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blender-archive/source/blender/gpu/intern/gpu_debug.c
Campbell Barton 81e584ed17 CMake: Use GCC7's -Wimplicit-fallthrough=5
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
2017-05-20 14:01:03 +10:00

811 lines
26 KiB
C

/*
* ***** 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, Jason Wilkins.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file source/blender/gpu/intern/gpu_debug.c
* \ingroup gpu
*/
#include "BLI_compiler_attrs.h"
#include "BLI_utildefines.h"
#include "BLI_sys_types.h"
#include "BLI_system.h"
#include "BKE_global.h"
#include "GPU_glew.h"
#include "GPU_debug.h"
#include "intern/gpu_private.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define CASE_CODE_RETURN_STR(code) case code: return #code;
static const char *gpu_gl_error_symbol(GLenum err)
{
switch (err) {
CASE_CODE_RETURN_STR(GL_NO_ERROR)
CASE_CODE_RETURN_STR(GL_INVALID_ENUM)
CASE_CODE_RETURN_STR(GL_INVALID_VALUE)
CASE_CODE_RETURN_STR(GL_INVALID_OPERATION)
CASE_CODE_RETURN_STR(GL_STACK_OVERFLOW)
CASE_CODE_RETURN_STR(GL_STACK_UNDERFLOW)
CASE_CODE_RETURN_STR(GL_OUT_OF_MEMORY)
#if GL_ARB_imaging
CASE_CODE_RETURN_STR(GL_TABLE_TOO_LARGE)
#endif
#if defined(WITH_GLU)
CASE_CODE_RETURN_STR(GLU_INVALID_ENUM)
CASE_CODE_RETURN_STR(GLU_INVALID_VALUE)
CASE_CODE_RETURN_STR(GLU_OUT_OF_MEMORY)
#endif
default:
return "<unknown error>";
}
}
#undef CASE_CODE_RETURN_STR
static bool gpu_report_gl_errors(const char *file, int line, const char *str)
{
GLenum gl_error = glGetError();
if (gl_error == GL_NO_ERROR) {
return true;
}
else {
/* glGetError should have cleared the error flag, so if we get the
* same flag twice that means glGetError itself probably triggered
* the error. This happens on Windows if the GL context is invalid.
*/
{
GLenum new_error = glGetError();
if (gl_error == new_error) {
fprintf(stderr, "GL: Possible context invalidation issue\n");
return false;
}
}
fprintf(stderr,
"%s:%d: ``%s'' -> GL Error (0x%04X - %s): %s\n",
file, line, str, gl_error,
gpu_gl_error_symbol(gl_error),
gpuErrorString(gl_error));
return false;
}
}
const char *gpuErrorString(GLenum err)
{
switch (err) {
case GL_NO_ERROR:
return "No Error";
case GL_INVALID_ENUM:
return "Invalid Enumeration";
case GL_INVALID_VALUE:
return "Invalid Value";
case GL_INVALID_OPERATION:
return "Invalid Operation";
case GL_STACK_OVERFLOW:
return "Stack Overflow";
case GL_STACK_UNDERFLOW:
return "Stack Underflow";
case GL_OUT_OF_MEMORY:
return "Out of Memory";
#if GL_ARB_imaging
case GL_TABLE_TOO_LARGE:
return "Table Too Large";
#endif
#if defined(WITH_GLU)
case GLU_INVALID_ENUM:
return "Invalid Enum (GLU)";
case GLU_INVALID_VALUE:
return "Invalid Value (GLU)";
case GLU_OUT_OF_MEMORY:
return "Out of Memory (GLU)";
#endif
default:
return "<unknown error>";
}
}
/* Debug callbacks need the same calling convention as OpenGL functions.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define APIENTRY __stdcall
#else
# define APIENTRY
#endif
static const char *source_name(GLenum source)
{
switch (source) {
case GL_DEBUG_SOURCE_API: return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "window system";
case GL_DEBUG_SOURCE_SHADER_COMPILER: return "shader compiler";
case GL_DEBUG_SOURCE_THIRD_PARTY: return "3rd party";
case GL_DEBUG_SOURCE_APPLICATION: return "application";
case GL_DEBUG_SOURCE_OTHER: return "other";
default: return "???";
}
}
static const char *message_type_name(GLenum message)
{
switch (message) {
case GL_DEBUG_TYPE_ERROR: return "error";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "deprecated behavior";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "undefined behavior";
case GL_DEBUG_TYPE_PORTABILITY: return "portability";
case GL_DEBUG_TYPE_PERFORMANCE: return "performance";
case GL_DEBUG_TYPE_OTHER: return "other";
case GL_DEBUG_TYPE_MARKER: return "marker"; /* KHR has this, ARB does not */
default: return "???";
}
}
static const char *category_name_amd(GLenum category)
{
switch (category) {
case GL_DEBUG_CATEGORY_API_ERROR_AMD: return "API error";
case GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: return "window system";
case GL_DEBUG_CATEGORY_DEPRECATION_AMD: return "deprecated behavior";
case GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: return "undefined behavior";
case GL_DEBUG_CATEGORY_PERFORMANCE_AMD: return "performance";
case GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: return "shader compiler";
case GL_DEBUG_CATEGORY_APPLICATION_AMD: return "application";
case GL_DEBUG_CATEGORY_OTHER_AMD: return "other";
default: return "???";
}
}
static void APIENTRY gpu_debug_proc(
GLenum source, GLenum type, GLuint UNUSED(id),
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, const GLvoid *UNUSED(userParm))
{
if (type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR) {
/* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
return;
}
bool backtrace = false;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
backtrace = true;
ATTR_FALLTHROUGH;
case GL_DEBUG_SEVERITY_MEDIUM:
case GL_DEBUG_SEVERITY_LOW:
case GL_DEBUG_SEVERITY_NOTIFICATION: /* KHR has this, ARB does not */
fprintf(stderr, "GL %s %s: %s\n", source_name(source), message_type_name(type), message);
}
if (backtrace) {
BLI_system_backtrace(stderr);
fflush(stderr);
}
}
#ifndef GLEW_ES_ONLY
static void APIENTRY gpu_debug_proc_amd(
GLuint UNUSED(id), GLenum category,
GLenum severity, GLsizei UNUSED(length),
const GLchar *message, GLvoid *UNUSED(userParm))
{
if (category == GL_DEBUG_CATEGORY_DEPRECATION_AMD) {
/* Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated */
return;
}
bool backtrace = false;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
backtrace = true;
ATTR_FALLTHROUGH;
case GL_DEBUG_SEVERITY_MEDIUM:
case GL_DEBUG_SEVERITY_LOW:
fprintf(stderr, "GL %s: %s\n", category_name_amd(category), message);
}
if (backtrace) {
BLI_system_backtrace(stderr);
fflush(stderr);
}
}
#endif
#undef APIENTRY
void gpu_debug_init(void)
{
const char success[] = "Successfully hooked OpenGL debug callback.";
#if !defined(WITH_GLEW_ES) && !defined(GLEW_ES_ONLY)
if (GLEW_VERSION_4_3) {
fprintf(stderr, "Using OpenGL 4.3 debug facilities\n");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
return;
}
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
fprintf(stderr, "Using KHR_debug extension\n");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback((GLDEBUGPROC)gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
fprintf(stderr, "Using ARB_debug_output extension\n");
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallbackARB((GLDEBUGPROCARB)gpu_debug_proc, mxGetCurrentContext());
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
return;
}
if (GLEW_AMD_debug_output) {
fprintf(stderr, "Using AMD_debug_output extension\n");
glDebugMessageCallbackAMD(gpu_debug_proc_amd, mxGetCurrentContext());
glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0, NULL, GL_TRUE);
GPU_string_marker(success);
return;
}
#endif
fprintf(stderr, "Failed to hook OpenGL debug callback.\n");
return;
}
void gpu_debug_exit(void)
{
#ifndef WITH_GLEW_ES
#ifndef GLEW_ES_ONLY
if (GLEW_VERSION_4_3) {
glDebugMessageCallback(NULL, NULL);
return;
}
#endif
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
glDebugMessageCallback(NULL, NULL);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
glDebugMessageCallbackARB(NULL, NULL);
return;
}
if (GLEW_AMD_debug_output) {
glDebugMessageCallbackAMD(NULL, NULL);
return;
}
#endif
return;
}
void GPU_string_marker(const char *buf)
{
#ifndef WITH_GLEW_ES
#ifndef GLEW_ES_ONLY
if (GLEW_VERSION_4_3) {
glDebugMessageInsert(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
return;
}
#endif
#endif
if (GLEW_KHR_debug) {
#ifndef GLEW_ES_ONLY
glDebugMessageInsert(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 0,
GL_DEBUG_SEVERITY_NOTIFICATION, -1, buf);
#endif
return;
}
#ifndef GLEW_ES_ONLY
if (GLEW_ARB_debug_output) {
glDebugMessageInsertARB(
GL_DEBUG_SOURCE_APPLICATION_ARB, GL_DEBUG_TYPE_OTHER_ARB, 0,
GL_DEBUG_SEVERITY_LOW_ARB, -1, buf);
return;
}
if (GLEW_AMD_debug_output) {
glDebugMessageInsertAMD(
GL_DEBUG_CATEGORY_APPLICATION_AMD, GL_DEBUG_SEVERITY_LOW_AMD, 0,
0, buf);
return;
}
if (GLEW_GREMEDY_string_marker) {
glStringMarkerGREMEDY(0, buf);
return;
}
#endif
}
void GPU_print_error_debug(const char *str)
{
if (G.debug & G_DEBUG)
fprintf(stderr, "GPU: %s\n", str);
}
void GPU_assert_no_gl_errors(const char *file, int line, const char *str)
{
if (G.debug) {
GLboolean gl_ok = gpu_report_gl_errors(file, line, str);
BLI_assert(gl_ok);
(void) gl_ok;
}
}
static void gpu_state_print_fl_ex(const char *name, GLenum type)
{
const unsigned char err_mark[4] = {0xff, 0xff, 0xff, 0xff};
float value[32];
int a;
memset(value, 0xff, sizeof(value));
glGetFloatv(type, value);
if (glGetError() == GL_NO_ERROR) {
printf("%s: ", name);
for (a = 0; a < 32; a++) {
if (memcmp(&value[a], err_mark, sizeof(value[a])) == 0) {
break;
}
printf("%.2f ", value[a]);
}
printf("\n");
}
}
#define gpu_state_print_fl(val) gpu_state_print_fl_ex(#val, val)
void GPU_state_print(void)
{
GPU_ASSERT_NO_GL_ERRORS("GPU_state_print"); /* clear any errors */
gpu_state_print_fl(GL_ACCUM_ALPHA_BITS);
gpu_state_print_fl(GL_ACCUM_BLUE_BITS);
gpu_state_print_fl(GL_ACCUM_CLEAR_VALUE);
gpu_state_print_fl(GL_ACCUM_GREEN_BITS);
gpu_state_print_fl(GL_ACCUM_RED_BITS);
gpu_state_print_fl(GL_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_ALIASED_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_ALIASED_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_ALPHA_BIAS);
gpu_state_print_fl(GL_ALPHA_BITS);
gpu_state_print_fl(GL_ALPHA_SCALE);
gpu_state_print_fl(GL_ALPHA_TEST);
gpu_state_print_fl(GL_ALPHA_TEST_FUNC);
gpu_state_print_fl(GL_ALPHA_TEST_REF);
gpu_state_print_fl(GL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_AUTO_NORMAL);
gpu_state_print_fl(GL_AUX_BUFFERS);
gpu_state_print_fl(GL_BLEND);
gpu_state_print_fl(GL_BLEND_COLOR);
gpu_state_print_fl(GL_BLEND_DST_ALPHA);
gpu_state_print_fl(GL_BLEND_DST_RGB);
gpu_state_print_fl(GL_BLEND_EQUATION_ALPHA);
gpu_state_print_fl(GL_BLEND_EQUATION_RGB);
gpu_state_print_fl(GL_BLEND_SRC_ALPHA);
gpu_state_print_fl(GL_BLEND_SRC_RGB);
gpu_state_print_fl(GL_BLUE_BIAS);
gpu_state_print_fl(GL_BLUE_BITS);
gpu_state_print_fl(GL_BLUE_SCALE);
gpu_state_print_fl(GL_CLIENT_ACTIVE_TEXTURE);
gpu_state_print_fl(GL_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_CLIP_PLANE0);
gpu_state_print_fl(GL_COLOR_ARRAY);
gpu_state_print_fl(GL_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_COLOR_CLEAR_VALUE);
gpu_state_print_fl(GL_COLOR_LOGIC_OP);
gpu_state_print_fl(GL_COLOR_MATERIAL);
gpu_state_print_fl(GL_COLOR_MATERIAL_FACE);
gpu_state_print_fl(GL_COLOR_MATERIAL_PARAMETER);
gpu_state_print_fl(GL_COLOR_MATRIX);
gpu_state_print_fl(GL_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_COLOR_SUM);
gpu_state_print_fl(GL_COLOR_TABLE);
gpu_state_print_fl(GL_COLOR_WRITEMASK);
gpu_state_print_fl(GL_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_CONVOLUTION_1D);
gpu_state_print_fl(GL_CONVOLUTION_2D);
gpu_state_print_fl(GL_CULL_FACE);
gpu_state_print_fl(GL_CULL_FACE_MODE);
gpu_state_print_fl(GL_CURRENT_COLOR);
gpu_state_print_fl(GL_CURRENT_FOG_COORD);
gpu_state_print_fl(GL_CURRENT_INDEX);
gpu_state_print_fl(GL_CURRENT_NORMAL);
gpu_state_print_fl(GL_CURRENT_PROGRAM);
gpu_state_print_fl(GL_CURRENT_RASTER_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_DISTANCE);
gpu_state_print_fl(GL_CURRENT_RASTER_INDEX);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION);
gpu_state_print_fl(GL_CURRENT_RASTER_POSITION_VALID);
gpu_state_print_fl(GL_CURRENT_RASTER_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_RASTER_TEXTURE_COORDS);
gpu_state_print_fl(GL_CURRENT_SECONDARY_COLOR);
gpu_state_print_fl(GL_CURRENT_TEXTURE_COORDS);
gpu_state_print_fl(GL_DEPTH_BIAS);
gpu_state_print_fl(GL_DEPTH_BITS);
gpu_state_print_fl(GL_DEPTH_CLEAR_VALUE);
gpu_state_print_fl(GL_DEPTH_FUNC);
gpu_state_print_fl(GL_DEPTH_RANGE);
gpu_state_print_fl(GL_DEPTH_SCALE);
gpu_state_print_fl(GL_DEPTH_TEST);
gpu_state_print_fl(GL_DEPTH_WRITEMASK);
gpu_state_print_fl(GL_DITHER);
gpu_state_print_fl(GL_DOUBLEBUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER);
gpu_state_print_fl(GL_DRAW_BUFFER0);
gpu_state_print_fl(GL_EDGE_FLAG);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_EDGE_FLAG_ARRAY_STRIDE);
gpu_state_print_fl(GL_ELEMENT_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_SIZE);
gpu_state_print_fl(GL_FEEDBACK_BUFFER_TYPE);
gpu_state_print_fl(GL_FOG);
gpu_state_print_fl(GL_FOG_COLOR);
gpu_state_print_fl(GL_FOG_COORD_ARRAY);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_FOG_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_FOG_COORD_SRC);
gpu_state_print_fl(GL_FOG_DENSITY);
gpu_state_print_fl(GL_FOG_END);
gpu_state_print_fl(GL_FOG_HINT);
gpu_state_print_fl(GL_FOG_INDEX);
gpu_state_print_fl(GL_FOG_MODE);
gpu_state_print_fl(GL_FOG_START);
gpu_state_print_fl(GL_FRAGMENT_PROGRAM_ARB); /* TODO: remove ARB program support */
gpu_state_print_fl(GL_FRAGMENT_SHADER_DERIVATIVE_HINT);
gpu_state_print_fl(GL_FRONT_FACE);
gpu_state_print_fl(GL_GENERATE_MIPMAP_HINT);
gpu_state_print_fl(GL_GREEN_BIAS);
gpu_state_print_fl(GL_GREEN_BITS);
gpu_state_print_fl(GL_GREEN_SCALE);
gpu_state_print_fl(GL_HISTOGRAM);
gpu_state_print_fl(GL_INDEX_ARRAY);
gpu_state_print_fl(GL_INDEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_INDEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_INDEX_ARRAY_TYPE);
gpu_state_print_fl(GL_INDEX_BITS);
gpu_state_print_fl(GL_INDEX_CLEAR_VALUE);
gpu_state_print_fl(GL_INDEX_LOGIC_OP);
gpu_state_print_fl(GL_INDEX_MODE);
gpu_state_print_fl(GL_INDEX_OFFSET);
gpu_state_print_fl(GL_INDEX_SHIFT);
gpu_state_print_fl(GL_INDEX_WRITEMASK);
gpu_state_print_fl(GL_LIGHT0);
gpu_state_print_fl(GL_LIGHT1);
gpu_state_print_fl(GL_LIGHT2);
gpu_state_print_fl(GL_LIGHT3);
gpu_state_print_fl(GL_LIGHT4);
gpu_state_print_fl(GL_LIGHT5);
gpu_state_print_fl(GL_LIGHT6);
gpu_state_print_fl(GL_LIGHT7);
gpu_state_print_fl(GL_LIGHTING);
gpu_state_print_fl(GL_LIGHT_MODEL_AMBIENT);
gpu_state_print_fl(GL_LIGHT_MODEL_COLOR_CONTROL);
gpu_state_print_fl(GL_LIGHT_MODEL_LOCAL_VIEWER);
gpu_state_print_fl(GL_LIGHT_MODEL_TWO_SIDE);
gpu_state_print_fl(GL_LINE_SMOOTH);
gpu_state_print_fl(GL_LINE_SMOOTH_HINT);
gpu_state_print_fl(GL_LINE_STIPPLE);
gpu_state_print_fl(GL_LINE_STIPPLE_PATTERN);
gpu_state_print_fl(GL_LINE_STIPPLE_REPEAT);
gpu_state_print_fl(GL_LINE_WIDTH);
gpu_state_print_fl(GL_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_LIST_BASE);
gpu_state_print_fl(GL_LIST_INDEX);
gpu_state_print_fl(GL_LIST_MODE);
gpu_state_print_fl(GL_LOGIC_OP);
gpu_state_print_fl(GL_LOGIC_OP_MODE);
gpu_state_print_fl(GL_MAP1_COLOR_4);
gpu_state_print_fl(GL_MAP1_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP1_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP1_INDEX);
gpu_state_print_fl(GL_MAP1_NORMAL);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP1_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP1_VERTEX_3);
gpu_state_print_fl(GL_MAP1_VERTEX_4);
gpu_state_print_fl(GL_MAP2_COLOR_4);
gpu_state_print_fl(GL_MAP2_GRID_DOMAIN);
gpu_state_print_fl(GL_MAP2_GRID_SEGMENTS);
gpu_state_print_fl(GL_MAP2_INDEX);
gpu_state_print_fl(GL_MAP2_NORMAL);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_1);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_2);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_3);
gpu_state_print_fl(GL_MAP2_TEXTURE_COORD_4);
gpu_state_print_fl(GL_MAP2_VERTEX_3);
gpu_state_print_fl(GL_MAP2_VERTEX_4);
gpu_state_print_fl(GL_MAP_COLOR);
gpu_state_print_fl(GL_MAP_STENCIL);
gpu_state_print_fl(GL_MATRIX_MODE);
gpu_state_print_fl(GL_MAX_3D_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_CLIP_PLANES);
gpu_state_print_fl(GL_MAX_COLOR_MATRIX_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_CUBE_MAP_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_DRAW_BUFFERS);
gpu_state_print_fl(GL_MAX_ELEMENTS_INDICES);
gpu_state_print_fl(GL_MAX_ELEMENTS_VERTICES);
gpu_state_print_fl(GL_MAX_EVAL_ORDER);
gpu_state_print_fl(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_LIGHTS);
gpu_state_print_fl(GL_MAX_LIST_NESTING);
gpu_state_print_fl(GL_MAX_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_PIXEL_MAP_TABLE);
gpu_state_print_fl(GL_MAX_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_COORDS);
gpu_state_print_fl(GL_MAX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_TEXTURE_LOD_BIAS);
gpu_state_print_fl(GL_MAX_TEXTURE_SIZE);
gpu_state_print_fl(GL_MAX_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_MAX_TEXTURE_UNITS);
gpu_state_print_fl(GL_MAX_VARYING_FLOATS);
gpu_state_print_fl(GL_MAX_VERTEX_ATTRIBS);
gpu_state_print_fl(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
gpu_state_print_fl(GL_MAX_VERTEX_UNIFORM_COMPONENTS);
gpu_state_print_fl(GL_MAX_VIEWPORT_DIMS);
gpu_state_print_fl(GL_MINMAX);
gpu_state_print_fl(GL_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_MODELVIEW_STACK_DEPTH);
gpu_state_print_fl(GL_MULTISAMPLE);
gpu_state_print_fl(GL_NAME_STACK_DEPTH);
gpu_state_print_fl(GL_NORMALIZE);
gpu_state_print_fl(GL_NORMAL_ARRAY);
gpu_state_print_fl(GL_NORMAL_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_NORMAL_ARRAY_STRIDE);
gpu_state_print_fl(GL_NORMAL_ARRAY_TYPE);
gpu_state_print_fl(GL_NUM_COMPRESSED_TEXTURE_FORMATS);
gpu_state_print_fl(GL_PACK_ALIGNMENT);
gpu_state_print_fl(GL_PACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_PACK_LSB_FIRST);
gpu_state_print_fl(GL_PACK_ROW_LENGTH);
gpu_state_print_fl(GL_PACK_SKIP_IMAGES);
gpu_state_print_fl(GL_PACK_SKIP_PIXELS);
gpu_state_print_fl(GL_PACK_SKIP_ROWS);
gpu_state_print_fl(GL_PACK_SWAP_BYTES);
gpu_state_print_fl(GL_PERSPECTIVE_CORRECTION_HINT);
gpu_state_print_fl(GL_PIXEL_MAP_A_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_B_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_G_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_A_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_B_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_G_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_I_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_I_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_R_TO_R_SIZE);
gpu_state_print_fl(GL_PIXEL_MAP_S_TO_S_SIZE);
gpu_state_print_fl(GL_PIXEL_PACK_BUFFER_BINDING);
gpu_state_print_fl(GL_PIXEL_UNPACK_BUFFER_BINDING);
gpu_state_print_fl(GL_POINT_DISTANCE_ATTENUATION);
gpu_state_print_fl(GL_POINT_FADE_THRESHOLD_SIZE);
gpu_state_print_fl(GL_POINT_SIZE);
gpu_state_print_fl(GL_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_POINT_SIZE_MAX);
gpu_state_print_fl(GL_POINT_SIZE_MIN);
gpu_state_print_fl(GL_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_POINT_SMOOTH);
gpu_state_print_fl(GL_POINT_SMOOTH_HINT);
gpu_state_print_fl(GL_POINT_SPRITE);
gpu_state_print_fl(GL_POLYGON_MODE);
gpu_state_print_fl(GL_POLYGON_OFFSET_FACTOR);
gpu_state_print_fl(GL_POLYGON_OFFSET_FILL);
gpu_state_print_fl(GL_POLYGON_OFFSET_LINE);
gpu_state_print_fl(GL_POLYGON_OFFSET_POINT);
gpu_state_print_fl(GL_POLYGON_OFFSET_UNITS);
gpu_state_print_fl(GL_POLYGON_SMOOTH);
gpu_state_print_fl(GL_POLYGON_SMOOTH_HINT);
gpu_state_print_fl(GL_POLYGON_STIPPLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_BLUE_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_COLOR_TABLE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_GREEN_SCALE);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_BIAS);
gpu_state_print_fl(GL_POST_COLOR_MATRIX_RED_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_ALPHA_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_BLUE_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_COLOR_TABLE);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_GREEN_SCALE);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_BIAS);
gpu_state_print_fl(GL_POST_CONVOLUTION_RED_SCALE);
gpu_state_print_fl(GL_PROJECTION_MATRIX);
gpu_state_print_fl(GL_PROJECTION_STACK_DEPTH);
gpu_state_print_fl(GL_READ_BUFFER);
gpu_state_print_fl(GL_RED_BIAS);
gpu_state_print_fl(GL_RED_BITS);
gpu_state_print_fl(GL_RED_SCALE);
gpu_state_print_fl(GL_RENDER_MODE);
gpu_state_print_fl(GL_RESCALE_NORMAL);
gpu_state_print_fl(GL_RGBA_MODE);
gpu_state_print_fl(GL_SAMPLES);
gpu_state_print_fl(GL_SAMPLE_BUFFERS);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_INVERT);
gpu_state_print_fl(GL_SAMPLE_COVERAGE_VALUE);
gpu_state_print_fl(GL_SCISSOR_BOX);
gpu_state_print_fl(GL_SCISSOR_TEST);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_SIZE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_STRIDE);
gpu_state_print_fl(GL_SECONDARY_COLOR_ARRAY_TYPE);
gpu_state_print_fl(GL_SELECTION_BUFFER_SIZE);
gpu_state_print_fl(GL_SEPARABLE_2D);
gpu_state_print_fl(GL_SHADE_MODEL);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_LINE_WIDTH_RANGE);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_GRANULARITY);
gpu_state_print_fl(GL_SMOOTH_POINT_SIZE_RANGE);
gpu_state_print_fl(GL_STENCIL_BACK_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_FUNC);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_BACK_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_BACK_REF);
gpu_state_print_fl(GL_STENCIL_BACK_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_BACK_WRITEMASK);
gpu_state_print_fl(GL_STENCIL_BITS);
gpu_state_print_fl(GL_STENCIL_CLEAR_VALUE);
gpu_state_print_fl(GL_STENCIL_FAIL);
gpu_state_print_fl(GL_STENCIL_FUNC);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_FAIL);
gpu_state_print_fl(GL_STENCIL_PASS_DEPTH_PASS);
gpu_state_print_fl(GL_STENCIL_REF);
gpu_state_print_fl(GL_STENCIL_TEST);
gpu_state_print_fl(GL_STENCIL_VALUE_MASK);
gpu_state_print_fl(GL_STENCIL_WRITEMASK);
gpu_state_print_fl(GL_STEREO);
gpu_state_print_fl(GL_SUBPIXEL_BITS);
gpu_state_print_fl(GL_TEXTURE_1D);
gpu_state_print_fl(GL_TEXTURE_2D);
gpu_state_print_fl(GL_TEXTURE_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_1D);
gpu_state_print_fl(GL_TEXTURE_BINDING_2D);
gpu_state_print_fl(GL_TEXTURE_BINDING_3D);
gpu_state_print_fl(GL_TEXTURE_BINDING_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_COMPRESSION_HINT);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_SIZE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_STRIDE);
gpu_state_print_fl(GL_TEXTURE_COORD_ARRAY_TYPE);
gpu_state_print_fl(GL_TEXTURE_CUBE_MAP);
gpu_state_print_fl(GL_TEXTURE_GEN_Q);
gpu_state_print_fl(GL_TEXTURE_GEN_R);
gpu_state_print_fl(GL_TEXTURE_GEN_S);
gpu_state_print_fl(GL_TEXTURE_GEN_T);
gpu_state_print_fl(GL_TEXTURE_MATRIX);
gpu_state_print_fl(GL_TEXTURE_STACK_DEPTH);
gpu_state_print_fl(GL_TRANSPOSE_COLOR_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_MODELVIEW_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_PROJECTION_MATRIX);
gpu_state_print_fl(GL_TRANSPOSE_TEXTURE_MATRIX);
gpu_state_print_fl(GL_UNPACK_ALIGNMENT);
gpu_state_print_fl(GL_UNPACK_IMAGE_HEIGHT);
gpu_state_print_fl(GL_UNPACK_LSB_FIRST);
gpu_state_print_fl(GL_UNPACK_ROW_LENGTH);
gpu_state_print_fl(GL_UNPACK_SKIP_IMAGES);
gpu_state_print_fl(GL_UNPACK_SKIP_PIXELS);
gpu_state_print_fl(GL_UNPACK_SKIP_ROWS);
gpu_state_print_fl(GL_UNPACK_SWAP_BYTES);
gpu_state_print_fl(GL_VERTEX_ARRAY);
gpu_state_print_fl(GL_VERTEX_ARRAY_BUFFER_BINDING);
gpu_state_print_fl(GL_VERTEX_ARRAY_SIZE);
gpu_state_print_fl(GL_VERTEX_ARRAY_STRIDE);
gpu_state_print_fl(GL_VERTEX_ARRAY_TYPE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_POINT_SIZE);
gpu_state_print_fl(GL_VERTEX_PROGRAM_TWO_SIDE);
gpu_state_print_fl(GL_VIEWPORT);
gpu_state_print_fl(GL_ZOOM_X);
gpu_state_print_fl(GL_ZOOM_Y);
}
#undef gpu_state_print_fl