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blender-archive/source/blender/gpu/intern/gpu_draw.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Brecht Van Lommel.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_draw.c
* \ingroup gpu
*/
#include <string.h>
#include "GL/glew.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "BKE_bmfont.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "BLI_threads.h"
#include "BLI_blenlib.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
#include "smoke_API.h"
extern Material defmaterial; /* from material.c */
/* These are some obscure rendering functions shared between the
* game engine and the blender, in this module to avoid duplicaten
* and abstract them away from the rest a bit */
/* Text Rendering */
static void gpu_mcol(unsigned int ucol)
{
/* mcol order is swapped */
char *cp= (char *)&ucol;
glColor3ub(cp[3], cp[2], cp[1]);
}
void GPU_render_text(MTFace *tface, int mode,
const char *textstr, int textlen, unsigned int *col,
float *v1, float *v2, float *v3, float *v4, int glattrib)
{
if ((mode & GEMAT_TEXT) && (textlen>0) && tface->tpage) {
Image* ima = (Image*)tface->tpage;
int index, character;
float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance;
float advance_tab;
/* multiline */
float line_start= 0.0f, line_height;
if (v4)
line_height= MAX4(v1[1], v2[1], v3[1], v4[2]) - MIN4(v1[1], v2[1], v3[1], v4[2]);
else
line_height= MAX3(v1[1], v2[1], v3[1]) - MIN3(v1[1], v2[1], v3[1]);
line_height *= 1.2f; /* could be an option? */
/* end multiline */
/* color has been set */
if (tface->mode & TF_OBCOL)
col= NULL;
else if (!col)
glColor3f(1.0f, 1.0f, 1.0f);
glPushMatrix();
/* get the tab width */
matrixGlyph((ImBuf *)ima->ibufs.first, ' ', & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
advance_tab= advance * 4; /* tab width could also be an option */
for (index = 0; index < textlen; index++) {
float uv[4][2];
// lets calculate offset stuff
character = textstr[index];
if (character=='\n') {
glTranslatef(line_start, -line_height, 0.0);
line_start = 0.0f;
continue;
}
else if (character=='\t') {
glTranslatef(advance_tab, 0.0, 0.0);
line_start -= advance_tab; /* so we can go back to the start of the line */
continue;
}
// space starts at offset 1
// character = character - ' ' + 1;
matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery,
&sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
uv[0][0] = (tface->uv[0][0] - centerx) * sizex + transx;
uv[0][1] = (tface->uv[0][1] - centery) * sizey + transy;
uv[1][0] = (tface->uv[1][0] - centerx) * sizex + transx;
uv[1][1] = (tface->uv[1][1] - centery) * sizey + transy;
uv[2][0] = (tface->uv[2][0] - centerx) * sizex + transx;
uv[2][1] = (tface->uv[2][1] - centery) * sizey + transy;
glBegin(GL_POLYGON);
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[0]);
else glTexCoord2fv(uv[0]);
if(col) gpu_mcol(col[0]);
glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]);
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[1]);
else glTexCoord2fv(uv[1]);
if(col) gpu_mcol(col[1]);
glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]);
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[2]);
else glTexCoord2fv(uv[2]);
if(col) gpu_mcol(col[2]);
glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]);
if(v4) {
uv[3][0] = (tface->uv[3][0] - centerx) * sizex + transx;
uv[3][1] = (tface->uv[3][1] - centery) * sizey + transy;
if(glattrib >= 0) glVertexAttrib2fvARB(glattrib, uv[3]);
else glTexCoord2fv(uv[3]);
if(col) gpu_mcol(col[3]);
glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]);
}
glEnd();
glTranslatef(advance, 0.0, 0.0);
line_start -= advance; /* so we can go back to the start of the line */
}
glPopMatrix();
}
}
/* Checking powers of two for images since opengl 1.x requires it */
static int is_pow2(int num)
{
/* (n&(n-1)) zeros the least significant bit of n */
return ((num)&(num-1))==0;
}
static int smaller_pow2(int num)
{
while (!is_pow2(num))
num= num&(num-1);
return num;
}
static int is_pow2_limit(int num)
{
/* take texture clamping into account */
/* XXX: texturepaint not global!
if (G.f & G_TEXTUREPAINT)
return 1;*/
if (U.glreslimit != 0 && num > U.glreslimit)
return 0;
return ((num)&(num-1))==0;
}
static int smaller_pow2_limit(int num)
{
/* XXX: texturepaint not global!
if (G.f & G_TEXTUREPAINT)
return 1;*/
/* take texture clamping into account */
if (U.glreslimit != 0 && num > U.glreslimit)
return U.glreslimit;
return smaller_pow2(num);
}
/* Current OpenGL state caching for GPU_set_tpage */
static struct GPUTextureState {
int curtile, tile;
int curtilemode, tilemode;
int curtileXRep, tileXRep;
int curtileYRep, tileYRep;
Image *ima, *curima;
int domipmap, linearmipmap;
int alphablend;
float anisotropic;
MTFace *lasttface;
} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
/* Mipmap settings */
void GPU_set_mipmap(int mipmap)
{
if (GTS.domipmap != (mipmap != 0)) {
GPU_free_images();
GTS.domipmap = mipmap != 0;
}
}
void GPU_set_linear_mipmap(int linear)
{
if (GTS.linearmipmap != (linear != 0)) {
GPU_free_images();
GTS.linearmipmap = linear != 0;
}
}
static int gpu_get_mipmap(void)
{
return GTS.domipmap;
}
static GLenum gpu_get_mipmap_filter(int mag)
{
/* linearmipmap is off by default *when mipmapping is off,
* use unfiltered display */
if(mag) {
if(GTS.linearmipmap || GTS.domipmap)
return GL_LINEAR;
else
return GL_NEAREST;
}
else {
if(GTS.linearmipmap)
return GL_LINEAR_MIPMAP_LINEAR;
else if(GTS.domipmap)
return GL_LINEAR_MIPMAP_NEAREST;
else
return GL_NEAREST;
}
}
/* Anisotropic filtering settings */
void GPU_set_anisotropic(float value)
{
if (GTS.anisotropic != value)
{
GPU_free_images();
/* Clamp value to the maximum value the graphics card supports */
if (value > GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
value = GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT;
GTS.anisotropic = value;
}
}
float GPU_get_anisotropic(void)
{
return GTS.anisotropic;
}
/* Set OpenGL state for an MTFace */
static void gpu_make_repbind(Image *ima)
{
ImBuf *ibuf;
ibuf = BKE_image_get_ibuf(ima, NULL);
if(ibuf==NULL)
return;
if(ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind= NULL;
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
ima->totbind= ima->xrep*ima->yrep;
if(ima->totbind>1)
ima->repbind= MEM_callocN(sizeof(int)*ima->totbind, "repbind");
}
static void gpu_clear_tpage(void)
{
if(GTS.lasttface==NULL)
return;
GTS.lasttface= NULL;
GTS.curtile= 0;
GTS.curima= NULL;
if(GTS.curtilemode!=0) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
GTS.curtilemode= 0;
GTS.curtileXRep=0;
GTS.curtileYRep=0;
GTS.alphablend= -1;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_ALPHA_TEST);
}
static void gpu_set_alpha_blend(GPUBlendMode alphablend)
{
if(alphablend == GPU_BLEND_SOLID) {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if(alphablend==GPU_BLEND_ADD) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_ALPHA_TEST);
}
else if(ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ALPHA_SORT)) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* if U.glalphaclip == 1.0, some cards go bonkers...
* turn off alpha test in this case */
/* added after 2.45 to clip alpha */
if(U.glalphaclip == 1.0f) {
glDisable(GL_ALPHA_TEST);
}
else {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, U.glalphaclip);
}
}
else if(alphablend==GPU_BLEND_CLIP) {
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
}
}
static void gpu_verify_alpha_blend(int alphablend)
{
/* verify alpha blending modes */
if(GTS.alphablend == alphablend)
return;
gpu_set_alpha_blend(alphablend);
GTS.alphablend= alphablend;
}
static void gpu_verify_reflection(Image *ima)
{
if (ima && (ima->flag & IMA_REFLECT)) {
/* enable reflection mapping */
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
}
else {
/* disable reflection mapping */
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
}
int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int mipmap)
{
ImBuf *ibuf = NULL;
unsigned int *bind = NULL;
int rectw, recth, tpx=0, tpy=0, y;
unsigned int *rectrow, *tilerectrow;
unsigned int *tilerect= NULL, *scalerect= NULL, *rect= NULL;
short texwindx, texwindy, texwinsx, texwinsy;
/* initialize tile mode and number of repeats */
GTS.ima = ima;
GTS.tilemode= (ima && (ima->tpageflag & (IMA_TILES|IMA_TWINANIM)));
GTS.tileXRep = 0;
GTS.tileYRep = 0;
/* setting current tile according to frame */
if(ima && (ima->tpageflag & IMA_TWINANIM))
GTS.tile= ima->lastframe;
else
GTS.tile= tftile;
GTS.tile = MAX2(0, GTS.tile);
if(ima) {
GTS.tileXRep = ima->xrep;
GTS.tileYRep = ima->yrep;
}
/* if same image & tile, we're done */
if(compare && ima == GTS.curima && GTS.curtile == GTS.tile &&
GTS.tilemode == GTS.curtilemode && GTS.curtileXRep == GTS.tileXRep &&
GTS.curtileYRep == GTS.tileYRep)
return (ima != NULL);
/* if tiling mode or repeat changed, change texture matrix to fit */
if(GTS.tilemode!=GTS.curtilemode || GTS.curtileXRep!=GTS.tileXRep ||
GTS.curtileYRep != GTS.tileYRep) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if(ima && (ima->tpageflag & IMA_TILES))
glScalef(ima->xrep, ima->yrep, 1.0);
glMatrixMode(GL_MODELVIEW);
}
/* check if we have a valid image */
if(ima==NULL || ima->ok==0)
return 0;
/* check if we have a valid image buffer */
ibuf= BKE_image_get_ibuf(ima, iuser);
if(ibuf==NULL)
return 0;
/* ensure we have a char buffer and not only float */
if ((ibuf->rect==NULL) && ibuf->rect_float)
IMB_rect_from_float(ibuf);
/* currently, tpage refresh is used by ima sequences */
if(ima->tpageflag & IMA_TPAGE_REFRESH) {
GPU_free_image(ima);
ima->tpageflag &= ~IMA_TPAGE_REFRESH;
}
if(GTS.tilemode) {
/* tiled mode */
if(ima->repbind==NULL) gpu_make_repbind(ima);
if(GTS.tile>=ima->totbind) GTS.tile= 0;
/* this happens when you change repeat buttons */
if(ima->repbind) bind= &ima->repbind[GTS.tile];
else bind= &ima->bindcode;
if(*bind==0) {
texwindx= ibuf->x/ima->xrep;
texwindy= ibuf->y/ima->yrep;
if(GTS.tile>=ima->xrep*ima->yrep)
GTS.tile= ima->xrep*ima->yrep-1;
texwinsy= GTS.tile / ima->xrep;
texwinsx= GTS.tile - texwinsy*ima->xrep;
texwinsx*= texwindx;
texwinsy*= texwindy;
tpx= texwindx;
tpy= texwindy;
rect= ibuf->rect + texwinsy*ibuf->x + texwinsx;
}
}
else {
/* regular image mode */
bind= &ima->bindcode;
if(*bind==0) {
tpx= ibuf->x;
tpy= ibuf->y;
rect= ibuf->rect;
}
}
if(*bind != 0) {
/* enable opengl drawing with textures */
glBindTexture(GL_TEXTURE_2D, *bind);
return *bind;
}
rectw = tpx;
recth = tpy;
/* for tiles, copy only part of image into buffer */
if (GTS.tilemode) {
tilerect= MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
for (y=0; y<recth; y++) {
rectrow= &rect[y*ibuf->x];
tilerectrow= &tilerect[y*rectw];
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
}
rect= tilerect;
}
/* scale if not a power of two */
if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
rectw= smaller_pow2_limit(rectw);
recth= smaller_pow2_limit(recth);
scalerect= MEM_mallocN(rectw*recth*sizeof(*scalerect), "scalerect");
gluScaleImage(GL_RGBA, tpx, tpy, GL_UNSIGNED_BYTE, rect, rectw, recth, GL_UNSIGNED_BYTE, scalerect);
rect= scalerect;
}
/* create image */
glGenTextures(1, (GLuint *)bind);
glBindTexture( GL_TEXTURE_2D, *bind);
if (!(gpu_get_mipmap() && mipmap)) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else {
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
ima->tpageflag |= IMA_MIPMAP_COMPLETE;
}
if (GLEW_EXT_texture_filter_anisotropic)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic());
/* set to modulate with vertex color */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/* clean up */
if (tilerect)
MEM_freeN(tilerect);
if (scalerect)
MEM_freeN(scalerect);
return *bind;
}
static void gpu_verify_repeat(Image *ima)
{
/* set either clamp or repeat in X/Y */
if (ima->tpageflag & IMA_CLAMP_U)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
if (ima->tpageflag & IMA_CLAMP_V)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
{
Image *ima;
/* check if we need to clear the state */
if(tface==NULL) {
gpu_clear_tpage();
return 0;
}
ima= tface->tpage;
GTS.lasttface= tface;
gpu_verify_alpha_blend(alphablend);
gpu_verify_reflection(ima);
if(GPU_verify_image(ima, NULL, tface->tile, 1, mipmap)) {
GTS.curtile= GTS.tile;
GTS.curima= GTS.ima;
GTS.curtilemode= GTS.tilemode;
GTS.curtileXRep = GTS.tileXRep;
GTS.curtileYRep = GTS.tileYRep;
glEnable(GL_TEXTURE_2D);
}
else {
glDisable(GL_TEXTURE_2D);
GTS.curtile= 0;
GTS.curima= NULL;
GTS.curtilemode= 0;
GTS.curtileXRep = 0;
GTS.curtileYRep = 0;
return 0;
}
gpu_verify_repeat(ima);
/* Did this get lost in the image recode? */
/* tag_image_time(ima);*/
return 1;
}
/* these two functions are called on entering and exiting texture paint mode,
temporary disabling/enabling mipmapping on all images for quick texture
updates with glTexSubImage2D. images that didn't change don't have to be
re-uploaded to OpenGL */
void GPU_paint_set_mipmap(int mipmap)
{
Image* ima;
if(!GTS.domipmap)
return;
if(mipmap) {
for(ima=G.main->image.first; ima; ima=ima->id.next) {
if(ima->bindcode) {
if(ima->tpageflag & IMA_MIPMAP_COMPLETE) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
else
GPU_free_image(ima);
}
}
}
else {
for(ima=G.main->image.first; ima; ima=ima->id.next) {
if(ima->bindcode) {
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
}
}
}
}
void GPU_paint_update_image(Image *ima, int x, int y, int w, int h, int mipmap)
{
ImBuf *ibuf;
ibuf = BKE_image_get_ibuf(ima, NULL);
if (ima->repbind || (gpu_get_mipmap() && mipmap) || !ima->bindcode || !ibuf ||
(!is_pow2(ibuf->x) || !is_pow2(ibuf->y)) ||
(w == 0) || (h == 0)) {
/* these cases require full reload still */
GPU_free_image(ima);
}
else {
/* for the special case, we can do a partial update
* which is much quicker for painting */
GLint row_length, skip_pixels, skip_rows;
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
if (ibuf->rect_float){
/*This case needs a whole new buffer*/
if(ibuf->rect==NULL) {
IMB_rect_from_float(ibuf);
}
else {
/* Do partial drawing. 'buffer' holds only the changed part. Needed for color corrected result */
float *buffer = (float *)MEM_mallocN(w*h*sizeof(float)*4, "temp_texpaint_float_buf");
IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h);
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
GL_FLOAT, buffer);
MEM_freeN(buffer);
if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
return;
}
}
glBindTexture(GL_TEXTURE_2D, ima->bindcode);
glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA,
GL_UNSIGNED_BYTE, ibuf->rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
if(ima->tpageflag & IMA_MIPMAP_COMPLETE)
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
void GPU_update_images_framechange(void)
{
Image *ima;
for(ima=G.main->image.first; ima; ima=ima->id.next) {
if(ima->tpageflag & IMA_TWINANIM) {
if(ima->twend >= ima->xrep*ima->yrep)
ima->twend= ima->xrep*ima->yrep-1;
/* check: is bindcode not in the array? free. (to do) */
ima->lastframe++;
if(ima->lastframe > ima->twend)
ima->lastframe= ima->twsta;
}
}
}
int GPU_update_image_time(Image *ima, double time)
{
int inc = 0;
float diff;
int newframe;
if (!ima)
return 0;
if (ima->lastupdate<0)
ima->lastupdate = 0;
if (ima->lastupdate > (float)time)
ima->lastupdate=(float)time;
if(ima->tpageflag & IMA_TWINANIM) {
if(ima->twend >= ima->xrep*ima->yrep) ima->twend= ima->xrep*ima->yrep-1;
/* check: is the bindcode not in the array? Then free. (still to do) */
diff = (float)((float)time - ima->lastupdate);
inc = (int)(diff*(float)ima->animspeed);
ima->lastupdate+=((float)inc/(float)ima->animspeed);
newframe = ima->lastframe+inc;
if(newframe > (int)ima->twend) {
if(ima->twend-ima->twsta != 0)
newframe = (int)ima->twsta-1 + (newframe-ima->twend)%(ima->twend-ima->twsta);
else
newframe = ima->twsta;
}
ima->lastframe = newframe;
}
return inc;
}
void GPU_free_smoke(SmokeModifierData *smd)
{
if(smd->type & MOD_SMOKE_TYPE_DOMAIN && smd->domain)
{
if(smd->domain->tex)
GPU_texture_free(smd->domain->tex);
smd->domain->tex = NULL;
if(smd->domain->tex_shadow)
GPU_texture_free(smd->domain->tex_shadow);
smd->domain->tex_shadow = NULL;
}
}
void GPU_create_smoke(SmokeModifierData *smd, int highres)
{
#ifdef WITH_SMOKE
if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && !highres)
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));
else if(smd->type & MOD_SMOKE_TYPE_DOMAIN && !smd->domain->tex && highres)
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));
smd->domain->tex_shadow = GPU_texture_create_3D(smd->domain->res[0], smd->domain->res[1], smd->domain->res[2], smd->domain->shadow);
#else // WITH_SMOKE
(void)highres;
smd->domain->tex= NULL;
smd->domain->tex_shadow= NULL;
#endif // WITH_SMOKE
}
static ListBase image_free_queue = {NULL, NULL};
static void gpu_queue_image_for_free(Image *ima)
{
Image *cpy = MEM_dupallocN(ima);
BLI_lock_thread(LOCK_OPENGL);
BLI_addtail(&image_free_queue, cpy);
BLI_unlock_thread(LOCK_OPENGL);
}
void GPU_free_unused_buffers(void)
{
Image *ima;
if(!BLI_thread_is_main())
return;
BLI_lock_thread(LOCK_OPENGL);
/* images */
for(ima=image_free_queue.first; ima; ima=ima->id.next)
GPU_free_image(ima);
BLI_freelistN(&image_free_queue);
/* vbo buffers */
/* it's probably not necessary to free all buffers every frame */
/* GPU_buffer_pool_free_unused(0); */
BLI_unlock_thread(LOCK_OPENGL);
}
void GPU_free_image(Image *ima)
{
if(!BLI_thread_is_main()) {
gpu_queue_image_for_free(ima);
return;
}
/* free regular image binding */
if(ima->bindcode) {
glDeleteTextures(1, (GLuint *)&ima->bindcode);
ima->bindcode= 0;
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
/* free glsl image binding */
if(ima->gputexture) {
GPU_texture_free(ima->gputexture);
ima->gputexture= NULL;
}
/* free repeated image binding */
if(ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint *)ima->repbind);
MEM_freeN(ima->repbind);
ima->repbind= NULL;
ima->tpageflag &= ~IMA_MIPMAP_COMPLETE;
}
}
void GPU_free_images(void)
{
Image* ima;
if(G.main)
for(ima=G.main->image.first; ima; ima=ima->id.next)
GPU_free_image(ima);
}
/* same as above but only free animated images */
void GPU_free_images_anim(void)
{
Image* ima;
if(G.main)
for(ima=G.main->image.first; ima; ima=ima->id.next)
if(ELEM(ima->source, IMA_SRC_SEQUENCE, IMA_SRC_MOVIE))
GPU_free_image(ima);
}
/* OpenGL Materials */
#define FIXEDMAT 8
/* OpenGL state caching for materials */
typedef struct GPUMaterialFixed {
float diff[4];
float spec[4];
int hard;
} GPUMaterialFixed;
static struct GPUMaterialState {
GPUMaterialFixed (*matbuf);
GPUMaterialFixed matbuf_fixed[FIXEDMAT];
int totmat;
Material **gmatbuf;
Material *gmatbuf_fixed[FIXEDMAT];
Material *gboundmat;
Object *gob;
Scene *gscene;
int glay;
float (*gviewmat)[4];
float (*gviewinv)[4];
GPUBlendMode *alphablend;
GPUBlendMode alphablend_fixed[FIXEDMAT];
int use_alpha_pass, is_alpha_pass;
int lastmatnr, lastretval;
GPUBlendMode lastalphablend;
} GMS = {NULL};
/* fixed function material, alpha handed by caller */
static void gpu_material_to_fixed(GPUMaterialFixed *smat, const Material *bmat, const int gamma, const Object *ob, const int new_shading_nodes)
{
if(new_shading_nodes || bmat->mode & MA_SHLESS) {
copy_v3_v3(smat->diff, &bmat->r);
smat->diff[3]= 1.0;
if(gamma)
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
zero_v4(smat->spec);
smat->hard= 0;
}
else {
mul_v3_v3fl(smat->diff, &bmat->r, bmat->ref + bmat->emit);
smat->diff[3]= 1.0; /* caller may set this to bmat->alpha */
if(bmat->shade_flag & MA_OBCOLOR)
mul_v3_v3(smat->diff, ob->col);
mul_v3_v3fl(smat->spec, &bmat->specr, bmat->spec);
smat->spec[3]= 1.0; /* always 1 */
smat->hard= CLAMPIS(bmat->har, 0, 128);
if(gamma) {
linearrgb_to_srgb_v3_v3(smat->diff, smat->diff);
linearrgb_to_srgb_v3_v3(smat->spec, smat->spec);
}
}
}
static Material *gpu_active_node_material(Material *ma)
{
if(ma && ma->use_nodes && ma->nodetree) {
bNode *node= nodeGetActiveID(ma->nodetree, ID_MA);
if(node)
return (Material *)node->id;
else
return NULL;
}
return ma;
}
void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, Object *ob, int glsl, int *do_alpha_after)
{
Material *ma;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
int a;
int gamma = scene->r.color_mgt_flag & R_COLOR_MANAGEMENT;
int new_shading_nodes = scene_use_new_shading_nodes(scene);
/* initialize state */
memset(&GMS, 0, sizeof(GMS));
GMS.lastmatnr = -1;
GMS.lastretval = -1;
GMS.lastalphablend = GPU_BLEND_SOLID;
GMS.gob = ob;
GMS.gscene = scene;
GMS.totmat= ob->totcol+1; /* materials start from 1, default material is 0 */
GMS.glay= v3d->lay;
GMS.gviewmat= rv3d->viewmat;
GMS.gviewinv= rv3d->viewinv;
/* alpha pass setup. there's various cases to handle here:
* object transparency on: only solid materials draw in the first pass,
and only transparent in the second 'alpha' pass.
* object transparency off: for glsl we draw both in a single pass, and
for solid we don't use transparency at all. */
GMS.use_alpha_pass = (do_alpha_after != NULL);
GMS.is_alpha_pass = (v3d && v3d->transp);
if(GMS.use_alpha_pass)
*do_alpha_after = 0;
if(GMS.totmat > FIXEDMAT) {
GMS.matbuf= MEM_callocN(sizeof(GPUMaterialFixed)*GMS.totmat, "GMS.matbuf");
GMS.gmatbuf= MEM_callocN(sizeof(*GMS.gmatbuf)*GMS.totmat, "GMS.matbuf");
GMS.alphablend= MEM_callocN(sizeof(*GMS.alphablend)*GMS.totmat, "GMS.matbuf");
}
else {
GMS.matbuf= GMS.matbuf_fixed;
GMS.gmatbuf= GMS.gmatbuf_fixed;
GMS.alphablend= GMS.alphablend_fixed;
}
/* no materials assigned? */
if(ob->totcol==0) {
gpu_material_to_fixed(&GMS.matbuf[0], &defmaterial, 0, ob, new_shading_nodes);
/* do material 1 too, for displists! */
memcpy(&GMS.matbuf[1], &GMS.matbuf[0], sizeof(GPUMaterialFixed));
if(glsl) {
GMS.gmatbuf[0]= &defmaterial;
GPU_material_from_blender(GMS.gscene, &defmaterial);
}
GMS.alphablend[0]= GPU_BLEND_SOLID;
}
/* setup materials */
for(a=1; a<=ob->totcol; a++) {
/* find a suitable material */
ma= give_current_material(ob, a);
if(!glsl && !new_shading_nodes) ma= gpu_active_node_material(ma);
if(ma==NULL) ma= &defmaterial;
/* create glsl material if requested */
gpumat = (glsl)? GPU_material_from_blender(GMS.gscene, ma): NULL;
if(gpumat) {
/* do glsl only if creating it succeed, else fallback */
GMS.gmatbuf[a]= ma;
alphablend = GPU_material_alpha_blend(gpumat, ob->col);
}
else {
/* fixed function opengl materials */
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
if(GMS.use_alpha_pass) {
GMS.matbuf[a].diff[3]= ma->alpha;
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
}
else {
GMS.matbuf[a].diff[3]= 1.0f;
alphablend = GPU_BLEND_SOLID;
}
}
/* setting do_alpha_after = 1 indicates this object needs to be
* drawn in a second alpha pass for improved blending */
if(GMS.use_alpha_pass && !GMS.is_alpha_pass)
if(ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
*do_alpha_after= 1;
GMS.alphablend[a]= alphablend;
}
/* let's start with a clean state */
GPU_disable_material();
}
int GPU_enable_material(int nr, void *attribs)
{
GPUVertexAttribs *gattribs = attribs;
GPUMaterial *gpumat;
GPUBlendMode alphablend;
/* no GPU_begin_object_materials, use default material */
if(!GMS.matbuf) {
float diff[4], spec[4];
memset(&GMS, 0, sizeof(GMS));
mul_v3_v3fl(diff, &defmaterial.r, defmaterial.ref + defmaterial.emit);
diff[3]= 1.0;
mul_v3_v3fl(spec, &defmaterial.specr, defmaterial.spec);
spec[3]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35); /* blender default */
return 0;
}
/* prevent index to use un-initialized array items */
if(nr>=GMS.totmat)
nr= 0;
if(gattribs)
memset(gattribs, 0, sizeof(*gattribs));
/* keep current material */
if(nr==GMS.lastmatnr)
return GMS.lastretval;
/* unbind glsl material */
if(GMS.gboundmat) {
if(GMS.is_alpha_pass) glDepthMask(0);
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
GMS.gboundmat= NULL;
}
/* draw materials with alpha in alpha pass */
GMS.lastmatnr = nr;
GMS.lastretval = 1;
if(GMS.use_alpha_pass) {
GMS.lastretval = ELEM(GMS.alphablend[nr], GPU_BLEND_SOLID, GPU_BLEND_CLIP);
if(GMS.is_alpha_pass)
GMS.lastretval = !GMS.lastretval;
}
else
GMS.lastretval = !GMS.is_alpha_pass;
if(GMS.lastretval) {
/* for alpha pass, use alpha blend */
alphablend = GMS.alphablend[nr];
if(gattribs && GMS.gmatbuf[nr]) {
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
float auto_bump_scale;
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
auto_bump_scale = GMS.gob->derivedFinal!=0 ? GMS.gob->derivedFinal->auto_bump_scale : 1.0f;
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, auto_bump_scale);
GMS.gboundmat= mat;
/* for glsl use alpha blend mode, unless it's set to solid and
we are already drawing in an alpha pass */
if(mat->game.alpha_blend != GPU_BLEND_SOLID)
alphablend= mat->game.alpha_blend;
if(GMS.is_alpha_pass) glDepthMask(1);
}
else {
/* or do fixed function opengl material */
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
}
/* set (alpha) blending mode */
GPU_set_material_alpha_blend(alphablend);
}
return GMS.lastretval;
}
void GPU_set_material_alpha_blend(int alphablend)
{
if(GMS.lastalphablend == alphablend)
return;
gpu_set_alpha_blend(alphablend);
GMS.lastalphablend = alphablend;
}
int GPU_get_material_alpha_blend(void)
{
return GMS.lastalphablend;
}
void GPU_disable_material(void)
{
GMS.lastmatnr= -1;
GMS.lastretval= 1;
if(GMS.gboundmat) {
if(GMS.is_alpha_pass) glDepthMask(0);
GPU_material_unbind(GPU_material_from_blender(GMS.gscene, GMS.gboundmat));
GMS.gboundmat= NULL;
}
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
void GPU_end_object_materials(void)
{
GPU_disable_material();
if(GMS.matbuf && GMS.matbuf != GMS.matbuf_fixed) {
MEM_freeN(GMS.matbuf);
MEM_freeN(GMS.gmatbuf);
MEM_freeN(GMS.alphablend);
}
GMS.matbuf= NULL;
GMS.gmatbuf= NULL;
GMS.alphablend= NULL;
/* resetting the texture matrix after the glScale needed for tiled textures */
if(GTS.tilemode)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
/* Lights */
int GPU_default_lights(void)
{
float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f}, position[4];
int a, count = 0;
/* initialize */
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
U.light[0].flag= 1;
U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
U.light[0].spec[3]= 1.0;
U.light[1].flag= 0;
U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
U.light[1].spec[3]= 1.0;
U.light[2].flag= 0;
U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
U.light[2].spec[3]= 1.0;
}
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
for(a=0; a<8; a++) {
if(a<3) {
if(U.light[a].flag) {
glEnable(GL_LIGHT0+a);
normalize_v3_v3(position, U.light[a].vec);
position[3]= 0.0f;
glLightfv(GL_LIGHT0+a, GL_POSITION, position);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, U.light[a].col);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, U.light[a].spec);
count++;
}
else {
glDisable(GL_LIGHT0+a);
glLightfv(GL_LIGHT0+a, GL_POSITION, zero);
glLightfv(GL_LIGHT0+a, GL_DIFFUSE, zero);
glLightfv(GL_LIGHT0+a, GL_SPECULAR, zero);
}
// clear stuff from other opengl lamp usage
glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
}
else
glDisable(GL_LIGHT0+a);
}
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
return count;
}
int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[][4], int ortho)
{
Base *base;
Lamp *la;
int count;
float position[4], direction[4], energy[4];
/* disable all lights */
for(count=0; count<8; count++)
glDisable(GL_LIGHT0+count);
/* view direction for specular is not compute correct by default in
* opengl, so we set the settings ourselfs */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (ortho)? GL_FALSE: GL_TRUE);
count= 0;
for(base=scene->base.first; base; base=base->next) {
if(base->object->type!=OB_LAMP)
continue;
if(!(base->lay & lay) || !(base->lay & ob->lay))
continue;
la= base->object->data;
/* setup lamp transform */
glPushMatrix();
glLoadMatrixf((float *)viewmat);
where_is_object_simul(scene, base->object);
if(la->type==LA_SUN) {
/* sun lamp */
copy_v3_v3(direction, base->object->obmat[2]);
direction[3]= 0.0;
glLightfv(GL_LIGHT0+count, GL_POSITION, direction);
}
else {
/* other lamps with attenuation */
copy_v3_v3(position, base->object->obmat[3]);
position[3]= 1.0f;
glLightfv(GL_LIGHT0+count, GL_POSITION, position);
glLightf(GL_LIGHT0+count, GL_CONSTANT_ATTENUATION, 1.0);
glLightf(GL_LIGHT0+count, GL_LINEAR_ATTENUATION, la->att1/la->dist);
glLightf(GL_LIGHT0+count, GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist));
if(la->type==LA_SPOT) {
/* spot lamp */
negate_v3_v3(direction, base->object->obmat[2]);
glLightfv(GL_LIGHT0+count, GL_SPOT_DIRECTION, direction);
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, la->spotsize/2.0f);
glLightf(GL_LIGHT0+count, GL_SPOT_EXPONENT, 128.0f*la->spotblend);
}
else
glLightf(GL_LIGHT0+count, GL_SPOT_CUTOFF, 180.0);
}
/* setup energy */
mul_v3_v3fl(energy, &la->r, la->energy);
energy[3]= 1.0;
glLightfv(GL_LIGHT0+count, GL_DIFFUSE, energy);
glLightfv(GL_LIGHT0+count, GL_SPECULAR, energy);
glEnable(GL_LIGHT0+count);
glPopMatrix();
count++;
if(count==8)
break;
}
return count;
}
/* Default OpenGL State */
void GPU_state_init(void)
{
/* also called when doing opengl rendering and in the game engine */
float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
int a, x, y;
GLubyte pat[32*32];
const GLubyte *patc= pat;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 35);
GPU_default_lights();
glDepthFunc(GL_LEQUAL);
/* scaling matrices */
glEnable(GL_NORMALIZE);
glShadeModel(GL_FLAT);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* default disabled, enable should be local per function */
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1);
glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1);
glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1);
glPixelTransferi(GL_ALPHA_BIAS, 0);
glPixelTransferi(GL_DEPTH_BIAS, 0);
glPixelTransferi(GL_DEPTH_SCALE, 1);
glDepthRange(0.0, 1.0);
a= 0;
for(x=0; x<32; x++) {
for(y=0; y<4; y++) {
if( (x) & 1) pat[a++]= 0x88;
else pat[a++]= 0x22;
}
}
glPolygonStipple(patc);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
/* calling this makes drawing very slow when AA is not set up in ghost
on Linux/NVIDIA.
glDisable(GL_MULTISAMPLE); */
}
/* debugging aid */
static void gpu_get_print(const char *name, GLenum type)
{
float value[16];
int a;
memset(value, 0, sizeof(value));
glGetFloatv(type, value);
printf("%s: ", name);
for(a=0; a<16; a++)
printf("%.2f ", value[a]);
printf("\n");
}
void GPU_state_print(void)
{
gpu_get_print("GL_ACCUM_ALPHA_BITS", GL_ACCUM_ALPHA_BITS);
gpu_get_print("GL_ACCUM_BLUE_BITS", GL_ACCUM_BLUE_BITS);
gpu_get_print("GL_ACCUM_CLEAR_VALUE", GL_ACCUM_CLEAR_VALUE);
gpu_get_print("GL_ACCUM_GREEN_BITS", GL_ACCUM_GREEN_BITS);
gpu_get_print("GL_ACCUM_RED_BITS", GL_ACCUM_RED_BITS);
gpu_get_print("GL_ACTIVE_TEXTURE", GL_ACTIVE_TEXTURE);
gpu_get_print("GL_ALIASED_POINT_SIZE_RANGE", GL_ALIASED_POINT_SIZE_RANGE);
gpu_get_print("GL_ALIASED_LINE_WIDTH_RANGE", GL_ALIASED_LINE_WIDTH_RANGE);
gpu_get_print("GL_ALPHA_BIAS", GL_ALPHA_BIAS);
gpu_get_print("GL_ALPHA_BITS", GL_ALPHA_BITS);
gpu_get_print("GL_ALPHA_SCALE", GL_ALPHA_SCALE);
gpu_get_print("GL_ALPHA_TEST", GL_ALPHA_TEST);
gpu_get_print("GL_ALPHA_TEST_FUNC", GL_ALPHA_TEST_FUNC);
gpu_get_print("GL_ALPHA_TEST_REF", GL_ALPHA_TEST_REF);
gpu_get_print("GL_ARRAY_BUFFER_BINDING", GL_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_ATTRIB_STACK_DEPTH", GL_ATTRIB_STACK_DEPTH);
gpu_get_print("GL_AUTO_NORMAL", GL_AUTO_NORMAL);
gpu_get_print("GL_AUX_BUFFERS", GL_AUX_BUFFERS);
gpu_get_print("GL_BLEND", GL_BLEND);
gpu_get_print("GL_BLEND_COLOR", GL_BLEND_COLOR);
gpu_get_print("GL_BLEND_DST_ALPHA", GL_BLEND_DST_ALPHA);
gpu_get_print("GL_BLEND_DST_RGB", GL_BLEND_DST_RGB);
gpu_get_print("GL_BLEND_EQUATION_RGB", GL_BLEND_EQUATION_RGB);
gpu_get_print("GL_BLEND_EQUATION_ALPHA", GL_BLEND_EQUATION_ALPHA);
gpu_get_print("GL_BLEND_SRC_ALPHA", GL_BLEND_SRC_ALPHA);
gpu_get_print("GL_BLEND_SRC_RGB", GL_BLEND_SRC_RGB);
gpu_get_print("GL_BLUE_BIAS", GL_BLUE_BIAS);
gpu_get_print("GL_BLUE_BITS", GL_BLUE_BITS);
gpu_get_print("GL_BLUE_SCALE", GL_BLUE_SCALE);
gpu_get_print("GL_CLIENT_ACTIVE_TEXTURE", GL_CLIENT_ACTIVE_TEXTURE);
gpu_get_print("GL_CLIENT_ATTRIB_STACK_DEPTH", GL_CLIENT_ATTRIB_STACK_DEPTH);
gpu_get_print("GL_CLIP_PLANE0", GL_CLIP_PLANE0);
gpu_get_print("GL_COLOR_ARRAY", GL_COLOR_ARRAY);
gpu_get_print("GL_COLOR_ARRAY_BUFFER_BINDING", GL_COLOR_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_COLOR_ARRAY_SIZE", GL_COLOR_ARRAY_SIZE);
gpu_get_print("GL_COLOR_ARRAY_STRIDE", GL_COLOR_ARRAY_STRIDE);
gpu_get_print("GL_COLOR_ARRAY_TYPE", GL_COLOR_ARRAY_TYPE);
gpu_get_print("GL_COLOR_CLEAR_VALUE", GL_COLOR_CLEAR_VALUE);
gpu_get_print("GL_COLOR_LOGIC_OP", GL_COLOR_LOGIC_OP);
gpu_get_print("GL_COLOR_MATERIAL", GL_COLOR_MATERIAL);
gpu_get_print("GL_COLOR_MATERIAL_FACE", GL_COLOR_MATERIAL_FACE);
gpu_get_print("GL_COLOR_MATERIAL_PARAMETER", GL_COLOR_MATERIAL_PARAMETER);
gpu_get_print("GL_COLOR_MATRIX", GL_COLOR_MATRIX);
gpu_get_print("GL_COLOR_MATRIX_STACK_DEPTH", GL_COLOR_MATRIX_STACK_DEPTH);
gpu_get_print("GL_COLOR_SUM", GL_COLOR_SUM);
gpu_get_print("GL_COLOR_TABLE", GL_COLOR_TABLE);
gpu_get_print("GL_COLOR_WRITEMASK", GL_COLOR_WRITEMASK);
gpu_get_print("GL_COMPRESSED_TEXTURE_FORMATS", GL_COMPRESSED_TEXTURE_FORMATS);
gpu_get_print("GL_CONVOLUTION_1D", GL_CONVOLUTION_1D);
gpu_get_print("GL_CONVOLUTION_2D", GL_CONVOLUTION_2D);
gpu_get_print("GL_CULL_FACE", GL_CULL_FACE);
gpu_get_print("GL_CULL_FACE_MODE", GL_CULL_FACE_MODE);
gpu_get_print("GL_CURRENT_COLOR", GL_CURRENT_COLOR);
gpu_get_print("GL_CURRENT_FOG_COORD", GL_CURRENT_FOG_COORD);
gpu_get_print("GL_CURRENT_INDEX", GL_CURRENT_INDEX);
gpu_get_print("GL_CURRENT_NORMAL", GL_CURRENT_NORMAL);
gpu_get_print("GL_CURRENT_PROGRAM", GL_CURRENT_PROGRAM);
gpu_get_print("GL_CURRENT_RASTER_COLOR", GL_CURRENT_RASTER_COLOR);
gpu_get_print("GL_CURRENT_RASTER_DISTANCE", GL_CURRENT_RASTER_DISTANCE);
gpu_get_print("GL_CURRENT_RASTER_INDEX", GL_CURRENT_RASTER_INDEX);
gpu_get_print("GL_CURRENT_RASTER_POSITION", GL_CURRENT_RASTER_POSITION);
gpu_get_print("GL_CURRENT_RASTER_POSITION_VALID", GL_CURRENT_RASTER_POSITION_VALID);
gpu_get_print("GL_CURRENT_RASTER_SECONDARY_COLOR", GL_CURRENT_RASTER_SECONDARY_COLOR);
gpu_get_print("GL_CURRENT_RASTER_TEXTURE_COORDS", GL_CURRENT_RASTER_TEXTURE_COORDS);
gpu_get_print("GL_CURRENT_SECONDARY_COLOR", GL_CURRENT_SECONDARY_COLOR);
gpu_get_print("GL_CURRENT_TEXTURE_COORDS", GL_CURRENT_TEXTURE_COORDS);
gpu_get_print("GL_DEPTH_BIAS", GL_DEPTH_BIAS);
gpu_get_print("GL_DEPTH_BITS", GL_DEPTH_BITS);
gpu_get_print("GL_DEPTH_CLEAR_VALUE", GL_DEPTH_CLEAR_VALUE);
gpu_get_print("GL_DEPTH_FUNC", GL_DEPTH_FUNC);
gpu_get_print("GL_DEPTH_RANGE", GL_DEPTH_RANGE);
gpu_get_print("GL_DEPTH_SCALE", GL_DEPTH_SCALE);
gpu_get_print("GL_DEPTH_TEST", GL_DEPTH_TEST);
gpu_get_print("GL_DEPTH_WRITEMASK", GL_DEPTH_WRITEMASK);
gpu_get_print("GL_DITHER", GL_DITHER);
gpu_get_print("GL_DOUBLEBUFFER", GL_DOUBLEBUFFER);
gpu_get_print("GL_DRAW_BUFFER", GL_DRAW_BUFFER);
gpu_get_print("GL_DRAW_BUFFER0", GL_DRAW_BUFFER0);
gpu_get_print("GL_EDGE_FLAG", GL_EDGE_FLAG);
gpu_get_print("GL_EDGE_FLAG_ARRAY", GL_EDGE_FLAG_ARRAY);
gpu_get_print("GL_EDGE_FLAG_ARRAY_BUFFER_BINDING", GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_EDGE_FLAG_ARRAY_STRIDE", GL_EDGE_FLAG_ARRAY_STRIDE);
gpu_get_print("GL_ELEMENT_ARRAY_BUFFER_BINDING", GL_ELEMENT_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_FEEDBACK_BUFFER_SIZE", GL_FEEDBACK_BUFFER_SIZE);
gpu_get_print("GL_FEEDBACK_BUFFER_TYPE", GL_FEEDBACK_BUFFER_TYPE);
gpu_get_print("GL_FOG", GL_FOG);
gpu_get_print("GL_FOG_COORD_ARRAY", GL_FOG_COORD_ARRAY);
gpu_get_print("GL_FOG_COORD_ARRAY_BUFFER_BINDING", GL_FOG_COORD_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_FOG_COORD_ARRAY_STRIDE", GL_FOG_COORD_ARRAY_STRIDE);
gpu_get_print("GL_FOG_COORD_ARRAY_TYPE", GL_FOG_COORD_ARRAY_TYPE);
gpu_get_print("GL_FOG_COORD_SRC", GL_FOG_COORD_SRC);
gpu_get_print("GL_FOG_COLOR", GL_FOG_COLOR);
gpu_get_print("GL_FOG_DENSITY", GL_FOG_DENSITY);
gpu_get_print("GL_FOG_END", GL_FOG_END);
gpu_get_print("GL_FOG_HINT", GL_FOG_HINT);
gpu_get_print("GL_FOG_INDEX", GL_FOG_INDEX);
gpu_get_print("GL_FOG_MODE", GL_FOG_MODE);
gpu_get_print("GL_FOG_START", GL_FOG_START);
gpu_get_print("GL_FRAGMENT_SHADER_DERIVATIVE_HINT", GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
gpu_get_print("GL_FRONT_FACE", GL_FRONT_FACE);
gpu_get_print("GL_GENERATE_MIPMAP_HINT", GL_GENERATE_MIPMAP_HINT);
gpu_get_print("GL_GREEN_BIAS", GL_GREEN_BIAS);
gpu_get_print("GL_GREEN_BITS", GL_GREEN_BITS);
gpu_get_print("GL_GREEN_SCALE", GL_GREEN_SCALE);
gpu_get_print("GL_HISTOGRAM", GL_HISTOGRAM);
gpu_get_print("GL_INDEX_ARRAY", GL_INDEX_ARRAY);
gpu_get_print("GL_INDEX_ARRAY_BUFFER_BINDING", GL_INDEX_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_INDEX_ARRAY_STRIDE", GL_INDEX_ARRAY_STRIDE);
gpu_get_print("GL_INDEX_ARRAY_TYPE", GL_INDEX_ARRAY_TYPE);
gpu_get_print("GL_INDEX_BITS", GL_INDEX_BITS);
gpu_get_print("GL_INDEX_CLEAR_VALUE", GL_INDEX_CLEAR_VALUE);
gpu_get_print("GL_INDEX_LOGIC_OP", GL_INDEX_LOGIC_OP);
gpu_get_print("GL_INDEX_MODE", GL_INDEX_MODE);
gpu_get_print("GL_INDEX_OFFSET", GL_INDEX_OFFSET);
gpu_get_print("GL_INDEX_SHIFT", GL_INDEX_SHIFT);
gpu_get_print("GL_INDEX_WRITEMASK", GL_INDEX_WRITEMASK);
gpu_get_print("GL_LIGHT0", GL_LIGHT0);
gpu_get_print("GL_LIGHTING", GL_LIGHTING);
gpu_get_print("GL_LIGHT_MODEL_AMBIENT", GL_LIGHT_MODEL_AMBIENT);
gpu_get_print("GL_LIGHT_MODEL_COLOR_CONTROL", GL_LIGHT_MODEL_COLOR_CONTROL);
gpu_get_print("GL_LIGHT_MODEL_LOCAL_VIEWER", GL_LIGHT_MODEL_LOCAL_VIEWER);
gpu_get_print("GL_LIGHT_MODEL_TWO_SIDE", GL_LIGHT_MODEL_TWO_SIDE);
gpu_get_print("GL_LINE_SMOOTH", GL_LINE_SMOOTH);
gpu_get_print("GL_LINE_SMOOTH_HINT", GL_LINE_SMOOTH_HINT);
gpu_get_print("GL_LINE_STIPPLE", GL_LINE_STIPPLE);
gpu_get_print("GL_LINE_STIPPLE_PATTERN", GL_LINE_STIPPLE_PATTERN);
gpu_get_print("GL_LINE_STIPPLE_REPEAT", GL_LINE_STIPPLE_REPEAT);
gpu_get_print("GL_LINE_WIDTH", GL_LINE_WIDTH);
gpu_get_print("GL_LINE_WIDTH_GRANULARITY", GL_LINE_WIDTH_GRANULARITY);
gpu_get_print("GL_LINE_WIDTH_RANGE", GL_LINE_WIDTH_RANGE);
gpu_get_print("GL_LIST_BASE", GL_LIST_BASE);
gpu_get_print("GL_LIST_INDEX", GL_LIST_INDEX);
gpu_get_print("GL_LIST_MODE", GL_LIST_MODE);
gpu_get_print("GL_LOGIC_OP_MODE", GL_LOGIC_OP_MODE);
gpu_get_print("GL_MAP1_COLOR_4", GL_MAP1_COLOR_4);
gpu_get_print("GL_MAP1_GRID_DOMAIN", GL_MAP1_GRID_DOMAIN);
gpu_get_print("GL_MAP1_GRID_SEGMENTS", GL_MAP1_GRID_SEGMENTS);
gpu_get_print("GL_MAP1_INDEX", GL_MAP1_INDEX);
gpu_get_print("GL_MAP1_NORMAL", GL_MAP1_NORMAL);
gpu_get_print("GL_MAP1_TEXTURE_COORD_1", GL_MAP1_TEXTURE_COORD_1);
gpu_get_print("GL_MAP1_TEXTURE_COORD_2", GL_MAP1_TEXTURE_COORD_2);
gpu_get_print("GL_MAP1_TEXTURE_COORD_3", GL_MAP1_TEXTURE_COORD_3);
gpu_get_print("GL_MAP1_TEXTURE_COORD_4", GL_MAP1_TEXTURE_COORD_4);
gpu_get_print("GL_MAP1_VERTEX_3", GL_MAP1_VERTEX_3);
gpu_get_print("GL_MAP1_VERTEX_4", GL_MAP1_VERTEX_4);
gpu_get_print("GL_MAP2_COLOR_4", GL_MAP2_COLOR_4);
gpu_get_print("GL_MAP2_GRID_DOMAIN", GL_MAP2_GRID_DOMAIN);
gpu_get_print("GL_MAP2_GRID_SEGMENTS", GL_MAP2_GRID_SEGMENTS);
gpu_get_print("GL_MAP2_INDEX", GL_MAP2_INDEX);
gpu_get_print("GL_MAP2_NORMAL", GL_MAP2_NORMAL);
gpu_get_print("GL_MAP2_TEXTURE_COORD_1", GL_MAP2_TEXTURE_COORD_1);
gpu_get_print("GL_MAP2_TEXTURE_COORD_2", GL_MAP2_TEXTURE_COORD_2);
gpu_get_print("GL_MAP2_TEXTURE_COORD_3", GL_MAP2_TEXTURE_COORD_3);
gpu_get_print("GL_MAP2_TEXTURE_COORD_4", GL_MAP2_TEXTURE_COORD_4);
gpu_get_print("GL_MAP2_VERTEX_3", GL_MAP2_VERTEX_3);
gpu_get_print("GL_MAP2_VERTEX_4", GL_MAP2_VERTEX_4);
gpu_get_print("GL_MAP_COLOR", GL_MAP_COLOR);
gpu_get_print("GL_MAP_STENCIL", GL_MAP_STENCIL);
gpu_get_print("GL_MATRIX_MODE", GL_MATRIX_MODE);
gpu_get_print("GL_MAX_3D_TEXTURE_SIZE", GL_MAX_3D_TEXTURE_SIZE);
gpu_get_print("GL_MAX_CLIENT_ATTRIB_STACK_DEPTH", GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
gpu_get_print("GL_MAX_ATTRIB_STACK_DEPTH", GL_MAX_ATTRIB_STACK_DEPTH);
gpu_get_print("GL_MAX_CLIP_PLANES", GL_MAX_CLIP_PLANES);
gpu_get_print("GL_MAX_COLOR_MATRIX_STACK_DEPTH", GL_MAX_COLOR_MATRIX_STACK_DEPTH);
gpu_get_print("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
gpu_get_print("GL_MAX_CUBE_MAP_TEXTURE_SIZE", GL_MAX_CUBE_MAP_TEXTURE_SIZE);
gpu_get_print("GL_MAX_DRAW_BUFFERS", GL_MAX_DRAW_BUFFERS);
gpu_get_print("GL_MAX_ELEMENTS_INDICES", GL_MAX_ELEMENTS_INDICES);
gpu_get_print("GL_MAX_ELEMENTS_VERTICES", GL_MAX_ELEMENTS_VERTICES);
gpu_get_print("GL_MAX_EVAL_ORDER", GL_MAX_EVAL_ORDER);
gpu_get_print("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
gpu_get_print("GL_MAX_LIGHTS", GL_MAX_LIGHTS);
gpu_get_print("GL_MAX_LIST_NESTING", GL_MAX_LIST_NESTING);
gpu_get_print("GL_MAX_MODELVIEW_STACK_DEPTH", GL_MAX_MODELVIEW_STACK_DEPTH);
gpu_get_print("GL_MAX_NAME_STACK_DEPTH", GL_MAX_NAME_STACK_DEPTH);
gpu_get_print("GL_MAX_PIXEL_MAP_TABLE", GL_MAX_PIXEL_MAP_TABLE);
gpu_get_print("GL_MAX_PROJECTION_STACK_DEPTH", GL_MAX_PROJECTION_STACK_DEPTH);
gpu_get_print("GL_MAX_TEXTURE_COORDS", GL_MAX_TEXTURE_COORDS);
gpu_get_print("GL_MAX_TEXTURE_IMAGE_UNITS", GL_MAX_TEXTURE_IMAGE_UNITS);
gpu_get_print("GL_MAX_TEXTURE_LOD_BIAS", GL_MAX_TEXTURE_LOD_BIAS);
gpu_get_print("GL_MAX_TEXTURE_SIZE", GL_MAX_TEXTURE_SIZE);
gpu_get_print("GL_MAX_TEXTURE_STACK_DEPTH", GL_MAX_TEXTURE_STACK_DEPTH);
gpu_get_print("GL_MAX_TEXTURE_UNITS", GL_MAX_TEXTURE_UNITS);
gpu_get_print("GL_MAX_VARYING_FLOATS", GL_MAX_VARYING_FLOATS);
gpu_get_print("GL_MAX_VERTEX_ATTRIBS", GL_MAX_VERTEX_ATTRIBS);
gpu_get_print("GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
gpu_get_print("GL_MAX_VERTEX_UNIFORM_COMPONENTS", GL_MAX_VERTEX_UNIFORM_COMPONENTS);
gpu_get_print("GL_MAX_VIEWPORT_DIMS", GL_MAX_VIEWPORT_DIMS);
gpu_get_print("GL_MINMAX", GL_MINMAX);
gpu_get_print("GL_MODELVIEW_MATRIX", GL_MODELVIEW_MATRIX);
gpu_get_print("GL_MODELVIEW_STACK_DEPTH", GL_MODELVIEW_STACK_DEPTH);
gpu_get_print("GL_NAME_STACK_DEPTH", GL_NAME_STACK_DEPTH);
gpu_get_print("GL_NORMAL_ARRAY", GL_NORMAL_ARRAY);
gpu_get_print("GL_NORMAL_ARRAY_BUFFER_BINDING", GL_NORMAL_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_NORMAL_ARRAY_STRIDE", GL_NORMAL_ARRAY_STRIDE);
gpu_get_print("GL_NORMAL_ARRAY_TYPE", GL_NORMAL_ARRAY_TYPE);
gpu_get_print("GL_NORMALIZE", GL_NORMALIZE);
gpu_get_print("GL_NUM_COMPRESSED_TEXTURE_FORMATS", GL_NUM_COMPRESSED_TEXTURE_FORMATS);
gpu_get_print("GL_PACK_ALIGNMENT", GL_PACK_ALIGNMENT);
gpu_get_print("GL_PACK_IMAGE_HEIGHT", GL_PACK_IMAGE_HEIGHT);
gpu_get_print("GL_PACK_LSB_FIRST", GL_PACK_LSB_FIRST);
gpu_get_print("GL_PACK_ROW_LENGTH", GL_PACK_ROW_LENGTH);
gpu_get_print("GL_PACK_SKIP_IMAGES", GL_PACK_SKIP_IMAGES);
gpu_get_print("GL_PACK_SKIP_PIXELS", GL_PACK_SKIP_PIXELS);
gpu_get_print("GL_PACK_SKIP_ROWS", GL_PACK_SKIP_ROWS);
gpu_get_print("GL_PACK_SWAP_BYTES", GL_PACK_SWAP_BYTES);
gpu_get_print("GL_PERSPECTIVE_CORRECTION_HINT", GL_PERSPECTIVE_CORRECTION_HINT);
gpu_get_print("GL_PIXEL_MAP_A_TO_A_SIZE", GL_PIXEL_MAP_A_TO_A_SIZE);
gpu_get_print("GL_PIXEL_MAP_B_TO_B_SIZE", GL_PIXEL_MAP_B_TO_B_SIZE);
gpu_get_print("GL_PIXEL_MAP_G_TO_G_SIZE", GL_PIXEL_MAP_G_TO_G_SIZE);
gpu_get_print("GL_PIXEL_MAP_I_TO_A_SIZE", GL_PIXEL_MAP_I_TO_A_SIZE);
gpu_get_print("GL_PIXEL_MAP_I_TO_B_SIZE", GL_PIXEL_MAP_I_TO_B_SIZE);
gpu_get_print("GL_PIXEL_MAP_I_TO_G_SIZE", GL_PIXEL_MAP_I_TO_G_SIZE);
gpu_get_print("GL_PIXEL_MAP_I_TO_I_SIZE", GL_PIXEL_MAP_I_TO_I_SIZE);
gpu_get_print("GL_PIXEL_MAP_I_TO_R_SIZE", GL_PIXEL_MAP_I_TO_R_SIZE);
gpu_get_print("GL_PIXEL_MAP_R_TO_R_SIZE", GL_PIXEL_MAP_R_TO_R_SIZE);
gpu_get_print("GL_PIXEL_MAP_S_TO_S_SIZE", GL_PIXEL_MAP_S_TO_S_SIZE);
gpu_get_print("GL_PIXEL_PACK_BUFFER_BINDING", GL_PIXEL_PACK_BUFFER_BINDING);
gpu_get_print("GL_PIXEL_UNPACK_BUFFER_BINDING", GL_PIXEL_UNPACK_BUFFER_BINDING);
gpu_get_print("GL_POINT_DISTANCE_ATTENUATION", GL_POINT_DISTANCE_ATTENUATION);
gpu_get_print("GL_POINT_FADE_THRESHOLD_SIZE", GL_POINT_FADE_THRESHOLD_SIZE);
gpu_get_print("GL_POINT_SIZE", GL_POINT_SIZE);
gpu_get_print("GL_POINT_SIZE_GRANULARITY", GL_POINT_SIZE_GRANULARITY);
gpu_get_print("GL_POINT_SIZE_MAX", GL_POINT_SIZE_MAX);
gpu_get_print("GL_POINT_SIZE_MIN", GL_POINT_SIZE_MIN);
gpu_get_print("GL_POINT_SIZE_RANGE", GL_POINT_SIZE_RANGE);
gpu_get_print("GL_POINT_SMOOTH", GL_POINT_SMOOTH);
gpu_get_print("GL_POINT_SMOOTH_HINT", GL_POINT_SMOOTH_HINT);
gpu_get_print("GL_POINT_SPRITE", GL_POINT_SPRITE);
gpu_get_print("GL_POLYGON_MODE", GL_POLYGON_MODE);
gpu_get_print("GL_POLYGON_OFFSET_FACTOR", GL_POLYGON_OFFSET_FACTOR);
gpu_get_print("GL_POLYGON_OFFSET_UNITS", GL_POLYGON_OFFSET_UNITS);
gpu_get_print("GL_POLYGON_OFFSET_FILL", GL_POLYGON_OFFSET_FILL);
gpu_get_print("GL_POLYGON_OFFSET_LINE", GL_POLYGON_OFFSET_LINE);
gpu_get_print("GL_POLYGON_OFFSET_POINT", GL_POLYGON_OFFSET_POINT);
gpu_get_print("GL_POLYGON_SMOOTH", GL_POLYGON_SMOOTH);
gpu_get_print("GL_POLYGON_SMOOTH_HINT", GL_POLYGON_SMOOTH_HINT);
gpu_get_print("GL_POLYGON_STIPPLE", GL_POLYGON_STIPPLE);
gpu_get_print("GL_POST_COLOR_MATRIX_COLOR_TABLE", GL_POST_COLOR_MATRIX_COLOR_TABLE);
gpu_get_print("GL_POST_COLOR_MATRIX_RED_BIAS", GL_POST_COLOR_MATRIX_RED_BIAS);
gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_BIAS", GL_POST_COLOR_MATRIX_GREEN_BIAS);
gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_BIAS", GL_POST_COLOR_MATRIX_BLUE_BIAS);
gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_BIAS", GL_POST_COLOR_MATRIX_ALPHA_BIAS);
gpu_get_print("GL_POST_COLOR_MATRIX_RED_SCALE", GL_POST_COLOR_MATRIX_RED_SCALE);
gpu_get_print("GL_POST_COLOR_MATRIX_GREEN_SCALE", GL_POST_COLOR_MATRIX_GREEN_SCALE);
gpu_get_print("GL_POST_COLOR_MATRIX_BLUE_SCALE", GL_POST_COLOR_MATRIX_BLUE_SCALE);
gpu_get_print("GL_POST_COLOR_MATRIX_ALPHA_SCALE", GL_POST_COLOR_MATRIX_ALPHA_SCALE);
gpu_get_print("GL_POST_CONVOLUTION_COLOR_TABLE", GL_POST_CONVOLUTION_COLOR_TABLE);
gpu_get_print("GL_POST_CONVOLUTION_RED_BIAS", GL_POST_CONVOLUTION_RED_BIAS);
gpu_get_print("GL_POST_CONVOLUTION_GREEN_BIAS", GL_POST_CONVOLUTION_GREEN_BIAS);
gpu_get_print("GL_POST_CONVOLUTION_BLUE_BIAS", GL_POST_CONVOLUTION_BLUE_BIAS);
gpu_get_print("GL_POST_CONVOLUTION_ALPHA_BIAS", GL_POST_CONVOLUTION_ALPHA_BIAS);
gpu_get_print("GL_POST_CONVOLUTION_RED_SCALE", GL_POST_CONVOLUTION_RED_SCALE);
gpu_get_print("GL_POST_CONVOLUTION_GREEN_SCALE", GL_POST_CONVOLUTION_GREEN_SCALE);
gpu_get_print("GL_POST_CONVOLUTION_BLUE_SCALE", GL_POST_CONVOLUTION_BLUE_SCALE);
gpu_get_print("GL_POST_CONVOLUTION_ALPHA_SCALE", GL_POST_CONVOLUTION_ALPHA_SCALE);
gpu_get_print("GL_PROJECTION_MATRIX", GL_PROJECTION_MATRIX);
gpu_get_print("GL_PROJECTION_STACK_DEPTH", GL_PROJECTION_STACK_DEPTH);
gpu_get_print("GL_READ_BUFFER", GL_READ_BUFFER);
gpu_get_print("GL_RED_BIAS", GL_RED_BIAS);
gpu_get_print("GL_RED_BITS", GL_RED_BITS);
gpu_get_print("GL_RED_SCALE", GL_RED_SCALE);
gpu_get_print("GL_RENDER_MODE", GL_RENDER_MODE);
gpu_get_print("GL_RESCALE_NORMAL", GL_RESCALE_NORMAL);
gpu_get_print("GL_RGBA_MODE", GL_RGBA_MODE);
gpu_get_print("GL_SAMPLE_BUFFERS", GL_SAMPLE_BUFFERS);
gpu_get_print("GL_SAMPLE_COVERAGE_VALUE", GL_SAMPLE_COVERAGE_VALUE);
gpu_get_print("GL_SAMPLE_COVERAGE_INVERT", GL_SAMPLE_COVERAGE_INVERT);
gpu_get_print("GL_SAMPLES", GL_SAMPLES);
gpu_get_print("GL_SCISSOR_BOX", GL_SCISSOR_BOX);
gpu_get_print("GL_SCISSOR_TEST", GL_SCISSOR_TEST);
gpu_get_print("GL_SECONDARY_COLOR_ARRAY", GL_SECONDARY_COLOR_ARRAY);
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING", GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_SIZE", GL_SECONDARY_COLOR_ARRAY_SIZE);
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_STRIDE", GL_SECONDARY_COLOR_ARRAY_STRIDE);
gpu_get_print("GL_SECONDARY_COLOR_ARRAY_TYPE", GL_SECONDARY_COLOR_ARRAY_TYPE);
gpu_get_print("GL_SELECTION_BUFFER_SIZE", GL_SELECTION_BUFFER_SIZE);
gpu_get_print("GL_SEPARABLE_2D", GL_SEPARABLE_2D);
gpu_get_print("GL_SHADE_MODEL", GL_SHADE_MODEL);
gpu_get_print("GL_SMOOTH_LINE_WIDTH_RANGE", GL_SMOOTH_LINE_WIDTH_RANGE);
gpu_get_print("GL_SMOOTH_LINE_WIDTH_GRANULARITY", GL_SMOOTH_LINE_WIDTH_GRANULARITY);
gpu_get_print("GL_SMOOTH_POINT_SIZE_RANGE", GL_SMOOTH_POINT_SIZE_RANGE);
gpu_get_print("GL_SMOOTH_POINT_SIZE_GRANULARITY", GL_SMOOTH_POINT_SIZE_GRANULARITY);
gpu_get_print("GL_STENCIL_BACK_FAIL", GL_STENCIL_BACK_FAIL);
gpu_get_print("GL_STENCIL_BACK_FUNC", GL_STENCIL_BACK_FUNC);
gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_FAIL", GL_STENCIL_BACK_PASS_DEPTH_FAIL);
gpu_get_print("GL_STENCIL_BACK_PASS_DEPTH_PASS", GL_STENCIL_BACK_PASS_DEPTH_PASS);
gpu_get_print("GL_STENCIL_BACK_REF", GL_STENCIL_BACK_REF);
gpu_get_print("GL_STENCIL_BACK_VALUE_MASK", GL_STENCIL_BACK_VALUE_MASK);
gpu_get_print("GL_STENCIL_BACK_WRITEMASK", GL_STENCIL_BACK_WRITEMASK);
gpu_get_print("GL_STENCIL_BITS", GL_STENCIL_BITS);
gpu_get_print("GL_STENCIL_CLEAR_VALUE", GL_STENCIL_CLEAR_VALUE);
gpu_get_print("GL_STENCIL_FAIL", GL_STENCIL_FAIL);
gpu_get_print("GL_STENCIL_FUNC", GL_STENCIL_FUNC);
gpu_get_print("GL_STENCIL_PASS_DEPTH_FAIL", GL_STENCIL_PASS_DEPTH_FAIL);
gpu_get_print("GL_STENCIL_PASS_DEPTH_PASS", GL_STENCIL_PASS_DEPTH_PASS);
gpu_get_print("GL_STENCIL_REF", GL_STENCIL_REF);
gpu_get_print("GL_STENCIL_TEST", GL_STENCIL_TEST);
gpu_get_print("GL_STENCIL_VALUE_MASK", GL_STENCIL_VALUE_MASK);
gpu_get_print("GL_STENCIL_WRITEMASK", GL_STENCIL_WRITEMASK);
gpu_get_print("GL_STEREO", GL_STEREO);
gpu_get_print("GL_SUBPIXEL_BITS", GL_SUBPIXEL_BITS);
gpu_get_print("GL_TEXTURE_1D", GL_TEXTURE_1D);
gpu_get_print("GL_TEXTURE_BINDING_1D", GL_TEXTURE_BINDING_1D);
gpu_get_print("GL_TEXTURE_2D", GL_TEXTURE_2D);
gpu_get_print("GL_TEXTURE_BINDING_2D", GL_TEXTURE_BINDING_2D);
gpu_get_print("GL_TEXTURE_3D", GL_TEXTURE_3D);
gpu_get_print("GL_TEXTURE_BINDING_3D", GL_TEXTURE_BINDING_3D);
gpu_get_print("GL_TEXTURE_BINDING_CUBE_MAP", GL_TEXTURE_BINDING_CUBE_MAP);
gpu_get_print("GL_TEXTURE_COMPRESSION_HINT", GL_TEXTURE_COMPRESSION_HINT);
gpu_get_print("GL_TEXTURE_COORD_ARRAY", GL_TEXTURE_COORD_ARRAY);
gpu_get_print("GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING", GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_TEXTURE_COORD_ARRAY_SIZE", GL_TEXTURE_COORD_ARRAY_SIZE);
gpu_get_print("GL_TEXTURE_COORD_ARRAY_STRIDE", GL_TEXTURE_COORD_ARRAY_STRIDE);
gpu_get_print("GL_TEXTURE_COORD_ARRAY_TYPE", GL_TEXTURE_COORD_ARRAY_TYPE);
gpu_get_print("GL_TEXTURE_CUBE_MAP", GL_TEXTURE_CUBE_MAP);
gpu_get_print("GL_TEXTURE_GEN_Q", GL_TEXTURE_GEN_Q);
gpu_get_print("GL_TEXTURE_GEN_R", GL_TEXTURE_GEN_R);
gpu_get_print("GL_TEXTURE_GEN_S", GL_TEXTURE_GEN_S);
gpu_get_print("GL_TEXTURE_GEN_T", GL_TEXTURE_GEN_T);
gpu_get_print("GL_TEXTURE_MATRIX", GL_TEXTURE_MATRIX);
gpu_get_print("GL_TEXTURE_STACK_DEPTH", GL_TEXTURE_STACK_DEPTH);
gpu_get_print("GL_TRANSPOSE_COLOR_MATRIX", GL_TRANSPOSE_COLOR_MATRIX);
gpu_get_print("GL_TRANSPOSE_MODELVIEW_MATRIX", GL_TRANSPOSE_MODELVIEW_MATRIX);
gpu_get_print("GL_TRANSPOSE_PROJECTION_MATRIX", GL_TRANSPOSE_PROJECTION_MATRIX);
gpu_get_print("GL_TRANSPOSE_TEXTURE_MATRIX", GL_TRANSPOSE_TEXTURE_MATRIX);
gpu_get_print("GL_UNPACK_ALIGNMENT", GL_UNPACK_ALIGNMENT);
gpu_get_print("GL_UNPACK_IMAGE_HEIGHT", GL_UNPACK_IMAGE_HEIGHT);
gpu_get_print("GL_UNPACK_LSB_FIRST", GL_UNPACK_LSB_FIRST);
gpu_get_print("GL_UNPACK_ROW_LENGTH", GL_UNPACK_ROW_LENGTH);
gpu_get_print("GL_UNPACK_SKIP_IMAGES", GL_UNPACK_SKIP_IMAGES);
gpu_get_print("GL_UNPACK_SKIP_PIXELS", GL_UNPACK_SKIP_PIXELS);
gpu_get_print("GL_UNPACK_SKIP_ROWS", GL_UNPACK_SKIP_ROWS);
gpu_get_print("GL_UNPACK_SWAP_BYTES", GL_UNPACK_SWAP_BYTES);
gpu_get_print("GL_VERTEX_ARRAY", GL_VERTEX_ARRAY);
gpu_get_print("GL_VERTEX_ARRAY_BUFFER_BINDING", GL_VERTEX_ARRAY_BUFFER_BINDING);
gpu_get_print("GL_VERTEX_ARRAY_SIZE", GL_VERTEX_ARRAY_SIZE);
gpu_get_print("GL_VERTEX_ARRAY_STRIDE", GL_VERTEX_ARRAY_STRIDE);
gpu_get_print("GL_VERTEX_ARRAY_TYPE", GL_VERTEX_ARRAY_TYPE);
gpu_get_print("GL_VERTEX_PROGRAM_POINT_SIZE", GL_VERTEX_PROGRAM_POINT_SIZE);
gpu_get_print("GL_VERTEX_PROGRAM_TWO_SIDE", GL_VERTEX_PROGRAM_TWO_SIDE);
gpu_get_print("GL_VIEWPORT", GL_VIEWPORT);
gpu_get_print("GL_ZOOM_X", GL_ZOOM_X);
gpu_get_print("GL_ZOOM_Y", GL_ZOOM_Y);
}