);
561                 return *bind;
562         }
563
564         rectw = tpx;
565         recth = tpy;
566
567         /* for tiles, copy only part of image into buffer */
568         if (GTS.tilemode) {
569                 if (use_high_bit_depth) {
570                         float *frectrow, *ftilerectrow;
571
572                         ftilerect= MEM_mallocN(rectw*recth*sizeof(*ftilerect), "tilerect");
573
574                         for (y=0; y<recth; y++) {
575                                 frectrow= &frect[y*ibuf->x];
576                                 ftilerectrow= &ftilerect[y*rectw];
577
578                                 memcpy(ftilerectrow, frectrow, tpx*sizeof(*frectrow));
579                         }
580
581                         frect= ftilerect;
582                 }
583                 else {
584                         unsigned int *rectrow, *tilerectrow;
585
586                         tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
587
588                         for (y=0; y<recth; y++) {
589                                 rectrow= &rect[y*ibuf->x];
590                                 tilerectrow= &tilerect[y*rectw];
591
592                                 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
593                         }
594                         
595                         rect= tilerect;
596                 }
597         }
598
599         /* scale if not a power of two. this is not strictly necessary for newer 
600          * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
601         if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
602                 rectw= smaller_pow2_limit(rectw);
603                 recth= smaller_pow2_limit(recth);
604                 
605                 if (use_high_bit_depth) {
606                         fscalerect= MEM_mallocN(rectw*recth*sizeof(*fscalerect)*4, "fscalerect");
607                         gluScaleImage(GL_RGBA, tpx, tpy, GL_FLOAT, frect, rectw, recth, GL_FLOAT, fscalerect);
608
609                         frect = fscalerect;
610                 }
611                 else {
612                         scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
613                         gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
614
615                         rect= scalerect;
616                 }
617         }
618
619         /* create image */
620         glGenTextures(1, (GLuint *)bind);
621         glBindTexture( GL_TEXTURE_2D, *bind);
622
623         if (!(gpu_get_mipmap() && mipmap)) {
624                 if (use_high_bit_depth)
625                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA16,  rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
626                 else
627                         glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA,  rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
628                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
629                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
630         }
631         else {
632                 if (use_high_bit_depth)
633                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA16, rectw, recth, GL_RGBA, GL_FLOAT, frect);
634                 else
635                         gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
636                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
637                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
638
639                 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
640         }
641
642         if (GLEW_EXT_texture_filter_anisotropic)
643                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
644         /* set to modulate with vertex color */
645         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
646                 
647         /* clean up */
648         if (tilerect)
649                 MEM_freeN(tilerect);
650         if (ftilerect)
651                 MEM_freeN(ftilerect);
652         if (scalerect)
653                 MEM_freeN(scalerect);
654         if (fscalerect)
655                 MEM_freeN(fscalerect);
656         if (srgb_frect)
657                 MEM_freeN(srgb_frect);
658         return *bind;
659 }
660
661 static void gpu_verify_repeat(Image *ima)
662 {
663         /* set either clamp or repeat in X/Y */
664         if (ima->tpageflag & IMA_CLAMP_U)
665                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
666         else
667                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
668
669         if (ima->tpageflag & IMA_CLAMP_V)
670                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
671         else
672                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
673 }
674
675 int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
676 {
677         Image *ima;
678         
679         /* check if we need to clear the state */
680         if (tface==NULL) {
681                 gpu_clear_tpage();
682                 return 0;
683         }
684
685         ima= tface->tpage;
686         GTS.lasttface= tface;
687
688         gpu_verify_alpha_blend(alphablend);
689         gpu_verify_reflection(ima);
690
691         if (GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
692                 GTS.curtile= GTS.tile;
693                 GTS.curima= GTS.ima;
694                 GTS.curtilemode= GTS.tilemode;
695                 GTS.curtileXRep = GTS.tileXRep;
696                 GTS.curtileYRep = GTS.tileYRep;
697
698                 glEnable(GL_TEXTURE_2D);
699         }
700         else {
701                 glDisable(GL_TEXTURE_2D);
702                 
703                 GTS.curtile= 0;
704                 GTS.curima= NULL;
705                 GTS.curtilemode= 0;
706                 GTS.curtileXRep = 0;
707                 GTS.curtileYRep = 0;
708
709                 return 0;
710         }
711         
712         gpu_verify_repeat(ima);
713         
714         /* Did this get lost in the image recode? */
715         /* tag_image_time(ima);*/
716
717         return 1;
718 }
719
720 /* these two functions are called on entering and exiting texture paint mode,
721  * temporary disabling/enabling mipmapping on all images for quick texture
722  * updates with glTexSubImage2D. images that didn't change don't have to be
723  * re-uploaded to OpenGL */
724 void GPU_paint_set_mipmap(int mipmap)
725 {
726         Image* ima;
727         
728         if (!GTS.domipmap)
729                 return;
730
731         if (mipmap) {
732                 for (ima=G.main->image.first; ima; ima=ima->id.next) {
733                         if (ima->bindcode) {
734                                 if (ima->tpageflag & IMA_MIPMAP_COMPLETE) {
735                                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
736                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
737                                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
738                                 }
739                                 else
740                                         GPU_free_image(ima);
741                         }
742                         else
743                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
744                 }
745
746         }
747         else {
748                 for (ima=G.main->image.first; ima; ima=ima->id.next) {
749                         if (ima->bindcode) {
750                                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
751                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
752                                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
753                         }
754                         else
755                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
756                 }
757         }
758 }
759
760 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
761 {
762         ImBuf *ibuf;
763         
764         ibuf = BKE_image_get_ibuf(ima, NULL);
765         
766         if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
767                 (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) ||
768                 (w == 0) || (h == 0)) {
769                 /* these cases require full reload still */
770                 GPU_free_image(ima);
771         }
772         else {
773                 /* for the special case, we can do a partial update
774                  * which is much quicker for painting */
775                 GLint row_length, skip_pixels, skip_rows;
776
777                 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
778                 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
779                 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
780
781                 /* if color correction is needed, we must update the part that needs updating. */
782                 if (ibuf->rect_float && (!U.use_16bit_textures || (ibuf->profile == IB_PROFILE_LINEAR_RGB))) {
783                         float *buffer = MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
784                         IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h);
785
786                         glBindTexture(GL_TEXTURE_2D, ima->bindcode);
787                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
788                                         GL_FLOAT, buffer);
789
790                         MEM_freeN(buffer);
791
792                         if (ima->tpageflag & IMA_MIPMAP_COMPLETE)
793                                 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
794
795                         return;
796                 }
797                 
798                 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
799
800                 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
801                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
802                 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
803
804                 if (ibuf->rect_float)
805                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
806                                 GL_FLOAT, ibuf->rect_float);
807                 else
808                         glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
809                                 GL_UNSIGNED_BYTE, ibuf->rect);
810
811                 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
812                 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
813                 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
814
815                 if (ima->tpageflag & IMA_MIPMAP_COMPLETE)
816                         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
817         }
818 }
819
820 void GPU_update_images_framechange(void)
821 {
822         Image *ima;
823         
824         for (ima=G.main->image.first; ima; ima=ima->id.next) {
825                 if (ima->tpageflag & IMA_TWINANIM) {
826                         if (ima->twend >= ima->xrep*ima->yrep)
827                                 ima->twend= ima->xrep*ima->yrep-1;
828                 
829                         /* check: is bindcode not in the array? free. (to do) */
830                         
831                         ima->lastframe++;
832                         if (ima->lastframe > ima->twend)
833                                 ima->lastframe= ima->twsta;
834                 }
835         }
836 }
837
838 int GPU_update_image_time(Image *ima, double time)
839 {
840         int     inc = 0;
841         float   diff;
842         int     newframe;
843
844         if (!ima)
845                 return 0;
846
847         if (ima->lastupdate<0)
848                 ima->lastupdate = 0;
849
850         if (ima->lastupdate > (float)time)
851                 ima->lastupdate=(float)time;
852
853         if (ima->tpageflag & IMA_TWINANIM) {
854                 if (ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
855                 
856                 /* check: is the bindcode not in the array? Then free. (still to do) */
857                 
858                 diff = (float)((float)time - ima->lastupdate);
859                 inc = (int)(diff*(float)ima->animspeed);
860
861                 ima->lastupdate+=((float)inc/(float)ima->animspeed);
862
863                 newframe = ima->lastframe+inc;
864
865                 if (newframe > (int)ima->twend) {
866                         if (ima->twend-ima->twsta != 0)
867                                 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
868                         else
869                                 newframe = ima->twsta;
870                 }
871
872                 ima->lastframe = newframe;
873         }
874
875         return inc;
876 }
877
878
879 void GPU_free_smoke(SmokeModifierData *smd)
880 {
881         if (smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain) {
882                 if (smd->domain->tex)
883                         GPU_texture_free(smd->domain->tex);
884                 smd->domain->tex = NULL;
885
886                 if (smd->domain->tex_shadow)
887                         GPU_texture_free(smd->domain->tex_shadow);
888                 smd->domain->tex_shadow = NULL;
889         }
890 }
891
892 void GPU_create_smoke(SmokeModifierData *smd, int highres)
893 {
894 #ifdef WITH_SMOKE
895         if (smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
896                 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));
897         else if (smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
898                 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));
899
900         smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
901 #else // WITH_SMOKE
902         (void)highres;
903         smd->domain->tex= NULL;
904         smd->domain->tex_shadow= NULL;
905 #endif // WITH_SMOKE
906 }
907
908 static ListBase image_free_queue = {NULL, NULL};
909
910 static void gpu_queue_image_for_free(Image *ima)
911 {
912         Image *cpy = MEM_dupallocN(ima);
913
914         BLI_lock_thread(LOCK_OPENGL);
915         BLI_addtail(&image_free_queue, cpy);
916         BLI_unlock_thread(LOCK_OPENGL);
917 }
918
919 void GPU_free_unused_buffers(void)
920 {
921         Image *ima;
922
923         if (!BLI_thread_is_main())
924                 return;
925
926         BLI_lock_thread(LOCK_OPENGL);
927
928         /* images */
929         for (ima=image_free_queue.first; ima; ima=ima->id.next)
930                 GPU_free_image(ima);
931
932         BLI_freelistN(&image_free_queue);
933
934         /* vbo buffers */
935         /* it's probably not necessary to free all buffers every frame */
936         /* GPU_buffer_pool_free_unused(0); */
937
938         BLI_unlock_thread(LOCK_OPENGL);
939 }
940
941 void GPU_free_image(Image *ima)
942 {
943         if (!BLI_thread_is_main()) {
944                 gpu_queue_image_for_free(ima);
945                 return;
946         }
947
948         /* free regular image binding */
949         if (ima->bindcode) {
950                 glDeleteTextures(1, (GLuint *)&ima->bindcode);
951                 ima->bindcode= 0;
952         }
953
954         /* free glsl image binding */
955         if (ima->gputexture) {
956                 GPU_texture_free(ima->gputexture);
957                 ima->gputexture= NULL;
958         }
959
960         /* free repeated image binding */
961         if (ima->repbind) {
962                 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
963         
964                 MEM_freeN(ima->repbind);
965                 ima->repbind= NULL;
966         }
967
968         ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
969 }
970
971 void GPU_free_images(void)
972 {
973         Image* ima;
974
975         if (G.main)
976                 for (ima=G.main->image.first; ima; ima=ima->id.next)
977                         GPU_free_image(ima);
978 }
979
980 /* same as above but only free animated images */
981 void GPU_free_images_anim(void)
982 {
983         Image* ima;
984
985         if (G.main)
986                 for (ima=G.main->image.first; ima; ima=ima->id.next)
987                         if (ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
988                                 GPU_free_image(ima);
989 }
990
991 /* OpenGL Materials */
992
993 #define FIXEDMAT        8
994
995 /* OpenGL state caching for materials */
996
997 typedef struct GPUMaterialFixed {
998         float diff[4];
999         float spec[4];
1000         int hard;
1001 } GPUMaterialFixed; 
1002
1003 static struct GPUMaterialState {
1004         GPUMaterialFixed (*matbuf);
1005         GPUMaterialFixed matbuf_fixed[FIXEDMAT];
1006         int totmat;
1007
1008         Material **gmatbuf;
1009         Material *gmatbuf_fixed[FIXEDMAT];
1010         Material *gboundmat;
1011         Object *gob;
1012         Scene *gscene;
1013         int glay;
1014         float (*gviewmat)[4];
1015         float (*gviewinv)[4];
1016
1017         GPUBlendMode *alphablend;
1018         GPUBlendMode alphablend_fixed[FIXEDMAT];
1019         int use_alpha_pass, is_alpha_pass;
1020
1021         int lastmatnr, lastretval;
1022         GPUBlendMode lastalphablend;
1023 } GMS = {NULL};
1024
1025 /* fixed function material, alpha handed by caller */
1026 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
1027 {
1028         if (new_shading_nodes || bmat->mode & MA_SHLESS) {
1029                 copy_v3_v3(smat->diff, &bmat->r);
1030                 smat->diff[3]= 1.0;
1031
1032                 if (gamma)
1033                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1034
1035                 zero_v4(smat->spec);
1036                 smat->hard= 0;
1037         }
1038         else {
1039                 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
1040                 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
1041
1042                 if (bmat->shade_flag & MA_OBCOLOR)
1043                         mul_v3_v3(smat->diff, ob->col);
1044                 
1045                 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
1046                 smat->spec[3]= 1.0; /* always 1 */
1047                 smat->hard= CLAMPIS(bmat->har, 0, 128);
1048
1049                 if (gamma) {
1050                         linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
1051                         linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
1052                 }       
1053         }
1054 }
1055
1056 static Material *gpu_active_node_material(Material *ma)
1057 {
1058         if (ma && ma->use_nodes && ma->nodetree) {
1059                 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
1060
1061                 if (node)
1062                         return (Material *)node->id;
1063                 else
1064                         return NULL;
1065         }
1066
1067         return ma;
1068 }
1069
1070 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after)
1071 {
1072         Material *ma;
1073         GPUMaterial *gpumat;
1074         GPUBlendMode alphablend;
1075         int a;
1076         int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
1077         int new_shading_nodes = scene_use_new_shading_nodes(scene);
1078         
1079         /* initialize state */
1080         memset(&GMS, 0, sizeof(GMS));
1081         GMS.lastmatnr = -1;
1082         GMS.lastretval = -1;
1083         GMS.lastalphablend = GPU_BLEND_SOLID;
1084
1085         GMS.gob = ob;
1086         GMS.gscene = scene;
1087         GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
1088         GMS.glay= v3d->lay;
1089         GMS.gviewmat= rv3d->viewmat;
1090         GMS.gviewinv= rv3d->viewinv;
1091
1092         /* alpha pass setup. there's various cases to handle here:
1093          * - object transparency on: only solid materials draw in the first pass,
1094          * and only transparent in the second 'alpha' pass.
1095          * - object transparency off: for glsl we draw both in a single pass, and
1096          * for solid we don't use transparency at all. */
1097         GMS.use_alpha_pass = (do_alpha_after != NULL);
1098         GMS.is_alpha_pass = (v3d && v3d->transp);
1099         if (GMS.use_alpha_pass)
1100                 *do_alpha_after = 0;
1101         
1102         if (GMS.totmat > FIXEDMAT) {
1103                 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
1104                 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
1105                 GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
1106         }
1107         else {
1108                 GMS.matbuf= GMS.matbuf_fixed;
1109                 GMS.gmatbuf= GMS.gmatbuf_fixed;
1110                 GMS.alphablend= GMS.alphablend_fixed;
1111         }
1112
1113         /* no materials assigned? */
1114         if (ob->totcol==0) {
1115                 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
1116
1117                 /* do material 1 too, for displists! */
1118                 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
1119
1120                 if (glsl) {
1121                         GMS.gmatbuf[0]= &defmaterial;
1122                         GPU_material_from_blender(GMS.gscene, &defmaterial);
1123                 }
1124
1125                 GMS.alphablend[0]= GPU_BLEND_SOLID;
1126         }
1127         
1128         /* setup materials */
1129         for (a=1; a<=ob->totcol; a++) {
1130                 /* find a suitable material */
1131                 ma= give_current_material(ob, a);
1132                 if (!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
1133                 if (ma==NULL) ma= &defmaterial;
1134
1135                 /* create glsl material if requested */
1136                 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
1137
1138                 if (gpumat) {
1139                         /* do glsl only if creating it succeed, else fallback */
1140                         GMS.gmatbuf[a]= ma;
1141                         alphablend = GPU_material_alpha_blend(gpumat, ob->col);
1142                 }
1143                 else {
1144                         /* fixed function opengl materials */
1145                         gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
1146
1147                         if (GMS.use_alpha_pass) {
1148                                 GMS.matbuf[a].diff[3]= ma->alpha;
1149                                 alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
1150                         }
1151                         else {
1152                                 GMS.matbuf[a].diff[3]= 1.0f;
1153                                 alphablend = GPU_BLEND_SOLID;
1154                         }
1155                 }
1156
1157                 /* setting do_alpha_after = 1 indicates this object needs to be
1158                  * drawn in a second alpha pass for improved blending */
1159                 if (do_alpha_after && !GMS.is_alpha_pass)
1160                         if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
1161                                 *do_alpha_after= 1;
1162
1163                 GMS.alphablend[a]= alphablend;
1164         }
1165
1166         /* let's start with a clean state */
1167         GPU_disable_material();
1168 }
1169
1170 int GPU_enable_material(int nr, void *attribs)
1171 {
1172         GPUVertexAttribs *gattribs = attribs;
1173         GPUMaterial *gpumat;
1174         GPUBlendMode alphablend;
1175
1176         /* no GPU_begin_object_materials, use default material */
1177         if (!GMS.matbuf) {
1178                 float diff[4], spec[4];
1179
1180                 memset(&GMS, 0, sizeof(GMS));
1181
1182                 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
1183                 diff[3]= 1.0;
1184
1185                 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
1186                 spec[3]= 1.0;
1187
1188                 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
1189                 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1190                 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
1191
1192                 return 0;
1193         }
1194
1195         /* prevent index to use un-initialized array items */
1196         if (nr>=GMS.totmat)
1197                 nr= 0;
1198
1199         if (gattribs)
1200                 memset(gattribs, 0, sizeof(*gattribs));
1201
1202         /* keep current material */
1203         if (nr==GMS.lastmatnr)
1204                 return GMS.lastretval;
1205
1206         /* unbind glsl material */
1207         if (GMS.gboundmat) {
1208                 if (GMS.is_alpha_pass) glDepthMask(0);
1209                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1210                 GMS.gboundmat= NULL;
1211         }
1212
1213         /* draw materials with alpha in alpha pass */
1214         GMS.lastmatnr = nr;
1215         GMS.lastretval = 1;
1216
1217         if (GMS.use_alpha_pass) {
1218                 GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
1219                 if (GMS.is_alpha_pass)
1220                         GMS.lastretval = !GMS.lastretval;
1221         }
1222         else
1223                 GMS.lastretval = !GMS.is_alpha_pass;
1224
1225         if (GMS.lastretval) {
1226                 /* for alpha pass, use alpha blend */
1227                 alphablend = GMS.alphablend[nr];
1228
1229                 if (gattribs && GMS.gmatbuf[nr]) {
1230                         /* bind glsl material and get attributes */
1231                         Material *mat = GMS.gmatbuf[nr];
1232                         float auto_bump_scale;
1233
1234                         gpumat = GPU_material_from_blender(GMS.gscene, mat);
1235                         GPU_material_vertex_attributes(gpumat, gattribs);
1236                         GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
1237
1238                         auto_bump_scale = GMS.gob->derivedFinal != NULL ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
1239                         GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, auto_bump_scale);
1240                         GMS.gboundmat= mat;
1241
1242                         /* for glsl use alpha blend mode, unless it's set to solid and
1243                          * we are already drawing in an alpha pass */
1244                         if (mat->game.alpha_blend != GPU_BLEND_SOLID)
1245                                 alphablend= mat->game.alpha_blend;
1246
1247                         if (GMS.is_alpha_pass) glDepthMask(1);
1248                 }
1249                 else {
1250                         /* or do fixed function opengl material */
1251                         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
1252                         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
1253                         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
1254                 }
1255
1256                 /* set (alpha) blending mode */
1257                 GPU_set_material_alpha_blend(alphablend);
1258         }
1259
1260         return GMS.lastretval;
1261 }
1262
1263 void GPU_set_material_alpha_blend(int alphablend)
1264 {
1265         if (GMS.lastalphablend == alphablend)
1266                 return;
1267         
1268         gpu_set_alpha_blend(alphablend);
1269         GMS.lastalphablend = alphablend;
1270 }
1271
1272 int GPU_get_material_alpha_blend(void)
1273 {
1274         return GMS.lastalphablend;
1275 }
1276
1277 void GPU_disable_material(void)
1278 {
1279         GMS.lastmatnr= -1;
1280         GMS.lastretval= 1;
1281
1282         if (GMS.gboundmat) {
1283                 if (GMS.is_alpha_pass) glDepthMask(0);
1284                 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1285                 GMS.gboundmat= NULL;
1286         }
1287
1288         GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
1289 }
1290
1291 void GPU_end_object_materials(void)
1292 {
1293         GPU_disable_material();
1294
1295         if (GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1296                 MEM_freeN(GMS.matbuf);
1297                 MEM_freeN(GMS.gmatbuf);
1298                 MEM_freeN(GMS.alphablend);
1299         }
1300
1301         GMS.matbuf= NULL;
1302         GMS.gmatbuf= NULL;
1303         GMS.alphablend= NULL;
1304
1305         /* resetting the texture matrix after the glScale needed for tiled textures */
1306         if (GTS.tilemode) {
1307                 glMatrixMode(GL_TEXTURE);
1308                 glLoadIdentity();
1309                 glMatrixMode(GL_MODELVIEW);
1310         }
1311 }
1312
1313 /* Lights */
1314
1315 int GPU_default_lights(void)
1316 {
1317         float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
1318         int a, count = 0;
1319         
1320         /* initialize */
1321         if (U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1322                 U.light[0].flag= 1;
1323                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1324                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1325                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1326                 U.light[0].spec[3]= 1.0;
1327                 
1328                 U.light[1].flag= 0;
1329                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1330                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1331                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1332                 U.light[1].spec[3]= 1.0;
1333         
1334                 U.light[2].flag= 0;
1335                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1336                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1337                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1338                 U.light[2].spec[3]= 1.0;
1339         }
1340
1341         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1342
1343         for (a=0; a<8; a++) {
1344                 if (a<3) {
1345                         if (U.light[a].flag) {
1346                                 glEnable(GL_LIGHT0+a);
1347
1348                                 normalize_v3_v3(position, U.light[a].vec);
1349                                 position[3]= 0.0f;
1350                                 
1351                                 glLightfv(GL_LIGHT0+a, GL_POSITION, position); 
1352                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col); 
1353                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec); 
1354
1355                                 count++;
1356                         }
1357                         else {
1358                                 glDisable(GL_LIGHT0+a);
1359
1360                                 glLightfv(GL_LIGHT0+a, GL_POSITION, zero); 
1361                                 glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero); 
1362                                 glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
1363                         }
1364
1365                         // clear stuff from other opengl lamp usage
1366                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1367                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1368                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1369                 }
1370                 else
1371                         glDisable(GL_LIGHT0+a);
1372         }
1373         
1374         glDisable(GL_LIGHTING);
1375
1376         glDisable(GL_COLOR_MATERIAL);
1377
1378         return count;
1379 }
1380
1381 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1382 {
1383         Base *base;
1384         Lamp *la;
1385         int count;
1386         float position[4], direction[4], energy[4];
1387         
1388         /* disable all lights */
1389         for (count=0; count<8; count++)
1390                 glDisable(GL_LIGHT0+count);
1391         
1392         /* view direction for specular is not compute correct by default in
1393          * opengl, so we set the settings ourselfs */
1394         glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1395
1396         count= 0;
1397         
1398         for (base=scene->base.first; base; base=base->next) {
1399                 if (base->object->type!=OB_LAMP)
1400                         continue;
1401
1402                 if (!(base->lay & lay) || !(base->lay & ob->lay))
1403                         continue;
1404
1405                 la= base->object->data;
1406                 
1407                 /* setup lamp transform */
1408                 glPushMatrix();
1409                 glLoadMatrixf((float *)viewmat);
1410                 
1411                 where_is_object_simul(scene, base->object);
1412                 
1413                 if (la->type==LA_SUN) {
1414                         /* sun lamp */
1415                         copy_v3_v3(direction, base->object->obmat[2]);
1416                         direction[3]= 0.0;
1417
1418                         glLightfv(GL_LIGHT0+count, GL_POSITION, direction); 
1419                 }
1420                 else {
1421                         /* other lamps with attenuation */
1422                         copy_v3_v3(position, base->object->obmat[3]);
1423                         position[3]= 1.0f;
1424
1425                         glLightfv(GL_LIGHT0+count, GL_POSITION, position); 
1426                         glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1427                         glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
1428                         glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
1429                         
1430                         if (la->type==LA_SPOT) {
1431                                 /* spot lamp */
1432                                 negate_v3_v3(direction, base->object->obmat[2]);
1433                                 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1434                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
1435                                 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
1436                         }
1437                         else
1438                                 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1439                 }
1440                 
1441                 /* setup energy */
1442                 mul_v3_v3fl(energy, &la->r, la->energy);
1443                 energy[3]= 1.0;
1444
1445                 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy); 
1446                 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1447                 glEnable(GL_LIGHT0+count);
1448                 
1449                 glPopMatrix();                                  
1450                 
1451                 count++;
1452                 if (count==8)
1453                         break;
1454         }
1455
1456         return count;
1457 }
1458
1459 /* Default OpenGL State */
1460
1461 void GPU_state_init(void)
1462 {
1463         /* also called when doing opengl rendering and in the game engine */
1464         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1465         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1466         int a, x, y;
1467         GLubyte pat[32*32];
1468         const GLubyte *patc= pat;
1469         
1470         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1471         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1472         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1473         glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
1474
1475         GPU_default_lights();
1476         
1477         glDepthFunc(GL_LEQUAL);
1478         /* scaling matrices */
1479         glEnable(GL_NORMALIZE);
1480
1481         glShadeModel(GL_FLAT);
1482
1483         glDisable(GL_ALPHA_TEST);
1484         glDisable(GL_BLEND);
1485         glDisable(GL_DEPTH_TEST);
1486         glDisable(GL_FOG);
1487         glDisable(GL_LIGHTING);
1488         glDisable(GL_LOGIC_OP);
1489         glDisable(GL_STENCIL_TEST);
1490         glDisable(GL_TEXTURE_1D);
1491         glDisable(GL_TEXTURE_2D);
1492
1493         /* default disabled, enable should be local per function */
1494         glDisableClientState(GL_VERTEX_ARRAY);
1495         glDisableClientState(GL_NORMAL_ARRAY);
1496         glDisableClientState(GL_COLOR_ARRAY);
1497         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1498         
1499         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1500         glPixelTransferi(GL_RED_SCALE, 1);
1501         glPixelTransferi(GL_RED_BIAS, 0);
1502         glPixelTransferi(GL_GREEN_SCALE, 1);
1503         glPixelTransferi(GL_GREEN_BIAS, 0);
1504         glPixelTransferi(GL_BLUE_SCALE, 1);
1505         glPixelTransferi(GL_BLUE_BIAS, 0);
1506         glPixelTransferi(GL_ALPHA_SCALE, 1);
1507         glPixelTransferi(GL_ALPHA_BIAS, 0);
1508         
1509         glPixelTransferi(GL_DEPTH_BIAS, 0);
1510         glPixelTransferi(GL_DEPTH_SCALE, 1);
1511         glDepthRange(0.0, 1.0);
1512         
1513         a= 0;
1514         for (x=0; x<32; x++) {
1515                 for (y=0; y<4; y++) {
1516                         if ( (x) & 1) pat[a++]= 0x88;
1517                         else pat[a++]= 0x22;
1518                 }
1519         }
1520         
1521         glPolygonStipple(patc);
1522
1523         glMatrixMode(GL_TEXTURE);
1524         glLoadIdentity();
1525         glMatrixMode(GL_MODELVIEW);
1526
1527         glFrontFace(GL_CCW);
1528         glCullFace(GL_BACK);
1529         glDisable(GL_CULL_FACE);
1530
1531         /* calling this makes drawing very slow when AA is not set up in ghost
1532          * on Linux/NVIDIA. */
1533         // glDisable(GL_MULTISAMPLE);
1534 }
1535
1536 /* debugging aid */
1537 static void gpu_get_print(const char *name, GLenum type)
1538 {
1539         float value[16];
1540         int a;
1541         
1542         memset(value, 0, sizeof(value));
1543         glGetFloatv(type, value);
1544
1545         printf("%s: ", name);
1546         for (a=0; a<16; a++)
1547                 printf("%.2f ", value[a]);
1548         printf("\n");
1549 }
1550
1551 void GPU_state_print(void)
1552 {
1553         gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
1554         gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
1555         gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
1556         gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
1557         gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
1558         gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
1559         gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
1560         gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
1561         gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
1562         gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
1563         gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
1564         gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
1565         gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
1566         gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
1567         gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
1568         gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
1569         gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
1570         gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
1571         gpu_get_print("GL_BLEND", GL_BLEND);
1572         gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
1573         gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
1574         gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
1575         gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
1576         gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
1577         gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
1578         gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
1579         gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
1580         gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
1581         gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
1582         gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
1583         gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
1584         gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
1585         gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
1586         gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
1587         gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
1588         gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
1589         gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
1590         gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
1591         gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
1592         gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
1593         gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
1594         gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
1595         gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
1596         gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
1597         gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
1598         gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
1599         gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
1600         gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
1601         gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
1602         gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
1603         gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
1604         gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
1605         gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
1606         gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
1607         gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
1608         gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
1609         gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
1610         gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
1611         gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
1612         gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
1613         gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
1614         gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
1615         gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
1616         gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
1617         gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
1618         gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
1619         gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
1620         gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
1621         gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
1622         gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
1623         gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
1624         gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
1625         gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
1626         gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
1627         gpu_get_print("GL_DITHER", GL_DITHER);
1628         gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
1629         gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
1630         gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
1631         gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
1632         gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
1633         gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
1634         gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
1635         gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
1636         gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
1637         gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
1638         gpu_get_print("GL_FOG", GL_FOG);
1639         gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
1640         gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
1641         gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
1642         gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
1643         gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
1644         gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
1645         gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
1646         gpu_get_print("GL_FOG_END", GL_FOG_END);
1647         gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
1648         gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
1649         gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
1650         gpu_get_print("GL_FOG_START", GL_FOG_START);
1651         gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
1652         gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
1653         gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
1654         gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
1655         gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
1656         gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
1657         gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
1658         gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
1659         gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
1660         gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
1661         gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
1662         gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
1663         gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
1664         gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
1665         gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
1666         gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
1667         gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
1668         gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
1669         gpu_get_print("GL_LIGHT0", GL_LIGHT0);
1670         gpu_get_print("GL_LIGHTING", GL_LIGHTING);
1671         gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
1672         gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
1673         gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
1674         gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
1675         gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
1676         gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
1677         gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
1678         gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
1679         gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
1680         gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
1681         gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
1682         gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
1683         gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
1684         gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
1685         gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
1686         gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
1687         gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
1688         gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
1689         gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
1690         gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
1691         gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
1692         gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
1693         gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
1694         gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
1695         gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
1696         gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
1697         gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
1698         gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
1699         gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
1700         gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
1701         gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
1702         gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
1703         gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
1704         gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
1705         gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
1706         gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
1707         gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
1708         gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
1709         gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
1710         gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
1711         gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
1712         gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
1713         gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
1714         gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
1715         gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
1716         gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
1717         gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1718         gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
1719         gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
1720         gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
1721         gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
1722         gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
1723         gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
1724         gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
1725         gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
1726         gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
1727         gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
1728         gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
1729         gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
1730         gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
1731         gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
1732         gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
1733         gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
1734         gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
1735         gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
1736         gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
1737         gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
1738         gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1739         gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
1740         gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
1741         gpu_get_print("GL_MINMAX", GL_MINMAX);
1742         gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
1743         gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
1744         gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
1745         gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
1746         gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
1747         gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
1748         gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
1749         gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
1750         gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
1751         gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
1752         gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
1753         gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
1754         gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
1755         gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
1756         gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
1757         gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
1758         gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
1759         gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
1760         gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
1761         gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
1762         gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
1763         gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
1764         gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
1765         gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
1766         gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
1767         gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
1768         gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
1769         gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
1770         gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
1771         gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
1772         gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
1773         gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
1774         gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
1775         gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
1776         gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
1777         gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
1778         gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
1779         gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
1780         gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
1781         gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
1782         gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
1783         gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
1784         gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
1785         gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
1786         gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
1787         gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
1788         gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
1789         gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
1790         gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
1791         gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
1792         gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
1793         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
1794         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
1795         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
1796         gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
1797         gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
1798         gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
1799         gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
1800         gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
1801         gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
1802         gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
1803         gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
1804         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
1805         gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
1806         gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
1807         gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
1808         gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
1809         gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
1810         gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
1811         gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
1812         gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
1813         gpu_get_print("GL_RED_BITS", GL_RED_BITS);
1814         gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
1815         gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
1816         gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
1817         gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
1818         gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
1819         gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
1820         gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
1821         gpu_get_print("GL_SAMPLES", GL_SAMPLES);
1822         gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
1823         gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
1824         gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
1825         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
1826         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
1827         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
1828         gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
1829         gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
1830         gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
1831         gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
1832         gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
1833         gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
1834         gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
1835         gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
1836         gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
1837         gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
1838         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
1839         gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
1840         gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
1841         gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
1842         gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
1843         gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
1844         gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
1845         gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
1846         gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
1847         gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
1848         gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
1849         gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
1850         gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
1851         gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
1852         gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
1853         gpu_get_print("GL_STEREO", GL_STEREO);
1854         gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
1855         gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
1856         gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
1857         gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
1858         gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
1859         gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
1860         gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
1861         gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
1862         gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
1863         gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
1864         gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
1865         gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
1866         gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
1867         gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
1868         gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
1869         gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
1870         gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
1871         gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
1872         gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
1873         gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
1874         gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
1875         gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
1876         gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
1877         gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
1878         gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
1879         gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
1880         gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
1881         gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
1882         gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
1883         gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
1884         gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
1885         gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
1886         gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
1887         gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
1888         gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
1889         gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
1890         gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
1891         gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
1892         gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
1893         gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
1894         gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
1895         gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
1896         gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
1897 }
1898