4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version. The Blender
10 * Foundation also sells licenses for use in proprietary software under
11 * the Blender License. See http://www.blender.org/BL/ for information
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
19 * You should have received a copy of the GNU General Public License
20 * along with this program; if not, write to the Free Software Foundation,
21 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
23 * The Original Code is Copyright (C) 2005 Blender Foundation.
24 * All rights reserved.
26 * The Original Code is: all of this file.
28 * Contributor(s): Brecht Van Lommel.
30 * ***** END GPL LICENSE BLOCK *****
33 /** \file blender/gpu/intern/gpu_draw.c
43 #include "BLI_utildefines.h"
45 #include "DNA_lamp_types.h"
46 #include "DNA_material_types.h"
47 #include "DNA_meshdata_types.h"
48 #include "DNA_modifier_types.h"
49 #include "DNA_node_types.h"
50 #include "DNA_object_types.h"
51 #include "DNA_scene_types.h"
52 #include "DNA_smoke_types.h"
53 #include "DNA_view3d_types.h"
55 #include "MEM_guardedalloc.h"
57 #include "IMB_imbuf.h"
58 #include "IMB_imbuf_types.h"
60 #include "BKE_bmfont.h"
61 #include "BKE_global.h"
62 #include "BKE_image.h"
64 #include "BKE_material.h"
66 #include "BKE_object.h"
69 #include "BLI_threads.h"
70 #include "BLI_blenlib.h"
72 #include "GPU_buffers.h"
74 #include "GPU_extensions.h"
75 #include "GPU_material.h"
77 #include "smoke_API.h"
79 extern Material defmaterial; /* from material.c */
81 /* These are some obscure rendering functions shared between the
82 * game engine and the blender, in this module to avoid duplicaten
83 * and abstract them away from the rest a bit */
87 static void gpu_mcol(unsigned int ucol)
89 /* mcol order is swapped */
90 char *cp= (char *)&ucol;
91 glColor3ub(cp[3], cp[2], cp[1]);
94 void GPU_render_text(MTFace *tface, int mode,
95 const char *textstr, int textlen, unsigned int *col,
96 float *v1, float *v2, float *v3, float *v4, int glattrib)
98 if ((mode & TF_BMFONT) && (textlen>0) && tface->tpage) {
99 Image* ima = (Image*)tface->tpage;
100 int index, character;
101 float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
105 float line_start= 0.0f, line_height;
108 line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
110 line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
111 line_height *= 1.2f; /* could be an option? */
115 /* color has been set */
116 if (tface->mode & TF_OBCOL)
119 glColor3f(1.0f, 1.0f, 1.0f);
123 /* get the tab width */
124 matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, ¢ery,
125 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
127 advance_tab= advance * 4; /* tab width could also be an option */
130 for (index = 0; index < textlen; index++) {
133 // lets calculate offset stuff
134 character = textstr[index];
136 if (character=='\n') {
137 glTranslatef(line_start, -line_height, 0.0);
141 else if (character=='\t') {
142 glTranslatef(advance_tab, 0.0, 0.0);
143 line_start -= advance_tab; /* so we can go back to the start of the line */
148 // space starts at offset 1
149 // character = character - ' ' + 1;
150 matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery,
151 &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
153 uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
154 uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
155 uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
156 uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
157 uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
158 uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
161 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
162 else glTexCoord2fv(uv[0]);
163 if(col) gpu_mcol(col[0]);
164 glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
166 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
167 else glTexCoord2fv(uv[1]);
168 if(col) gpu_mcol(col[1]);
169 glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
171 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
172 else glTexCoord2fv(uv[2]);
173 if(col) gpu_mcol(col[2]);
174 glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
177 uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
178 uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
180 if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
181 else glTexCoord2fv(uv[3]);
182 if(col) gpu_mcol(col[3]);
183 glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
187 glTranslatef(advance, 0.0, 0.0);
188 line_start -= advance; /* so we can go back to the start of the line */
194 /* Checking powers of two for images since opengl 1.x requires it */
196 static int is_pow2(int num)
198 /* (n&(n-1)) zeros the least significant bit of n */
199 return ((num)&(num-1))==0;
202 static int smaller_pow2(int num)
204 while (!is_pow2(num))
210 static int is_pow2_limit(int num)
212 /* take texture clamping into account */
214 /* XXX: texturepaint not global!
215 if (G.f & G_TEXTUREPAINT)
218 if (U.glreslimit != 0 && num > U.glreslimit)
221 return ((num)&(num-1))==0;
224 static int smaller_pow2_limit(int num)
226 /* XXX: texturepaint not global!
227 if (G.f & G_TEXTUREPAINT)
230 /* take texture clamping into account */
231 if (U.glreslimit != 0 && num > U.glreslimit)
234 return smaller_pow2(num);
237 /* Current OpenGL state caching for GPU_set_tpage */
239 static struct GPUTextureState {
241 int curtilemode, tilemode;
242 int curtileXRep, tileXRep;
243 int curtileYRep, tileYRep;
246 int domipmap, linearmipmap;
251 } GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
253 /* Mipmap settings */
255 void GPU_set_mipmap(int mipmap)
257 if (GTS.domipmap != (mipmap != 0)) {
259 GTS.domipmap = mipmap != 0;
263 void GPU_set_linear_mipmap(int linear)
265 if (GTS.linearmipmap != (linear != 0)) {
267 GTS.linearmipmap = linear != 0;
271 static int gpu_get_mipmap(void)
276 static GLenum gpu_get_mipmap_filter(int mag)
278 /* linearmipmap is off by default *when mipmapping is off,
279 * use unfiltered display */
281 if(GTS.linearmipmap || GTS.domipmap)
288 return GL_LINEAR_MIPMAP_LINEAR;
289 else if(GTS.domipmap)
290 return GL_LINEAR_MIPMAP_NEAREST;
296 /* Anisotropic filtering settings */
297 void GPU_set_anisotropic(float value)
299 if (GTS.anisotropic != value)
303 /* Clamp value to the maximum value the graphics card supports */
304 if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
305 value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
307 GTS.anisotropic = value;
311 float GPU_get_anisotropic()
313 return GTS.anisotropic;
316 /* Set OpenGL state for an MTFace */
318 static void gpu_make_repbind(Image *ima)
322 ibuf = BKE_image_get_ibuf(ima, NULL);
327 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
328 MEM_freeN(ima->repbind);
330 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
333 ima->totbind= ima->xrep*ima->yrep;
336 ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
339 static void gpu_clear_tpage(void)
341 if(GTS.lasttface==NULL)
347 if(GTS.curtilemode!=0) {
348 glMatrixMode(GL_TEXTURE);
350 glMatrixMode(GL_MODELVIEW);
358 glDisable(GL_TEXTURE_2D);
359 glDisable(GL_TEXTURE_GEN_S);
360 glDisable(GL_TEXTURE_GEN_T);
361 glDisable(GL_ALPHA_TEST);
364 static void gpu_set_blend_mode(GPUBlendMode blendmode)
366 if(blendmode == GPU_BLEND_SOLID) {
368 glDisable(GL_ALPHA_TEST);
369 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
371 else if(blendmode==GPU_BLEND_ADD) {
373 glBlendFunc(GL_ONE, GL_ONE);
374 glDisable(GL_ALPHA_TEST);
376 else if(blendmode==GPU_BLEND_ALPHA) {
378 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
380 /* if U.glalphaclip == 1.0, some cards go bonkers...
381 * turn off alpha test in this case */
383 /* added after 2.45 to clip alpha */
384 if(U.glalphaclip == 1.0f) {
385 glDisable(GL_ALPHA_TEST);
388 glEnable(GL_ALPHA_TEST);
389 glAlphaFunc(GL_GREATER, U.glalphaclip);
392 else if(blendmode==GPU_BLEND_CLIP) {
394 glEnable(GL_ALPHA_TEST);
395 glAlphaFunc(GL_GREATER, 0.5f);
399 static void gpu_verify_alpha_mode(MTFace *tface)
401 /* verify alpha blending modes */
402 if(GTS.alphamode == tface->transp)
405 gpu_set_blend_mode(tface->transp);
406 GTS.alphamode= tface->transp;
409 static void gpu_verify_reflection(Image *ima)
411 if (ima && (ima->flag & IMA_REFLECT)) {
412 /* enable reflection mapping */
413 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
414 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
416 glEnable(GL_TEXTURE_GEN_S);
417 glEnable(GL_TEXTURE_GEN_T);
420 /* disable reflection mapping */
421 glDisable(GL_TEXTURE_GEN_S);
422 glDisable(GL_TEXTURE_GEN_T);
426 int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
429 unsigned int *bind = NULL;
430 int rectw, recth, tpx=0, tpy=0, y;
431 unsigned int *rectrow, *tilerectrow;
432 unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
433 short texwindx, texwindy, texwinsx, texwinsy;
435 /* initialize tile mode and number of repeats */
437 GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
441 /* setting current tile according to frame */
442 if(ima && (ima->tpageflag & IMA_TWINANIM))
443 GTS.tile= ima->lastframe;
447 GTS.tile = MAX2(0, GTS.tile);
450 GTS.tileXRep = ima->xrep;
451 GTS.tileYRep = ima->yrep;
454 /* if same image & tile, we're done */
455 if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
456 GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
457 GTS.curtileYRep == GTS.tileYRep)
458 return (ima != NULL);
460 /* if tiling mode or repeat changed, change texture matrix to fit */
461 if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
462 GTS.curtileYRep != GTS.tileYRep) {
464 glMatrixMode(GL_TEXTURE);
467 if(ima && (ima->tpageflag & IMA_TILES))
468 glScalef(ima->xrep, ima->yrep, 1.0);
470 glMatrixMode(GL_MODELVIEW);
473 /* check if we have a valid image */
474 if(ima==NULL || ima->ok==0)
477 /* check if we have a valid image buffer */
478 ibuf= BKE_image_get_ibuf(ima, iuser);
483 /* ensure we have a char buffer and not only float */
484 if ((ibuf->rect==NULL) && ibuf->rect_float)
485 IMB_rect_from_float(ibuf);
487 /* currently, tpage refresh is used by ima sequences */
488 if(ima->tpageflag & IMA_TPAGE_REFRESH) {
490 ima->tpageflag &= ~IMA_TPAGE_REFRESH;
495 if(ima->repbind==NULL) gpu_make_repbind(ima);
496 if(GTS.tile>=ima->totbind) GTS.tile= 0;
498 /* this happens when you change repeat buttons */
499 if(ima->repbind) bind= &ima->repbind[GTS.tile];
500 else bind= &ima->bindcode;
504 texwindx= ibuf->x/ima->xrep;
505 texwindy= ibuf->y/ima->yrep;
507 if(GTS.tile>=ima->xrep*ima->yrep)
508 GTS.tile= ima->xrep*ima->yrep-1;
510 texwinsy= GTS.tile / ima->xrep;
511 texwinsx= GTS.tile - texwinsy*ima->xrep;
519 rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
523 /* regular image mode */
524 bind= &ima->bindcode;
534 /* enable opengl drawing with textures */
535 glBindTexture(GL_TEXTURE_2D, *bind);
542 /* for tiles, copy only part of image into buffer */
544 tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
546 for (y=0; y<recth; y++) {
547 rectrow= &rect[y*ibuf->x];
548 tilerectrow= &tilerect[y*rectw];
550 memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
556 /* scale if not a power of two */
557 if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
558 rectw= smaller_pow2_limit(rectw);
559 recth= smaller_pow2_limit(recth);
561 scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
562 gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
567 glGenTextures(1, (GLuint *)bind);
568 glBindTexture( GL_TEXTURE_2D, *bind);
570 if (!(gpu_get_mipmap() && mipmap)) {
571 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
573 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
576 gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
577 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
578 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
580 ima->tpageflag |= IMA_MIPMAP_COMPLETE;
583 if (GLEW_EXT_texture_filter_anisotropic)
584 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
585 /* set to modulate with vertex color */
586 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
592 MEM_freeN(scalerect);
597 static void gpu_verify_repeat(Image *ima)
599 /* set either clamp or repeat in X/Y */
600 if (ima->tpageflag & IMA_CLAMP_U)
601 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
603 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
605 if (ima->tpageflag & IMA_CLAMP_V)
606 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
608 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
611 int GPU_set_tpage(MTFace *tface, int mipmap)
615 /* check if we need to clear the state */
622 GTS.lasttface= tface;
624 gpu_verify_alpha_mode(tface);
625 gpu_verify_reflection(ima);
627 if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
628 GTS.curtile= GTS.tile;
630 GTS.curtilemode= GTS.tilemode;
631 GTS.curtileXRep = GTS.tileXRep;
632 GTS.curtileYRep = GTS.tileYRep;
634 glEnable(GL_TEXTURE_2D);
637 glDisable(GL_TEXTURE_2D);
648 gpu_verify_repeat(ima);
650 /* Did this get lost in the image recode? */
651 /* tag_image_time(ima);*/
656 /* these two functions are called on entering and exiting texture paint mode,
657 temporary disabling/enabling mipmapping on all images for quick texture
658 updates with glTexSubImage2D. images that didn't change don't have to be
659 re-uploaded to OpenGL */
660 void GPU_paint_set_mipmap(int mipmap)
668 for(ima=G.main->image.first; ima; ima=ima->id.next) {
670 if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
671 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
672 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
673 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
682 for(ima=G.main->image.first; ima; ima=ima->id.next) {
684 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
685 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
686 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
692 void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
696 ibuf = BKE_image_get_ibuf(ima, NULL);
698 if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
699 (!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
700 (w == 0) || (h == 0)) {
701 /* these cases require full reload still */
705 /* for the special case, we can do a partial update
706 * which is much quicker for painting */
707 GLint row_length, skip_pixels, skip_rows;
709 glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
710 glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
711 glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
713 if (ibuf->rect_float){
714 /*This case needs a whole new buffer*/
715 if(ibuf->rect==NULL) {
716 IMB_rect_from_float(ibuf);
719 /* Do partial drawing. 'buffer' holds only the changed part. Needed for color corrected result */
720 float *buffer = (float *)MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
721 IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h);
722 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
723 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
726 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
727 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
732 glBindTexture(GL_TEXTURE_2D, ima->bindcode);
734 glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
735 glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
736 glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
738 glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
739 GL_UNSIGNED_BYTE, ibuf->rect);
741 glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
742 glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
743 glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
745 if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
746 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
750 void GPU_update_images_framechange(void)
754 for(ima=G.main->image.first; ima; ima=ima->id.next) {
755 if(ima->tpageflag & IMA_TWINANIM) {
756 if(ima->twend >= ima->xrep*ima->yrep)
757 ima->twend= ima->xrep*ima->yrep-1;
759 /* check: is bindcode not in the array? free. (to do) */
762 if(ima->lastframe > ima->twend)
763 ima->lastframe= ima->twsta;
768 int GPU_update_image_time(Image *ima, double time)
777 if (ima->lastupdate<0)
780 if (ima->lastupdate>time)
781 ima->lastupdate=(float)time;
783 if(ima->tpageflag & IMA_TWINANIM) {
784 if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
786 /* check: is the bindcode not in the array? Then free. (still to do) */
788 diff = (float)(time-ima->lastupdate);
789 inc = (int)(diff*(float)ima->animspeed);
791 ima->lastupdate+=((float)inc/(float)ima->animspeed);
793 newframe = ima->lastframe+inc;
795 if(newframe > (int)ima->twend) {
796 if(ima->twend-ima->twsta != 0)
797 newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
799 newframe = ima->twsta;
802 ima->lastframe = newframe;
809 void GPU_free_smoke(SmokeModifierData *smd)
811 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
814 GPU_texture_free(smd->domain->tex);
815 smd->domain->tex = NULL;
817 if(smd->domain->tex_shadow)
818 GPU_texture_free(smd->domain->tex_shadow);
819 smd->domain->tex_shadow = NULL;
823 void GPU_create_smoke(SmokeModifierData *smd, int highres)
825 if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
826 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));
827 else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
828 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));
830 smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
833 static ListBase image_free_queue = {NULL, NULL};
835 static void gpu_queue_image_for_free(Image *ima)
837 Image *cpy = MEM_dupallocN(ima);
839 BLI_lock_thread(LOCK_OPENGL);
840 BLI_addtail(&image_free_queue, cpy);
841 BLI_unlock_thread(LOCK_OPENGL);
844 void GPU_free_unused_buffers(void)
848 if(!BLI_thread_is_main())
851 BLI_lock_thread(LOCK_OPENGL);
854 for(ima=image_free_queue.first; ima; ima=ima->id.next)
857 BLI_freelistN(&image_free_queue);
860 /* it's probably not necessary to free all buffers every frame */
861 /* GPU_buffer_pool_free_unused(0); */
863 BLI_unlock_thread(LOCK_OPENGL);
866 void GPU_free_image(Image *ima)
868 if(!BLI_thread_is_main()) {
869 gpu_queue_image_for_free(ima);
873 /* free regular image binding */
875 glDeleteTextures(1, (GLuint *)&ima->bindcode);
877 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
880 /* free glsl image binding */
881 if(ima->gputexture) {
882 GPU_texture_free(ima->gputexture);
883 ima->gputexture= NULL;
886 /* free repeated image binding */
888 glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
890 MEM_freeN(ima->repbind);
892 ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
896 void GPU_free_images(void)
901 for(ima=G.main->image.first; ima; ima=ima->id.next)
905 /* same as above but only free animated images */
906 void GPU_free_images_anim(void)
911 for(ima=G.main->image.first; ima; ima=ima->id.next)
912 if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
916 /* OpenGL Materials */
920 /* OpenGL state caching for materials */
922 typedef struct GPUMaterialFixed {
928 static struct GPUMaterialState {
929 GPUMaterialFixed (*matbuf);
930 GPUMaterialFixed matbuf_fixed[FIXEDMAT];
934 Material *gmatbuf_fixed[FIXEDMAT];
939 float (*gviewmat)[4];
940 float (*gviewinv)[4];
942 GPUBlendMode *blendmode;
943 GPUBlendMode blendmode_fixed[FIXEDMAT];
946 int lastmatnr, lastretval;
947 GPUBlendMode lastblendmode;
950 /* fixed function material, alpha handed by caller */
951 static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob)
953 if (bmat->mode & MA_SHLESS) {
954 copy_v3_v3(smat->diff, &bmat->r);
958 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
962 mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
963 smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
965 if(bmat->shade_flag & MA_OBCOLOR)
966 mul_v3_v3(smat->diff, ob->col);
968 mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
969 smat->spec[3]= 1.0; /* always 1 */
970 smat->hard= CLAMPIS(bmat->har, 0, 128);
973 linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
974 linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
979 static Material *gpu_active_node_material(Material *ma)
981 if(ma && ma->use_nodes && ma->nodetree) {
982 bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
985 return (Material *)node->id;
993 void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_pass)
997 GPUBlendMode blendmode;
999 int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
1001 /* initialize state */
1002 memset(&GMS, 0, sizeof(GMS));
1004 GMS.lastretval = -1;
1005 GMS.lastblendmode = GPU_BLEND_SOLID;
1009 GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
1011 GMS.gviewmat= rv3d->viewmat;
1012 GMS.gviewinv= rv3d->viewinv;
1014 GMS.alphapass = (v3d && v3d->transp);
1018 if(GMS.totmat > FIXEDMAT) {
1019 GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
1020 GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
1021 GMS.blendmode= MEM_callocN(sizeof(*GMS.blendmode)*GMS.totmat, "GMS.matbuf");
1024 GMS.matbuf= GMS.matbuf_fixed;
1025 GMS.gmatbuf= GMS.gmatbuf_fixed;
1026 GMS.blendmode= GMS.blendmode_fixed;
1029 /* no materials assigned? */
1031 gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob);
1033 /* do material 1 too, for displists! */
1034 memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
1037 GMS.gmatbuf[0]= &defmaterial;
1038 GPU_material_from_blender(GMS.gscene, &defmaterial);
1041 GMS.blendmode[0]= GPU_BLEND_SOLID;
1044 /* setup materials */
1045 for(a=1; a<=ob->totcol; a++) {
1046 /* find a suitable material */
1047 ma= give_current_material(ob, a);
1048 if(!glsl) ma= gpu_active_node_material(ma);
1049 if(ma==NULL) ma= &defmaterial;
1051 /* create glsl material if requested */
1052 gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
1055 /* do glsl only if creating it succeed, else fallback */
1057 blendmode = GPU_material_blend_mode(gpumat, ob->col);
1060 /* fixed function opengl materials */
1061 gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob);
1063 blendmode = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
1064 if(do_alpha_pass && GMS.alphapass)
1065 GMS.matbuf[a].diff[3]= ma->alpha;
1067 GMS.matbuf[a].diff[3]= 1.0f;
1070 /* setting do_alpha_pass = 1 indicates this object needs to be
1071 * drawn in a second alpha pass for improved blending */
1073 GMS.blendmode[a]= blendmode;
1074 if(ELEM(blendmode, GPU_BLEND_ALPHA, GPU_BLEND_ADD) && !GMS.alphapass)
1079 /* let's start with a clean state */
1080 GPU_disable_material();
1083 int GPU_enable_material(int nr, void *attribs)
1085 GPUVertexAttribs *gattribs = attribs;
1086 GPUMaterial *gpumat;
1087 GPUBlendMode blendmode;
1089 /* no GPU_begin_object_materials, use default material */
1091 float diff[4], spec[4];
1093 memset(&GMS, 0, sizeof(GMS));
1095 mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
1098 mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
1101 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
1102 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
1103 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
1108 /* prevent index to use un-initialized array items */
1113 memset(gattribs, 0, sizeof(*gattribs));
1115 /* keep current material */
1116 if(nr==GMS.lastmatnr)
1117 return GMS.lastretval;
1119 /* unbind glsl material */
1121 if(GMS.alphapass) glDepthMask(0);
1122 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1123 GMS.gboundmat= NULL;
1126 /* draw materials with alpha in alpha pass */
1128 GMS.lastretval = ELEM(GMS.blendmode[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
1130 GMS.lastretval = !GMS.lastretval;
1132 if(GMS.lastretval) {
1133 if(gattribs && GMS.gmatbuf[nr]) {
1134 /* bind glsl material and get attributes */
1135 Material *mat = GMS.gmatbuf[nr];
1137 gpumat = GPU_material_from_blender(GMS.gscene, mat);
1138 GPU_material_vertex_attributes(gpumat, gattribs);
1139 GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
1140 GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
1143 if(GMS.alphapass) glDepthMask(1);
1146 /* or do fixed function opengl material */
1147 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
1148 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
1149 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
1152 /* set (alpha) blending mode */
1153 blendmode = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
1154 GPU_set_material_blend_mode(blendmode);
1157 return GMS.lastretval;
1160 void GPU_set_material_blend_mode(int blendmode)
1162 if(GMS.lastblendmode == blendmode)
1165 gpu_set_blend_mode(blendmode);
1166 GMS.lastblendmode = blendmode;
1169 int GPU_get_material_blend_mode(void)
1171 return GMS.lastblendmode;
1174 void GPU_disable_material(void)
1180 if(GMS.alphapass) glDepthMask(0);
1181 GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
1182 GMS.gboundmat= NULL;
1185 GPU_set_material_blend_mode(GPU_BLEND_SOLID);
1188 void GPU_end_object_materials(void)
1190 GPU_disable_material();
1192 if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
1193 MEM_freeN(GMS.matbuf);
1194 MEM_freeN(GMS.gmatbuf);
1195 MEM_freeN(GMS.blendmode);
1200 GMS.blendmode= NULL;
1202 /* resetting the texture matrix after the glScale needed for tiled textures */
1205 glMatrixMode(GL_TEXTURE);
1207 glMatrixMode(GL_MODELVIEW);
1213 int GPU_default_lights(void)
1218 if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
1220 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
1221 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
1222 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
1223 U.light[0].spec[3]= 1.0;
1226 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
1227 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
1228 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
1229 U.light[1].spec[3]= 1.0;
1232 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
1233 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
1234 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
1235 U.light[2].spec[3]= 1.0;
1238 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
1240 glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
1241 glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
1242 glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
1244 glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
1245 glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
1246 glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
1248 glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
1249 glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
1250 glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
1252 for(a=0; a<8; a++) {
1254 if(U.light[a].flag) {
1255 glEnable(GL_LIGHT0+a);
1259 glDisable(GL_LIGHT0+a);
1261 // clear stuff from other opengl lamp usage
1262 glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
1263 glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
1264 glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
1267 glDisable(GL_LIGHT0+a);
1270 glDisable(GL_LIGHTING);
1272 glDisable(GL_COLOR_MATERIAL);
1277 int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
1282 float position[4], direction[4], energy[4];
1284 /* disable all lights */
1285 for(count=0; count<8; count++)
1286 glDisable(GL_LIGHT0+count);
1288 /* view direction for specular is not compute correct by default in
1289 * opengl, so we set the settings ourselfs */
1290 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
1294 for(base=scene->base.first; base; base=base->next) {
1295 if(base->object->type!=OB_LAMP)
1298 if(!(base->lay & lay) || !(base->lay & ob->lay))
1301 la= base->object->data;
1303 /* setup lamp transform */
1305 glLoadMatrixf((float *)viewmat);
1307 where_is_object_simul(scene, base->object);
1309 if(la->type==LA_SUN) {
1311 copy_v3_v3(direction, base->object->obmat[2]);
1314 glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
1317 /* other lamps with attenuation */
1318 copy_v3_v3(position, base->object->obmat[3]);
1321 glLightfv(GL_LIGHT0+count, GL_POSITION, position);
1322 glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
1323 glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
1324 glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
1326 if(la->type==LA_SPOT) {
1328 negate_v3_v3(direction, base->object->obmat[2]);
1329 glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
1330 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
1331 glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
1334 glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
1338 mul_v3_v3fl(energy, &la->r, la->energy);
1341 glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
1342 glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
1343 glEnable(GL_LIGHT0+count);
1355 /* Default OpenGL State */
1357 void GPU_state_init(void)
1359 /* also called when doing opengl rendering and in the game engine */
1360 float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
1361 float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
1364 const GLubyte *patc= pat;
1366 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
1367 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
1368 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
1369 glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
1371 GPU_default_lights();
1373 glDepthFunc(GL_LEQUAL);
1374 /* scaling matrices */
1375 glEnable(GL_NORMALIZE);
1377 glShadeModel(GL_FLAT);
1379 glDisable(GL_ALPHA_TEST);
1380 glDisable(GL_BLEND);
1381 glDisable(GL_DEPTH_TEST);
1383 glDisable(GL_LIGHTING);
1384 glDisable(GL_LOGIC_OP);
1385 glDisable(GL_STENCIL_TEST);
1386 glDisable(GL_TEXTURE_1D);
1387 glDisable(GL_TEXTURE_2D);
1389 /* default disabled, enable should be local per function */
1390 glDisableClientState(GL_VERTEX_ARRAY);
1391 glDisableClientState(GL_NORMAL_ARRAY);
1392 glDisableClientState(GL_COLOR_ARRAY);
1393 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1395 glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
1396 glPixelTransferi(GL_RED_SCALE, 1);
1397 glPixelTransferi(GL_RED_BIAS, 0);
1398 glPixelTransferi(GL_GREEN_SCALE, 1);
1399 glPixelTransferi(GL_GREEN_BIAS, 0);
1400 glPixelTransferi(GL_BLUE_SCALE, 1);
1401 glPixelTransferi(GL_BLUE_BIAS, 0);
1402 glPixelTransferi(GL_ALPHA_SCALE, 1);
1403 glPixelTransferi(GL_ALPHA_BIAS, 0);
1405 glPixelTransferi(GL_DEPTH_BIAS, 0);
1406 glPixelTransferi(GL_DEPTH_SCALE, 1);
1407 glDepthRange(0.0, 1.0);
1410 for(x=0; x<32; x++) {
1411 for(y=0; y<4; y++) {
1412 if( (x) & 1) pat[a++]= 0x88;
1413 else pat[a++]= 0x22;
1417 glPolygonStipple(patc);
1419 glMatrixMode(GL_TEXTURE);
1421 glMatrixMode(GL_MODELVIEW);
1423 glFrontFace(GL_CCW);
1424 glCullFace(GL_BACK);
1425 glDisable(GL_CULL_FACE);
1427 /* calling this makes drawing very slow when AA is not set up in ghost
1429 glDisable(GL_MULTISAMPLE); */
1433 static void gpu_get_print(const char *name, GLenum type)
1438 memset(value, 0, sizeof(value));
1439 glGetFloatv(type, value);
1441 printf("%s: ", name);
1443 printf("%.2f ", value[a]);
1447 void GPU_state_print(void)
1449 gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
1450 gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
1451 gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
1452 gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
1453 gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
1454 gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
1455 gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
1456 gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
1457 gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
1458 gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
1459 gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
1460 gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
1461 gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
1462 gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
1463 gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
1464 gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
1465 gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
1466 gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
1467 gpu_get_print("GL_BLEND", GL_BLEND);
1468 gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
1469 gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
1470 gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
1471 gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
1472 gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
1473 gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
1474 gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
1475 gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
1476 gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
1477 gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
1478 gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
1479 gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
1480 gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
1481 gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
1482 gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
1483 gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
1484 gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
1485 gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
1486 gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
1487 gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
1488 gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
1489 gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
1490 gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
1491 gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
1492 gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
1493 gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
1494 gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
1495 gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
1496 gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
1497 gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
1498 gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
1499 gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
1500 gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
1501 gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
1502 gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
1503 gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
1504 gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
1505 gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
1506 gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
1507 gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
1508 gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
1509 gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
1510 gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
1511 gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
1512 gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
1513 gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
1514 gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
1515 gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
1516 gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
1517 gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
1518 gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
1519 gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
1520 gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
1521 gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
1522 gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
1523 gpu_get_print("GL_DITHER", GL_DITHER);
1524 gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
1525 gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
1526 gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
1527 gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
1528 gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
1529 gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
1530 gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
1531 gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
1532 gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
1533 gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
1534 gpu_get_print("GL_FOG", GL_FOG);
1535 gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
1536 gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
1537 gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
1538 gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
1539 gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
1540 gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
1541 gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
1542 gpu_get_print("GL_FOG_END", GL_FOG_END);
1543 gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
1544 gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
1545 gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
1546 gpu_get_print("GL_FOG_START", GL_FOG_START);
1547 gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
1548 gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
1549 gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
1550 gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
1551 gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
1552 gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
1553 gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
1554 gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
1555 gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
1556 gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
1557 gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
1558 gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
1559 gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
1560 gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
1561 gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
1562 gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
1563 gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
1564 gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
1565 gpu_get_print("GL_LIGHT0", GL_LIGHT0);
1566 gpu_get_print("GL_LIGHTING", GL_LIGHTING);
1567 gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
1568 gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
1569 gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
1570 gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
1571 gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
1572 gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
1573 gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
1574 gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
1575 gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
1576 gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
1577 gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
1578 gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
1579 gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
1580 gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
1581 gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
1582 gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
1583 gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
1584 gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
1585 gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
1586 gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
1587 gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
1588 gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
1589 gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
1590 gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
1591 gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
1592 gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
1593 gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
1594 gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
1595 gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
1596 gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
1597 gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
1598 gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
1599 gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
1600 gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
1601 gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
1602 gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
1603 gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
1604 gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
1605 gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
1606 gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
1607 gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
1608 gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
1609 gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
1610 gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
1611 gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
1612 gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
1613 gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1614 gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
1615 gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
1616 gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
1617 gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
1618 gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
1619 gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
1620 gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
1621 gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
1622 gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
1623 gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
1624 gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
1625 gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
1626 gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
1627 gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
1628 gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
1629 gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
1630 gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
1631 gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
1632 gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
1633 gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
1634 gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1635 gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
1636 gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
1637 gpu_get_print("GL_MINMAX", GL_MINMAX);
1638 gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
1639 gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
1640 gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
1641 gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
1642 gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
1643 gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
1644 gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
1645 gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
1646 gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
1647 gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
1648 gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
1649 gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
1650 gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
1651 gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
1652 gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
1653 gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
1654 gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
1655 gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
1656 gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
1657 gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
1658 gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
1659 gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
1660 gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
1661 gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
1662 gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
1663 gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
1664 gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
1665 gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
1666 gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
1667 gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
1668 gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
1669 gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
1670 gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
1671 gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
1672 gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
1673 gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
1674 gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
1675 gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
1676 gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
1677 gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
1678 gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
1679 gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
1680 gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
1681 gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
1682 gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
1683 gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
1684 gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
1685 gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
1686 gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
1687 gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
1688 gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
1689 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
1690 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
1691 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
1692 gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
1693 gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
1694 gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
1695 gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
1696 gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
1697 gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
1698 gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
1699 gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
1700 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
1701 gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
1702 gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
1703 gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
1704 gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
1705 gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
1706 gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
1707 gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
1708 gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
1709 gpu_get_print("GL_RED_BITS", GL_RED_BITS);
1710 gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
1711 gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
1712 gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
1713 gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
1714 gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
1715 gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
1716 gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
1717 gpu_get_print("GL_SAMPLES", GL_SAMPLES);
1718 gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
1719 gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
1720 gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
1721 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
1722 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
1723 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
1724 gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
1725 gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
1726 gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
1727 gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
1728 gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
1729 gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
1730 gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
1731 gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
1732 gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
1733 gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
1734 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
1735 gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
1736 gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
1737 gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
1738 gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
1739 gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
1740 gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
1741 gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
1742 gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
1743 gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
1744 gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
1745 gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
1746 gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
1747 gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
1748 gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
1749 gpu_get_print("GL_STEREO", GL_STEREO);
1750 gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
1751 gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
1752 gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
1753 gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
1754 gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
1755 gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
1756 gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
1757 gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
1758 gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
1759 gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
1760 gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
1761 gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
1762 gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
1763 gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
1764 gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
1765 gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
1766 gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
1767 gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
1768 gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
1769 gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
1770 gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
1771 gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
1772 gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
1773 gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
1774 gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
1775 gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
1776 gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
1777 gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
1778 gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
1779 gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
1780 gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
1781 gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
1782 gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
1783 gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
1784 gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
1785 gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
1786 gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
1787 gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
1788 gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
1789 gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
1790 gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
1791 gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
1792 gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);