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Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/main/get.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/main/get.c5646
1 files changed, 5646 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/main/get.c b/nx-X11/extras/Mesa/src/mesa/main/get.c
new file mode 100644
index 000000000..f5b981967
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/main/get.c
@@ -0,0 +1,5646 @@
+
+/***
+ *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py
+ ***/
+
+#include "glheader.h"
+#include "context.h"
+#include "enable.h"
+#include "extensions.h"
+#include "fbobject.h"
+#include "get.h"
+#include "macros.h"
+#include "mtypes.h"
+#include "state.h"
+#include "texcompress.h"
+
+
+#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
+
+#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
+
+#define ENUM_TO_BOOLEAN(E) ( (E) ? GL_TRUE : GL_FALSE )
+#define ENUM_TO_INT(E) ( (GLint) (E) )
+#define ENUM_TO_FLOAT(E) ( (GLfloat) (E) )
+
+#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
+#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
+
+
+/* Check if named extension is enabled, if not generate error and return */
+
+#define CHECK1(E1, str, PNAME) \
+ if (!ctx->Extensions.E1) { \
+ _mesa_error(ctx, GL_INVALID_VALUE, \
+ "glGet" str "v(0x%x)", (int) PNAME); \
+ return; \
+ }
+
+#define CHECK2(E1, E2, str, PNAME) \
+ if (!ctx->Extensions.E1 && !ctx->Extensions.E2) { \
+ _mesa_error(ctx, GL_INVALID_VALUE, \
+ "glGet" str "v(0x%x)", (int) PNAME); \
+ return; \
+ }
+
+#define CHECK_EXTENSION_B(EXTNAME, PNAME) \
+ CHECK1(EXTNAME, "Boolean", PNAME )
+
+#define CHECK_EXTENSION_I(EXTNAME, PNAME) \
+ CHECK1(EXTNAME, "Integer", PNAME )
+
+#define CHECK_EXTENSION_F(EXTNAME, PNAME) \
+ CHECK1(EXTNAME, "Float", PNAME )
+
+
+/**
+ * Helper routine.
+ */
+static GLenum
+pixel_texgen_mode(const GLcontext *ctx)
+{
+ if (ctx->Pixel.FragmentRgbSource == GL_CURRENT_RASTER_POSITION) {
+ if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
+ return GL_RGBA;
+ }
+ else {
+ return GL_RGB;
+ }
+ }
+ else {
+ if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
+ return GL_ALPHA;
+ }
+ else {
+ return GL_NONE;
+ }
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetBooleanv( GLenum pname, GLboolean *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ if (ctx->Driver.GetBooleanv &&
+ ctx->Driver.GetBooleanv(ctx, pname, params))
+ return;
+
+ switch (pname) {
+ case GL_ACCUM_RED_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumRedBits);
+ break;
+ case GL_ACCUM_GREEN_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumGreenBits);
+ break;
+ case GL_ACCUM_BLUE_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumBlueBits);
+ break;
+ case GL_ACCUM_ALPHA_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumAlphaBits);
+ break;
+ case GL_ACCUM_CLEAR_VALUE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[3]);
+ break;
+ case GL_ALPHA_BIAS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaBias);
+ break;
+ case GL_ALPHA_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.alphaBits);
+ break;
+ case GL_ALPHA_SCALE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaScale);
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = ctx->Color.AlphaEnabled;
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.AlphaRef);
+ break;
+ case GL_ATTRIB_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->AttribStackDepth);
+ break;
+ case GL_AUTO_NORMAL:
+ params[0] = ctx->Eval.AutoNormal;
+ break;
+ case GL_AUX_BUFFERS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.numAuxBuffers);
+ break;
+ case GL_BLEND:
+ params[0] = ctx->Color.BlendEnabled;
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationA );
+ break;
+ case GL_BLEND_COLOR_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[3]);
+ break;
+ case GL_BLUE_BIAS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueBias);
+ break;
+ case GL_BLUE_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.blueBits);
+ break;
+ case GL_BLUE_SCALE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueScale);
+ break;
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->ClientAttribStackDepth);
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 0) & 1;
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 1) & 1;
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 2) & 1;
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 3) & 1;
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 4) & 1;
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 5) & 1;
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[3]);
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = ctx->Light.ColorMaterialEnabled;
+ break;
+ case GL_COLOR_MATERIAL_FACE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialFace);
+ break;
+ case GL_COLOR_MATERIAL_PARAMETER:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialMode);
+ break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
+ params[1] = INT_TO_BOOLEAN(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
+ params[2] = INT_TO_BOOLEAN(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
+ params[3] = INT_TO_BOOLEAN(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
+ break;
+ case GL_CULL_FACE:
+ params[0] = ctx->Polygon.CullFlag;
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_CURRENT_COLOR:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
+ }
+ break;
+ case GL_CURRENT_INDEX:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Index);
+ }
+ break;
+ case GL_CURRENT_NORMAL:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
+ }
+ break;
+ case GL_CURRENT_RASTER_COLOR:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[3]);
+ break;
+ case GL_CURRENT_RASTER_DISTANCE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterDistance);
+ break;
+ case GL_CURRENT_RASTER_INDEX:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterIndex);
+ break;
+ case GL_CURRENT_RASTER_POSITION:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[3]);
+ break;
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][3]);
+ }
+ break;
+ case GL_CURRENT_RASTER_POSITION_VALID:
+ params[0] = ctx->Current.RasterPosValid;
+ break;
+ case GL_CURRENT_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
+ }
+ break;
+ case GL_DEPTH_BIAS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthBias);
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.depthBits);
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Viewport.Near);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Viewport.Far);
+ break;
+ case GL_DEPTH_SCALE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthScale);
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = ctx->Depth.Test;
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = ctx->Depth.Mask;
+ break;
+ case GL_DITHER:
+ params[0] = ctx->Color.DitherFlag;
+ break;
+ case GL_DOUBLEBUFFER:
+ params[0] = ctx->DrawBuffer->Visual.doubleBufferMode;
+ break;
+ case GL_DRAW_BUFFER:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_EDGE_FLAG:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.EdgeFlag;
+ }
+ break;
+ case GL_FEEDBACK_BUFFER_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize);
+ break;
+ case GL_FEEDBACK_BUFFER_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type);
+ break;
+ case GL_FOG:
+ params[0] = ctx->Fog.Enabled;
+ break;
+ case GL_FOG_COLOR:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);
+ break;
+ case GL_FOG_END:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);
+ break;
+ case GL_FOG_INDEX:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index);
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BIAS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias);
+ break;
+ case GL_GREEN_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits);
+ break;
+ case GL_GREEN_SCALE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale);
+ break;
+ case GL_INDEX_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.indexBits);
+ break;
+ case GL_INDEX_CLEAR_VALUE:
+ params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex);
+ break;
+ case GL_INDEX_MODE:
+ params[0] = !ctx->DrawBuffer->Visual.rgbMode;
+ break;
+ case GL_INDEX_OFFSET:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset);
+ break;
+ case GL_INDEX_SHIFT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift);
+ break;
+ case GL_INDEX_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask);
+ break;
+ case GL_LIGHT0:
+ params[0] = ctx->Light.Light[0].Enabled;
+ break;
+ case GL_LIGHT1:
+ params[0] = ctx->Light.Light[1].Enabled;
+ break;
+ case GL_LIGHT2:
+ params[0] = ctx->Light.Light[2].Enabled;
+ break;
+ case GL_LIGHT3:
+ params[0] = ctx->Light.Light[3].Enabled;
+ break;
+ case GL_LIGHT4:
+ params[0] = ctx->Light.Light[4].Enabled;
+ break;
+ case GL_LIGHT5:
+ params[0] = ctx->Light.Light[5].Enabled;
+ break;
+ case GL_LIGHT6:
+ params[0] = ctx->Light.Light[6].Enabled;
+ break;
+ case GL_LIGHT7:
+ params[0] = ctx->Light.Light[7].Enabled;
+ break;
+ case GL_LIGHTING:
+ params[0] = ctx->Light.Enabled;
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);
+ break;
+ case GL_LIGHT_MODEL_COLOR_CONTROL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl);
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ params[0] = ctx->Light.Model.LocalViewer;
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = ctx->Light.Model.TwoSide;
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = ctx->Line.SmoothFlag;
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_STIPPLE:
+ params[0] = ctx->Line.StippleFlag;
+ break;
+ case GL_LINE_STIPPLE_PATTERN:
+ params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern);
+ break;
+ case GL_LINE_STIPPLE_REPEAT:
+ params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor);
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);
+ break;
+ case GL_LINE_WIDTH_GRANULARITY:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity);
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);
+ break;
+ case GL_LIST_BASE:
+ params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);
+ break;
+ case GL_LIST_INDEX:
+ params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);
+ break;
+ case GL_LIST_MODE:
+ {
+ GLenum mode;
+ if (!ctx->CompileFlag)
+ mode = 0;
+ else if (ctx->ExecuteFlag)
+ mode = GL_COMPILE_AND_EXECUTE;
+ else
+ mode = GL_COMPILE;
+ params[0] = ENUM_TO_BOOLEAN(mode);
+ }
+ break;
+ case GL_INDEX_LOGIC_OP:
+ params[0] = ctx->Color.IndexLogicOpEnabled;
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = ctx->Color.ColorLogicOpEnabled;
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);
+ break;
+ case GL_MAP1_COLOR_4:
+ params[0] = ctx->Eval.Map1Color4;
+ break;
+ case GL_MAP1_GRID_DOMAIN:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2);
+ break;
+ case GL_MAP1_GRID_SEGMENTS:
+ params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un);
+ break;
+ case GL_MAP1_INDEX:
+ params[0] = ctx->Eval.Map1Index;
+ break;
+ case GL_MAP1_NORMAL:
+ params[0] = ctx->Eval.Map1Normal;
+ break;
+ case GL_MAP1_TEXTURE_COORD_1:
+ params[0] = ctx->Eval.Map1TextureCoord1;
+ break;
+ case GL_MAP1_TEXTURE_COORD_2:
+ params[0] = ctx->Eval.Map1TextureCoord2;
+ break;
+ case GL_MAP1_TEXTURE_COORD_3:
+ params[0] = ctx->Eval.Map1TextureCoord3;
+ break;
+ case GL_MAP1_TEXTURE_COORD_4:
+ params[0] = ctx->Eval.Map1TextureCoord4;
+ break;
+ case GL_MAP1_VERTEX_3:
+ params[0] = ctx->Eval.Map1Vertex3;
+ break;
+ case GL_MAP1_VERTEX_4:
+ params[0] = ctx->Eval.Map1Vertex4;
+ break;
+ case GL_MAP2_COLOR_4:
+ params[0] = ctx->Eval.Map2Color4;
+ break;
+ case GL_MAP2_GRID_DOMAIN:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2);
+ break;
+ case GL_MAP2_GRID_SEGMENTS:
+ params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un);
+ params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn);
+ break;
+ case GL_MAP2_INDEX:
+ params[0] = ctx->Eval.Map2Index;
+ break;
+ case GL_MAP2_NORMAL:
+ params[0] = ctx->Eval.Map2Normal;
+ break;
+ case GL_MAP2_TEXTURE_COORD_1:
+ params[0] = ctx->Eval.Map2TextureCoord1;
+ break;
+ case GL_MAP2_TEXTURE_COORD_2:
+ params[0] = ctx->Eval.Map2TextureCoord2;
+ break;
+ case GL_MAP2_TEXTURE_COORD_3:
+ params[0] = ctx->Eval.Map2TextureCoord3;
+ break;
+ case GL_MAP2_TEXTURE_COORD_4:
+ params[0] = ctx->Eval.Map2TextureCoord4;
+ break;
+ case GL_MAP2_VERTEX_3:
+ params[0] = ctx->Eval.Map2Vertex3;
+ break;
+ case GL_MAP2_VERTEX_4:
+ params[0] = ctx->Eval.Map2Vertex4;
+ break;
+ case GL_MAP_COLOR:
+ params[0] = ctx->Pixel.MapColorFlag;
+ break;
+ case GL_MAP_STENCIL:
+ params[0] = ctx->Pixel.MapStencilFlag;
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_ATTRIB_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH);
+ break;
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH);
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_EVAL_ORDER:
+ params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER);
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);
+ break;
+ case GL_MAX_LIST_NESTING:
+ params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING);
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);
+ break;
+ case GL_MAX_NAME_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH);
+ break;
+ case GL_MAX_PIXEL_MAP_TABLE:
+ params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE);
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));
+ break;
+ case GL_MAX_3D_TEXTURE_SIZE:
+ params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1));
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);
+ params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);
+ break;
+ case GL_NAME_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth);
+ break;
+ case GL_NORMALIZE:
+ params[0] = ctx->Transform.Normalize;
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);
+ break;
+ case GL_PACK_LSB_FIRST:
+ params[0] = ctx->Pack.LsbFirst;
+ break;
+ case GL_PACK_ROW_LENGTH:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength);
+ break;
+ case GL_PACK_SKIP_PIXELS:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels);
+ break;
+ case GL_PACK_SKIP_ROWS:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows);
+ break;
+ case GL_PACK_SWAP_BYTES:
+ params[0] = ctx->Pack.SwapBytes;
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages);
+ break;
+ case GL_PACK_IMAGE_HEIGHT_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.ImageHeight);
+ break;
+ case GL_PACK_INVERT_MESA:
+ params[0] = ctx->Pack.Invert;
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_PIXEL_MAP_A_TO_A_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapAtoAsize);
+ break;
+ case GL_PIXEL_MAP_B_TO_B_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapBtoBsize);
+ break;
+ case GL_PIXEL_MAP_G_TO_G_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapGtoGsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_A_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoAsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_B_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoBsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_G_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoGsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_I_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoIsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_R_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoRsize);
+ break;
+ case GL_PIXEL_MAP_R_TO_R_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapRtoRsize);
+ break;
+ case GL_PIXEL_MAP_S_TO_S_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapStoSsize);
+ break;
+ case GL_POINT_SIZE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);
+ break;
+ case GL_POINT_SIZE_GRANULARITY:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity);
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSizeAA);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSizeAA);
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize);
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = ctx->Point.SmoothFlag;
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize);
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize);
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold);
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Params[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Point.Params[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Point.Params[2]);
+ break;
+ case GL_POLYGON_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontMode);
+ params[1] = ENUM_TO_BOOLEAN(ctx->Polygon.BackMode);
+ break;
+ case GL_POLYGON_OFFSET_BIAS_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits);
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor );
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );
+ break;
+ case GL_POLYGON_SMOOTH:
+ params[0] = ctx->Polygon.SmoothFlag;
+ break;
+ case GL_POLYGON_SMOOTH_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth);
+ break;
+ case GL_POLYGON_STIPPLE:
+ params[0] = ctx->Polygon.StippleFlag;
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1);
+ break;
+ case GL_READ_BUFFER:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Pixel.ReadBuffer);
+ break;
+ case GL_RED_BIAS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias);
+ break;
+ case GL_RED_BITS:
+ params[0] = INT_TO_BOOLEAN( ctx->DrawBuffer->Visual.redBits );
+ break;
+ case GL_RED_SCALE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale);
+ break;
+ case GL_RENDER_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode);
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = ctx->Transform.RescaleNormals;
+ break;
+ case GL_RGBA_MODE:
+ params[0] = ctx->DrawBuffer->Visual.rgbMode;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = INT_TO_BOOLEAN(ctx->Scissor.X);
+ params[1] = INT_TO_BOOLEAN(ctx->Scissor.Y);
+ params[2] = INT_TO_BOOLEAN(ctx->Scissor.Width);
+ params[3] = INT_TO_BOOLEAN(ctx->Scissor.Height);
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = ctx->Scissor.Enabled;
+ break;
+ case GL_SELECTION_BUFFER_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize);
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel);
+ break;
+ case GL_SHARED_TEXTURE_PALETTE_EXT:
+ params[0] = ctx->Texture.SharedPalette;
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.stencilBits);
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear);
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = ctx->Stencil.Enabled;
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STEREO:
+ params[0] = ctx->DrawBuffer->Visual.stereoMode;
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits);
+ break;
+ case GL_TEXTURE_1D:
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_1D);
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_2D);
+ break;
+ case GL_TEXTURE_3D:
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
+ break;
+ case GL_TEXTURE_BINDING_1D:
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);
+ break;
+ case GL_TEXTURE_BINDING_3D:
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
+ break;
+ case GL_TEXTURE_ENV_COLOR:
+ {
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
+ params[0] = FLOAT_TO_BOOLEAN(color[0]);
+ params[1] = FLOAT_TO_BOOLEAN(color[1]);
+ params[2] = FLOAT_TO_BOOLEAN(color[2]);
+ params[3] = FLOAT_TO_BOOLEAN(color[3]);
+ }
+ break;
+ case GL_TEXTURE_ENV_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_GEN_Q:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment);
+ break;
+ case GL_UNPACK_LSB_FIRST:
+ params[0] = ctx->Unpack.LsbFirst;
+ break;
+ case GL_UNPACK_ROW_LENGTH:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength);
+ break;
+ case GL_UNPACK_SKIP_PIXELS:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels);
+ break;
+ case GL_UNPACK_SKIP_ROWS:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows);
+ break;
+ case GL_UNPACK_SWAP_BYTES:
+ params[0] = ctx->Unpack.SwapBytes;
+ break;
+ case GL_UNPACK_SKIP_IMAGES_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages);
+ break;
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.ImageHeight);
+ break;
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:
+ params[0] = ctx->Unpack.ClientStorage;
+ break;
+ case GL_VIEWPORT:
+ params[0] = INT_TO_BOOLEAN(ctx->Viewport.X);
+ params[1] = INT_TO_BOOLEAN(ctx->Viewport.Y);
+ params[2] = INT_TO_BOOLEAN(ctx->Viewport.Width);
+ params[3] = INT_TO_BOOLEAN(ctx->Viewport.Height);
+ break;
+ case GL_ZOOM_X:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX);
+ break;
+ case GL_ZOOM_Y:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY);
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = ctx->Array.Vertex.Enabled;
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Size);
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Stride);
+ break;
+ case GL_VERTEX_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.Stride);
+ break;
+ case GL_NORMAL_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = ctx->Array.Color.Enabled;
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Size);
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Stride);
+ break;
+ case GL_COLOR_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_INDEX_ARRAY:
+ params[0] = ctx->Array.Index.Enabled;
+ break;
+ case GL_INDEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Index.Type);
+ break;
+ case GL_INDEX_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Index.Stride);
+ break;
+ case GL_INDEX_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_EDGE_FLAG_ARRAY:
+ params[0] = ctx->Array.EdgeFlag.Enabled;
+ break;
+ case GL_EDGE_FLAG_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.Stride);
+ break;
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
+ params[0] = INT_TO_BOOLEAN(0);
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXTENSION_B(ARB_multitexture, pname);
+ params[0] = INT_TO_BOOLEAN(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
+ break;
+ case GL_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_B(ARB_multitexture, pname);
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_B(ARB_multitexture, pname);
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
+ params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
+ break;
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);
+ params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL));
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);
+ {
+ GLint formats[100];
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
+ ASSERT(n <= 100);
+ for (i = 0; i < n; i++)
+ params[i] = ENUM_TO_INT(formats[i]);
+ }
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst);
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount);
+ break;
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_OCCLUSION_TEST_HP:
+ CHECK_EXTENSION_B(HP_occlusion_test, pname);
+ params[0] = ctx->Depth.OcclusionTest;
+ break;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ CHECK_EXTENSION_B(HP_occlusion_test, pname);
+ {
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ if (ctx->Depth.OcclusionTest)
+ params[0] = ctx->OcclusionResult;
+ else
+ params[0] = ctx->OcclusionResultSaved;
+ /* reset flag now */
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
+ return;
+ }
+ break;
+ case GL_PIXEL_TEXTURE_SGIS:
+ CHECK_EXTENSION_B(SGIS_pixel_texture, pname);
+ params[0] = ctx->Pixel.PixelTextureEnabled;
+ break;
+ case GL_PIXEL_TEX_GEN_SGIX:
+ CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
+ params[0] = ctx->Pixel.PixelTextureEnabled;
+ break;
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:
+ CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
+ params[0] = ENUM_TO_BOOLEAN(pixel_texgen_mode(ctx));
+ break;
+ case GL_COLOR_MATRIX_SGI:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1);
+ break;
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH);
+ break;
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]);
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]);
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]);
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]);
+ break;
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]);
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]);
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]);
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]);
+ break;
+ case GL_CONVOLUTION_1D_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = ctx->Pixel.Convolution1DEnabled;
+ break;
+ case GL_CONVOLUTION_2D_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = ctx->Pixel.Convolution2DEnabled;
+ break;
+ case GL_SEPARABLE_2D_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = ctx->Pixel.Separable2DEnabled;
+ break;
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]);
+ break;
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]);
+ break;
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]);
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]);
+ break;
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]);
+ break;
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]);
+ break;
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]);
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
+ CHECK_EXTENSION_B(EXT_convolution, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]);
+ break;
+ case GL_HISTOGRAM:
+ CHECK_EXTENSION_B(EXT_histogram, pname);
+ params[0] = ctx->Pixel.HistogramEnabled;
+ break;
+ case GL_MINMAX:
+ CHECK_EXTENSION_B(EXT_histogram, pname);
+ params[0] = ctx->Pixel.MinMaxEnabled;
+ break;
+ case GL_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_B(SGI_color_table, pname);
+ params[0] = ctx->Pixel.ColorTableEnabled;
+ break;
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_B(SGI_color_table, pname);
+ params[0] = ctx->Pixel.PostConvolutionColorTableEnabled;
+ break;
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_B(SGI_color_table, pname);
+ params[0] = ctx->Pixel.PostColorMatrixColorTableEnabled;
+ break;
+ case GL_TEXTURE_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_B(SGI_texture_color_table, pname);
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
+ break;
+ case GL_COLOR_SUM_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ params[0] = ctx->Fog.ColorSumEnabled;
+ break;
+ case GL_CURRENT_SECONDARY_COLOR_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);
+ }
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ params[0] = ctx->Array.SecondaryColor.Enabled;
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.SecondaryColor.Type);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Stride);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Size);
+ break;
+ case GL_CURRENT_FOG_COORDINATE_EXT:
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);
+ }
+ break;
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);
+ params[0] = ctx->Array.FogCoord.Enabled;
+ break;
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.FogCoord.Type);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.Stride);
+ break;
+ case GL_FOG_COORDINATE_SOURCE_EXT:
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Fog.FogCoordinateSource);
+ break;
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:
+ CHECK_EXTENSION_B(EXT_texture_lod_bias, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureLodBias);
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXTENSION_B(EXT_texture_filter_anisotropic, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy);
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = ctx->Multisample.Enabled;
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = ctx->Multisample.SampleAlphaToCoverage;
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = ctx->Multisample.SampleAlphaToOne;
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = ctx->Multisample.SampleCoverage;
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue);
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = ctx->Multisample.SampleCoverageInvert;
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.sampleBuffers);
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXTENSION_B(ARB_multisample, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.samples);
+ break;
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:
+ CHECK_EXTENSION_B(IBM_rasterpos_clip, pname);
+ params[0] = ctx->Transform.RasterPositionUnclipped;
+ break;
+ case GL_POINT_SPRITE_NV:
+ CHECK_EXTENSION_B(NV_point_sprite, pname);
+ params[0] = ctx->Point.PointSprite;
+ break;
+ case GL_POINT_SPRITE_R_MODE_NV:
+ CHECK_EXTENSION_B(NV_point_sprite, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteRMode);
+ break;
+ case GL_POINT_SPRITE_COORD_ORIGIN:
+ CHECK_EXTENSION_B(NV_point_sprite, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteOrigin);
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXTENSION_B(SGIS_generate_mipmap, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_VERTEX_PROGRAM_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->VertexProgram.Enabled;
+ break;
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->VertexProgram.PointSizeEnabled;
+ break;
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->VertexProgram.TwoSideEnabled;
+ break;
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrixStackDepth);
+ break;
+ case GL_MAX_TRACK_MATRICES_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrices);
+ break;
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->CurrentStack->Depth + 1;
+ break;
+ case GL_CURRENT_MATRIX_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_VERTEX_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = INT_TO_BOOLEAN((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));
+ break;
+ case GL_PROGRAM_ERROR_POSITION_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Program.ErrorPos);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[0].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[1].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[2].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[3].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[4].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[5].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[6].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[7].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[8].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[9].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[10].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[11].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[12].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[13].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[14].Enabled;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Array.VertexAttrib[15].Enabled;
+ break;
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[0];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[1];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[2];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[3];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[4];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[5];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[6];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[7];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[8];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[9];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[10];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[11];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[12];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[13];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[14];
+ break;
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION_B(NV_vertex_program, pname);
+ params[0] = ctx->Eval.Map1Attrib[15];
+ break;
+ case GL_FRAGMENT_PROGRAM_NV:
+ CHECK_EXTENSION_B(NV_fragment_program, pname);
+ params[0] = ctx->FragmentProgram.Enabled;
+ break;
+ case GL_MAX_TEXTURE_COORDS_NV:
+ CHECK_EXTENSION_B(NV_fragment_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureCoordUnits);
+ break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
+ CHECK_EXTENSION_B(NV_fragment_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureImageUnits);
+ break;
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_B(NV_fragment_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);
+ break;
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
+ CHECK_EXTENSION_B(NV_fragment_program, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_NV_FRAGMENT_PROGRAM_PARAMS);
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV);
+ break;
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);
+ break;
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureRectSize);
+ break;
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
+ params[0] = ctx->Stencil.TestTwoSide;
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
+ break;
+ case GL_MAX_SHININESS_NV:
+ CHECK_EXTENSION_B(NV_light_max_exponent, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxShininess);
+ break;
+ case GL_MAX_SPOT_EXPONENT_NV:
+ CHECK_EXTENSION_B(NV_light_max_exponent, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxSpotExponent);
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name);
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.BufferObj->Name);
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.BufferObj->Name);
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.BufferObj->Name);
+ break;
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Index.BufferObj->Name);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
+ break;
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.BufferObj->Name);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.BufferObj->Name);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.BufferObj->Name);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name);
+ break;
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.BufferObj->Name);
+ break;
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.BufferObj->Name);
+ break;
+ case GL_MAX_VERTEX_ATTRIBS_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_program, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVertexProgramAttribs);
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ CHECK_EXTENSION_B(ARB_fragment_program, pname);
+ params[0] = ctx->FragmentProgram.Enabled;
+ break;
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
+ CHECK_EXTENSION_B(ARB_fragment_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_DEPTH_BOUNDS_TEST_EXT:
+ CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);
+ params[0] = ctx->Depth.BoundsTest;
+ break;
+ case GL_DEPTH_BOUNDS_EXT:
+ CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMin);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMax);
+ break;
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_B(MESA_program_debug, pname);
+ params[0] = ctx->FragmentProgram.CallbackEnabled;
+ break;
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_B(MESA_program_debug, pname);
+ params[0] = ctx->VertexProgram.CallbackEnabled;
+ break;
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_B(MESA_program_debug, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.CurrentPosition);
+ break;
+ case GL_VERTEX_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_B(MESA_program_debug, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->VertexProgram.CurrentPosition);
+ break;
+ case GL_MAX_DRAW_BUFFERS_ARB:
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxDrawBuffers);
+ break;
+ case GL_DRAW_BUFFER0_ARB:
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_DRAW_BUFFER1_ARB:
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[1];
+ params[0] = ENUM_TO_BOOLEAN(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER2_ARB:
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[2];
+ params[0] = ENUM_TO_BOOLEAN(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER3_ARB:
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[3];
+ params[0] = ENUM_TO_BOOLEAN(buffer);
+ }
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ CHECK_EXTENSION_B(OES_read_format, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ CHECK_EXTENSION_B(OES_read_format, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat);
+ break;
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(6);
+ break;
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(8);
+ break;
+ case GL_NUM_PASSES_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(2);
+ break;
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(8);
+ break;
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(16);
+ break;
+ case GL_COLOR_ALPHA_PAIRING_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = GL_TRUE;
+ break;
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(3);
+ break;
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(3);
+ break;
+ case GL_STENCIL_BACK_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[1]);
+ break;
+ case GL_STENCIL_BACK_VALUE_MASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[1]);
+ break;
+ case GL_STENCIL_BACK_REF:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[1]);
+ break;
+ case GL_STENCIL_BACK_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[1]);
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Name);
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
+ break;
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxColorAttachments);
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_B(ARB_fragment_shader, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_FRAGMENT_UNIFORM_COMPONENTS);
+ break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
+ CHECK_EXTENSION_B(ARB_fragment_shader, pname);
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative);
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_VERTEX_UNIFORM_COMPONENTS);
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_VARYING_FLOATS);
+ break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);
+ params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetFloatv( GLenum pname, GLfloat *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ if (ctx->Driver.GetFloatv &&
+ ctx->Driver.GetFloatv(ctx, pname, params))
+ return;
+
+ switch (pname) {
+ case GL_ACCUM_RED_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumRedBits);
+ break;
+ case GL_ACCUM_GREEN_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumGreenBits);
+ break;
+ case GL_ACCUM_BLUE_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumBlueBits);
+ break;
+ case GL_ACCUM_ALPHA_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumAlphaBits);
+ break;
+ case GL_ACCUM_CLEAR_VALUE:
+ params[0] = ctx->Accum.ClearColor[0];
+ params[1] = ctx->Accum.ClearColor[1];
+ params[2] = ctx->Accum.ClearColor[2];
+ params[3] = ctx->Accum.ClearColor[3];
+ break;
+ case GL_ALPHA_BIAS:
+ params[0] = ctx->Pixel.AlphaBias;
+ break;
+ case GL_ALPHA_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.alphaBits);
+ break;
+ case GL_ALPHA_SCALE:
+ params[0] = ctx->Pixel.AlphaScale;
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.AlphaEnabled);
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = ctx->Color.AlphaRef;
+ break;
+ case GL_ATTRIB_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->AttribStackDepth);
+ break;
+ case GL_AUTO_NORMAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.AutoNormal);
+ break;
+ case GL_AUX_BUFFERS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.numAuxBuffers);
+ break;
+ case GL_BLEND:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled);
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationA );
+ break;
+ case GL_BLEND_COLOR_EXT:
+ params[0] = ctx->Color.BlendColor[0];
+ params[1] = ctx->Color.BlendColor[1];
+ params[2] = ctx->Color.BlendColor[2];
+ params[3] = ctx->Color.BlendColor[3];
+ break;
+ case GL_BLUE_BIAS:
+ params[0] = ctx->Pixel.BlueBias;
+ break;
+ case GL_BLUE_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.blueBits);
+ break;
+ case GL_BLUE_SCALE:
+ params[0] = ctx->Pixel.BlueScale;
+ break;
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->ClientAttribStackDepth);
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = ctx->Color.ClearColor[0];
+ params[1] = ctx->Color.ClearColor[1];
+ params[2] = ctx->Color.ClearColor[2];
+ params[3] = ctx->Color.ClearColor[3];
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled);
+ break;
+ case GL_COLOR_MATERIAL_FACE:
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace);
+ break;
+ case GL_COLOR_MATERIAL_PARAMETER:
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode);
+ break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
+ params[1] = (GLfloat)(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
+ params[2] = (GLfloat)(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
+ params[3] = (GLfloat)(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
+ break;
+ case GL_CULL_FACE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.CullFlag);
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_CURRENT_COLOR:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0];
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1];
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2];
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3];
+ }
+ break;
+ case GL_CURRENT_INDEX:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.Index;
+ }
+ break;
+ case GL_CURRENT_NORMAL:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0];
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1];
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2];
+ }
+ break;
+ case GL_CURRENT_RASTER_COLOR:
+ params[0] = ctx->Current.RasterColor[0];
+ params[1] = ctx->Current.RasterColor[1];
+ params[2] = ctx->Current.RasterColor[2];
+ params[3] = ctx->Current.RasterColor[3];
+ break;
+ case GL_CURRENT_RASTER_DISTANCE:
+ params[0] = ctx->Current.RasterDistance;
+ break;
+ case GL_CURRENT_RASTER_INDEX:
+ params[0] = ctx->Current.RasterIndex;
+ break;
+ case GL_CURRENT_RASTER_POSITION:
+ params[0] = ctx->Current.RasterPos[0];
+ params[1] = ctx->Current.RasterPos[1];
+ params[2] = ctx->Current.RasterPos[2];
+ params[3] = ctx->Current.RasterPos[3];
+ break;
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = ctx->Current.RasterTexCoords[texUnit][0];
+ params[1] = ctx->Current.RasterTexCoords[texUnit][1];
+ params[2] = ctx->Current.RasterTexCoords[texUnit][2];
+ params[3] = ctx->Current.RasterTexCoords[texUnit][3];
+ }
+ break;
+ case GL_CURRENT_RASTER_POSITION_VALID:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Current.RasterPosValid);
+ break;
+ case GL_CURRENT_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
+ }
+ break;
+ case GL_DEPTH_BIAS:
+ params[0] = ctx->Pixel.DepthBias;
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits);
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = ctx->Depth.Clear;
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = ctx->Viewport.Near;
+ params[1] = ctx->Viewport.Far;
+ break;
+ case GL_DEPTH_SCALE:
+ params[0] = ctx->Pixel.DepthScale;
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Test);
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Mask);
+ break;
+ case GL_DITHER:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.DitherFlag);
+ break;
+ case GL_DOUBLEBUFFER:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.doubleBufferMode);
+ break;
+ case GL_DRAW_BUFFER:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_EDGE_FLAG:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Current.EdgeFlag);
+ }
+ break;
+ case GL_FEEDBACK_BUFFER_SIZE:
+ params[0] = (GLfloat)(ctx->Feedback.BufferSize);
+ break;
+ case GL_FEEDBACK_BUFFER_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Feedback.Type);
+ break;
+ case GL_FOG:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.Enabled);
+ break;
+ case GL_FOG_COLOR:
+ params[0] = ctx->Fog.Color[0];
+ params[1] = ctx->Fog.Color[1];
+ params[2] = ctx->Fog.Color[2];
+ params[3] = ctx->Fog.Color[3];
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = ctx->Fog.Density;
+ break;
+ case GL_FOG_END:
+ params[0] = ctx->Fog.End;
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.Fog);
+ break;
+ case GL_FOG_INDEX:
+ params[0] = ctx->Fog.Index;
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = ctx->Fog.Start;
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BIAS:
+ params[0] = ctx->Pixel.GreenBias;
+ break;
+ case GL_GREEN_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.greenBits);
+ break;
+ case GL_GREEN_SCALE:
+ params[0] = ctx->Pixel.GreenScale;
+ break;
+ case GL_INDEX_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.indexBits);
+ break;
+ case GL_INDEX_CLEAR_VALUE:
+ params[0] = (GLfloat)(ctx->Color.ClearIndex);
+ break;
+ case GL_INDEX_MODE:
+ params[0] = BOOLEAN_TO_FLOAT(!ctx->DrawBuffer->Visual.rgbMode);
+ break;
+ case GL_INDEX_OFFSET:
+ params[0] = (GLfloat)(ctx->Pixel.IndexOffset);
+ break;
+ case GL_INDEX_SHIFT:
+ params[0] = (GLfloat)(ctx->Pixel.IndexShift);
+ break;
+ case GL_INDEX_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Color.IndexMask);
+ break;
+ case GL_LIGHT0:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[0].Enabled);
+ break;
+ case GL_LIGHT1:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[1].Enabled);
+ break;
+ case GL_LIGHT2:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[2].Enabled);
+ break;
+ case GL_LIGHT3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[3].Enabled);
+ break;
+ case GL_LIGHT4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[4].Enabled);
+ break;
+ case GL_LIGHT5:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[5].Enabled);
+ break;
+ case GL_LIGHT6:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[6].Enabled);
+ break;
+ case GL_LIGHT7:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[7].Enabled);
+ break;
+ case GL_LIGHTING:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Enabled);
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = ctx->Light.Model.Ambient[0];
+ params[1] = ctx->Light.Model.Ambient[1];
+ params[2] = ctx->Light.Model.Ambient[2];
+ params[3] = ctx->Light.Model.Ambient[3];
+ break;
+ case GL_LIGHT_MODEL_COLOR_CONTROL:
+ params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl);
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.LocalViewer);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide);
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Line.SmoothFlag);
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_STIPPLE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Line.StippleFlag);
+ break;
+ case GL_LINE_STIPPLE_PATTERN:
+ params[0] = (GLfloat)(ctx->Line.StipplePattern);
+ break;
+ case GL_LINE_STIPPLE_REPEAT:
+ params[0] = (GLfloat)(ctx->Line.StippleFactor);
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = ctx->Line.Width;
+ break;
+ case GL_LINE_WIDTH_GRANULARITY:
+ params[0] = ctx->Const.LineWidthGranularity;
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = ctx->Const.MinLineWidthAA;
+ params[1] = ctx->Const.MaxLineWidthAA;
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = ctx->Const.MinLineWidth;
+ params[1] = ctx->Const.MaxLineWidth;
+ break;
+ case GL_LIST_BASE:
+ params[0] = (GLfloat)(ctx->List.ListBase);
+ break;
+ case GL_LIST_INDEX:
+ params[0] = (GLfloat)(ctx->ListState.CurrentListNum);
+ break;
+ case GL_LIST_MODE:
+ {
+ GLenum mode;
+ if (!ctx->CompileFlag)
+ mode = 0;
+ else if (ctx->ExecuteFlag)
+ mode = GL_COMPILE_AND_EXECUTE;
+ else
+ mode = GL_COMPILE;
+ params[0] = ENUM_TO_FLOAT(mode);
+ }
+ break;
+ case GL_INDEX_LOGIC_OP:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.IndexLogicOpEnabled);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.ColorLogicOpEnabled);
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.LogicOp);
+ break;
+ case GL_MAP1_COLOR_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Color4);
+ break;
+ case GL_MAP1_GRID_DOMAIN:
+ params[0] = ctx->Eval.MapGrid1u1;
+ params[1] = ctx->Eval.MapGrid1u2;
+ break;
+ case GL_MAP1_GRID_SEGMENTS:
+ params[0] = (GLfloat)(ctx->Eval.MapGrid1un);
+ break;
+ case GL_MAP1_INDEX:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Index);
+ break;
+ case GL_MAP1_NORMAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Normal);
+ break;
+ case GL_MAP1_TEXTURE_COORD_1:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord1);
+ break;
+ case GL_MAP1_TEXTURE_COORD_2:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord2);
+ break;
+ case GL_MAP1_TEXTURE_COORD_3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord3);
+ break;
+ case GL_MAP1_TEXTURE_COORD_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord4);
+ break;
+ case GL_MAP1_VERTEX_3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex3);
+ break;
+ case GL_MAP1_VERTEX_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex4);
+ break;
+ case GL_MAP2_COLOR_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Color4);
+ break;
+ case GL_MAP2_GRID_DOMAIN:
+ params[0] = ctx->Eval.MapGrid2u1;
+ params[1] = ctx->Eval.MapGrid2u2;
+ params[2] = ctx->Eval.MapGrid2v1;
+ params[3] = ctx->Eval.MapGrid2v2;
+ break;
+ case GL_MAP2_GRID_SEGMENTS:
+ params[0] = (GLfloat)(ctx->Eval.MapGrid2un);
+ params[1] = (GLfloat)(ctx->Eval.MapGrid2vn);
+ break;
+ case GL_MAP2_INDEX:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Index);
+ break;
+ case GL_MAP2_NORMAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Normal);
+ break;
+ case GL_MAP2_TEXTURE_COORD_1:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord1);
+ break;
+ case GL_MAP2_TEXTURE_COORD_2:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord2);
+ break;
+ case GL_MAP2_TEXTURE_COORD_3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord3);
+ break;
+ case GL_MAP2_TEXTURE_COORD_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord4);
+ break;
+ case GL_MAP2_VERTEX_3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex3);
+ break;
+ case GL_MAP2_VERTEX_4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex4);
+ break;
+ case GL_MAP_COLOR:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapColorFlag);
+ break;
+ case GL_MAP_STENCIL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapStencilFlag);
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_ATTRIB_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_ATTRIB_STACK_DEPTH);
+ break;
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_CLIENT_ATTRIB_STACK_DEPTH);
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = (GLfloat)(ctx->Const.MaxClipPlanes);
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_EVAL_ORDER:
+ params[0] = (GLfloat)(MAX_EVAL_ORDER);
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = (GLfloat)(ctx->Const.MaxLights);
+ break;
+ case GL_MAX_LIST_NESTING:
+ params[0] = (GLfloat)(MAX_LIST_NESTING);
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH);
+ break;
+ case GL_MAX_NAME_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_NAME_STACK_DEPTH);
+ break;
+ case GL_MAX_PIXEL_MAP_TABLE:
+ params[0] = (GLfloat)(MAX_PIXEL_MAP_TABLE);
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_PROJECTION_STACK_DEPTH);
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = (GLfloat)(1 << (ctx->Const.MaxTextureLevels - 1));
+ break;
+ case GL_MAX_3D_TEXTURE_SIZE:
+ params[0] = (GLfloat)(1 << (ctx->Const.Max3DTextureLevels - 1));
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH);
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = (GLfloat)(ctx->Const.MaxViewportWidth);
+ params[1] = (GLfloat)(ctx->Const.MaxViewportHeight);
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->ModelviewMatrixStack.Depth + 1);
+ break;
+ case GL_NAME_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->Select.NameStackDepth);
+ break;
+ case GL_NORMALIZE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize);
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = (GLfloat)(ctx->Pack.Alignment);
+ break;
+ case GL_PACK_LSB_FIRST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.LsbFirst);
+ break;
+ case GL_PACK_ROW_LENGTH:
+ params[0] = (GLfloat)(ctx->Pack.RowLength);
+ break;
+ case GL_PACK_SKIP_PIXELS:
+ params[0] = (GLfloat)(ctx->Pack.SkipPixels);
+ break;
+ case GL_PACK_SKIP_ROWS:
+ params[0] = (GLfloat)(ctx->Pack.SkipRows);
+ break;
+ case GL_PACK_SWAP_BYTES:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.SwapBytes);
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = (GLfloat)(ctx->Pack.SkipImages);
+ break;
+ case GL_PACK_IMAGE_HEIGHT_EXT:
+ params[0] = (GLfloat)(ctx->Pack.ImageHeight);
+ break;
+ case GL_PACK_INVERT_MESA:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.Invert);
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_PIXEL_MAP_A_TO_A_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapAtoAsize);
+ break;
+ case GL_PIXEL_MAP_B_TO_B_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapBtoBsize);
+ break;
+ case GL_PIXEL_MAP_G_TO_G_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapGtoGsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_A_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapItoAsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_B_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapItoBsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_G_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapItoGsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_I_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapItoIsize);
+ break;
+ case GL_PIXEL_MAP_I_TO_R_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapItoRsize);
+ break;
+ case GL_PIXEL_MAP_R_TO_R_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapRtoRsize);
+ break;
+ case GL_PIXEL_MAP_S_TO_S_SIZE:
+ params[0] = (GLfloat)(ctx->Pixel.MapStoSsize);
+ break;
+ case GL_POINT_SIZE:
+ params[0] = ctx->Point.Size;
+ break;
+ case GL_POINT_SIZE_GRANULARITY:
+ params[0] = ctx->Const.PointSizeGranularity;
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = ctx->Const.MinPointSizeAA;
+ params[1] = ctx->Const.MaxPointSizeAA;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = ctx->Const.MinPointSize;
+ params[1] = ctx->Const.MaxPointSize;
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.SmoothFlag);
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = ctx->Point.MinSize;
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = ctx->Point.MaxSize;
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = ctx->Point.Threshold;
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = ctx->Point.Params[0];
+ params[1] = ctx->Point.Params[1];
+ params[2] = ctx->Point.Params[2];
+ break;
+ case GL_POLYGON_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode);
+ params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode);
+ break;
+ case GL_POLYGON_OFFSET_BIAS_EXT:
+ params[0] = ctx->Polygon.OffsetUnits;
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = ctx->Polygon.OffsetFactor ;
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = ctx->Polygon.OffsetUnits ;
+ break;
+ case GL_POLYGON_SMOOTH:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag);
+ break;
+ case GL_POLYGON_SMOOTH_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth);
+ break;
+ case GL_POLYGON_STIPPLE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.StippleFlag);
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->ProjectionMatrixStack.Depth + 1);
+ break;
+ case GL_READ_BUFFER:
+ params[0] = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer);
+ break;
+ case GL_RED_BIAS:
+ params[0] = ctx->Pixel.RedBias;
+ break;
+ case GL_RED_BITS:
+ params[0] = (GLfloat)( ctx->DrawBuffer->Visual.redBits );
+ break;
+ case GL_RED_SCALE:
+ params[0] = ctx->Pixel.RedScale;
+ break;
+ case GL_RENDER_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->RenderMode);
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RescaleNormals);
+ break;
+ case GL_RGBA_MODE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.rgbMode);
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = (GLfloat)(ctx->Scissor.X);
+ params[1] = (GLfloat)(ctx->Scissor.Y);
+ params[2] = (GLfloat)(ctx->Scissor.Width);
+ params[3] = (GLfloat)(ctx->Scissor.Height);
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled);
+ break;
+ case GL_SELECTION_BUFFER_SIZE:
+ params[0] = (GLfloat)(ctx->Select.BufferSize);
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel);
+ break;
+ case GL_SHARED_TEXTURE_PALETTE_EXT:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.SharedPalette);
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.stencilBits);
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = (GLfloat)(ctx->Stencil.Clear);
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = (GLfloat)(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.Enabled);
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = (GLfloat)(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STEREO:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.stereoMode);
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = (GLfloat)(ctx->Const.SubPixelBits);
+ break;
+ case GL_TEXTURE_1D:
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D));
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D));
+ break;
+ case GL_TEXTURE_3D:
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));
+ break;
+ case GL_TEXTURE_BINDING_1D:
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);
+ break;
+ case GL_TEXTURE_BINDING_3D:
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
+ break;
+ case GL_TEXTURE_ENV_COLOR:
+ {
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
+ params[0] = color[0];
+ params[1] = color[1];
+ params[2] = color[2];
+ params[3] = color[3];
+ }
+ break;
+ case GL_TEXTURE_ENV_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_Q:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = (GLfloat)(ctx->Unpack.Alignment);
+ break;
+ case GL_UNPACK_LSB_FIRST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.LsbFirst);
+ break;
+ case GL_UNPACK_ROW_LENGTH:
+ params[0] = (GLfloat)(ctx->Unpack.RowLength);
+ break;
+ case GL_UNPACK_SKIP_PIXELS:
+ params[0] = (GLfloat)(ctx->Unpack.SkipPixels);
+ break;
+ case GL_UNPACK_SKIP_ROWS:
+ params[0] = (GLfloat)(ctx->Unpack.SkipRows);
+ break;
+ case GL_UNPACK_SWAP_BYTES:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.SwapBytes);
+ break;
+ case GL_UNPACK_SKIP_IMAGES_EXT:
+ params[0] = (GLfloat)(ctx->Unpack.SkipImages);
+ break;
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:
+ params[0] = (GLfloat)(ctx->Unpack.ImageHeight);
+ break;
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.ClientStorage);
+ break;
+ case GL_VIEWPORT:
+ params[0] = (GLfloat)(ctx->Viewport.X);
+ params[1] = (GLfloat)(ctx->Viewport.Y);
+ params[2] = (GLfloat)(ctx->Viewport.Width);
+ params[3] = (GLfloat)(ctx->Viewport.Height);
+ break;
+ case GL_ZOOM_X:
+ params[0] = ctx->Pixel.ZoomX;
+ break;
+ case GL_ZOOM_Y:
+ params[0] = ctx->Pixel.ZoomY;
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Vertex.Enabled);
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.Vertex.Size);
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.Vertex.Stride);
+ break;
+ case GL_VERTEX_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.Normal.Stride);
+ break;
+ case GL_NORMAL_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Color.Enabled);
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.Color.Size);
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.Color.Stride);
+ break;
+ case GL_COLOR_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_INDEX_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Index.Enabled);
+ break;
+ case GL_INDEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Index.Type);
+ break;
+ case GL_INDEX_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.Index.Stride);
+ break;
+ case GL_INDEX_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_EDGE_FLAG_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.EdgeFlag.Enabled);
+ break;
+ case GL_EDGE_FLAG_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.EdgeFlag.Stride);
+ break;
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
+ params[0] = (GLfloat)(0);
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXTENSION_F(ARB_multitexture, pname);
+ params[0] = (GLfloat)(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
+ break;
+ case GL_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_F(ARB_multitexture, pname);
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_F(ARB_multitexture, pname);
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
+ params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
+ break;
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);
+ params[0] = (GLfloat)(ctx->Hint.TextureCompression);
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);
+ params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL));
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);
+ {
+ GLint formats[100];
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
+ ASSERT(n <= 100);
+ for (i = 0; i < n; i++)
+ params[i] = ENUM_TO_INT(formats[i]);
+ }
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
+ params[0] = (GLfloat)(ctx->Array.LockFirst);
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
+ params[0] = (GLfloat)(ctx->Array.LockCount);
+ break;
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[4];
+ params[2] = matrix[8];
+ params[3] = matrix[12];
+ params[4] = matrix[1];
+ params[5] = matrix[5];
+ params[6] = matrix[9];
+ params[7] = matrix[13];
+ params[8] = matrix[2];
+ params[9] = matrix[6];
+ params[10] = matrix[10];
+ params[11] = matrix[14];
+ params[12] = matrix[3];
+ params[13] = matrix[7];
+ params[14] = matrix[11];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[4];
+ params[2] = matrix[8];
+ params[3] = matrix[12];
+ params[4] = matrix[1];
+ params[5] = matrix[5];
+ params[6] = matrix[9];
+ params[7] = matrix[13];
+ params[8] = matrix[2];
+ params[9] = matrix[6];
+ params[10] = matrix[10];
+ params[11] = matrix[14];
+ params[12] = matrix[3];
+ params[13] = matrix[7];
+ params[14] = matrix[11];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[4];
+ params[2] = matrix[8];
+ params[3] = matrix[12];
+ params[4] = matrix[1];
+ params[5] = matrix[5];
+ params[6] = matrix[9];
+ params[7] = matrix[13];
+ params[8] = matrix[2];
+ params[9] = matrix[6];
+ params[10] = matrix[10];
+ params[11] = matrix[14];
+ params[12] = matrix[3];
+ params[13] = matrix[7];
+ params[14] = matrix[11];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[4];
+ params[2] = matrix[8];
+ params[3] = matrix[12];
+ params[4] = matrix[1];
+ params[5] = matrix[5];
+ params[6] = matrix[9];
+ params[7] = matrix[13];
+ params[8] = matrix[2];
+ params[9] = matrix[6];
+ params[10] = matrix[10];
+ params[11] = matrix[14];
+ params[12] = matrix[3];
+ params[13] = matrix[7];
+ params[14] = matrix[11];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_OCCLUSION_TEST_HP:
+ CHECK_EXTENSION_F(HP_occlusion_test, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.OcclusionTest);
+ break;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ CHECK_EXTENSION_F(HP_occlusion_test, pname);
+ {
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ if (ctx->Depth.OcclusionTest)
+ params[0] = ctx->OcclusionResult;
+ else
+ params[0] = ctx->OcclusionResultSaved;
+ /* reset flag now */
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
+ return;
+ }
+ break;
+ case GL_PIXEL_TEXTURE_SGIS:
+ CHECK_EXTENSION_F(SGIS_pixel_texture, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);
+ break;
+ case GL_PIXEL_TEX_GEN_SGIX:
+ CHECK_EXTENSION_F(SGIX_pixel_texture, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);
+ break;
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:
+ CHECK_EXTENSION_F(SGIX_pixel_texture, pname);
+ params[0] = ENUM_TO_FLOAT(pixel_texgen_mode(ctx));
+ break;
+ case GL_COLOR_MATRIX_SGI:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = (GLfloat)(ctx->ColorMatrixStack.Depth + 1);
+ break;
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = (GLfloat)(MAX_COLOR_STACK_DEPTH);
+ break;
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixScale[0];
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixScale[1];
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixScale[2];
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixScale[3];
+ break;
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixBias[0];
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixBias[1];
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixBias[2];
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
+ params[0] = ctx->Pixel.PostColorMatrixBias[3];
+ break;
+ case GL_CONVOLUTION_1D_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution1DEnabled);
+ break;
+ case GL_CONVOLUTION_2D_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution2DEnabled);
+ break;
+ case GL_SEPARABLE_2D_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Separable2DEnabled);
+ break;
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionScale[0];
+ break;
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionScale[1];
+ break;
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionScale[2];
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionScale[3];
+ break;
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionBias[0];
+ break;
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionBias[1];
+ break;
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionBias[2];
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
+ CHECK_EXTENSION_F(EXT_convolution, pname);
+ params[0] = ctx->Pixel.PostConvolutionBias[3];
+ break;
+ case GL_HISTOGRAM:
+ CHECK_EXTENSION_F(EXT_histogram, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.HistogramEnabled);
+ break;
+ case GL_MINMAX:
+ CHECK_EXTENSION_F(EXT_histogram, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MinMaxEnabled);
+ break;
+ case GL_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_F(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled);
+ break;
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_F(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostConvolutionColorTableEnabled);
+ break;
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_F(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostColorMatrixColorTableEnabled);
+ break;
+ case GL_TEXTURE_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_F(SGI_texture_color_table, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);
+ break;
+ case GL_COLOR_SUM_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.ColorSumEnabled);
+ break;
+ case GL_CURRENT_SECONDARY_COLOR_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0];
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1];
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2];
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3];
+ }
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.SecondaryColor.Enabled);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Array.SecondaryColor.Type);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.Stride);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.Size);
+ break;
+ case GL_CURRENT_FOG_COORDINATE_EXT:
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
+ }
+ break;
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.FogCoord.Enabled);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Array.FogCoord.Type);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);
+ params[0] = (GLfloat)(ctx->Array.FogCoord.Stride);
+ break;
+ case GL_FOG_COORDINATE_SOURCE_EXT:
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Fog.FogCoordinateSource);
+ break;
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:
+ CHECK_EXTENSION_F(EXT_texture_lod_bias, pname);
+ params[0] = ctx->Const.MaxTextureLodBias;
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXTENSION_F(EXT_texture_filter_anisotropic, pname);
+ params[0] = ctx->Const.MaxTextureMaxAnisotropy;
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled);
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne);
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = ctx->Multisample.SampleCoverageValue;
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert);
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.sampleBuffers);
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXTENSION_F(ARB_multisample, pname);
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.samples);
+ break;
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:
+ CHECK_EXTENSION_F(IBM_rasterpos_clip, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RasterPositionUnclipped);
+ break;
+ case GL_POINT_SPRITE_NV:
+ CHECK_EXTENSION_F(NV_point_sprite, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite);
+ break;
+ case GL_POINT_SPRITE_R_MODE_NV:
+ CHECK_EXTENSION_F(NV_point_sprite, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteRMode);
+ break;
+ case GL_POINT_SPRITE_COORD_ORIGIN:
+ CHECK_EXTENSION_F(NV_point_sprite, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteOrigin);
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXTENSION_F(SGIS_generate_mipmap, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_VERTEX_PROGRAM_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.Enabled);
+ break;
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.PointSizeEnabled);
+ break;
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.TwoSideEnabled);
+ break;
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxProgramMatrixStackDepth);
+ break;
+ case GL_MAX_TRACK_MATRICES_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxProgramMatrices);
+ break;
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->CurrentStack->Depth + 1);
+ break;
+ case GL_CURRENT_MATRIX_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_VERTEX_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = (GLfloat)((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));
+ break;
+ case GL_PROGRAM_ERROR_POSITION_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = (GLfloat)(ctx->Program.ErrorPos);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[0].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[1].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[2].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[3].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[4].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[5].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[6].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[7].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[8].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[9].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[10].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[11].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[12].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[13].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[14].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[15].Enabled);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[0]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[1]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[2]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[3]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[4]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[5]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[6]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[7]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[8]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[9]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[10]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[11]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[12]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[13]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[14]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION_F(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[15]);
+ break;
+ case GL_FRAGMENT_PROGRAM_NV:
+ CHECK_EXTENSION_F(NV_fragment_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);
+ break;
+ case GL_MAX_TEXTURE_COORDS_NV:
+ CHECK_EXTENSION_F(NV_fragment_program, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxTextureCoordUnits);
+ break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
+ CHECK_EXTENSION_F(NV_fragment_program, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxTextureImageUnits);
+ break;
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_F(NV_fragment_program, pname);
+ params[0] = (GLfloat)(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);
+ break;
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
+ CHECK_EXTENSION_F(NV_fragment_program, pname);
+ params[0] = (GLfloat)(MAX_NV_FRAGMENT_PROGRAM_PARAMS);
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));
+ break;
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);
+ break;
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxTextureRectSize);
+ break;
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.TestTwoSide);
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
+ break;
+ case GL_MAX_SHININESS_NV:
+ CHECK_EXTENSION_F(NV_light_max_exponent, pname);
+ params[0] = ctx->Const.MaxShininess;
+ break;
+ case GL_MAX_SPOT_EXPONENT_NV:
+ CHECK_EXTENSION_F(NV_light_max_exponent, pname);
+ params[0] = ctx->Const.MaxSpotExponent;
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name);
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.Vertex.BufferObj->Name);
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.Normal.BufferObj->Name);
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.Color.BufferObj->Name);
+ break;
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.Index.BufferObj->Name);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
+ break;
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.EdgeFlag.BufferObj->Name);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.BufferObj->Name);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.FogCoord.BufferObj->Name);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name);
+ break;
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Pack.BufferObj->Name);
+ break;
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);
+ params[0] = (GLfloat)(ctx->Unpack.BufferObj->Name);
+ break;
+ case GL_MAX_VERTEX_ATTRIBS_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_program, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxVertexProgramAttribs);
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ CHECK_EXTENSION_F(ARB_fragment_program, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);
+ break;
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
+ CHECK_EXTENSION_F(ARB_fragment_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[4];
+ params[2] = matrix[8];
+ params[3] = matrix[12];
+ params[4] = matrix[1];
+ params[5] = matrix[5];
+ params[6] = matrix[9];
+ params[7] = matrix[13];
+ params[8] = matrix[2];
+ params[9] = matrix[6];
+ params[10] = matrix[10];
+ params[11] = matrix[14];
+ params[12] = matrix[3];
+ params[13] = matrix[7];
+ params[14] = matrix[11];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_DEPTH_BOUNDS_TEST_EXT:
+ CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.BoundsTest);
+ break;
+ case GL_DEPTH_BOUNDS_EXT:
+ CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);
+ params[0] = ctx->Depth.BoundsMin;
+ params[1] = ctx->Depth.BoundsMax;
+ break;
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_F(MESA_program_debug, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.CallbackEnabled);
+ break;
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_F(MESA_program_debug, pname);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.CallbackEnabled);
+ break;
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_F(MESA_program_debug, pname);
+ params[0] = (GLfloat)(ctx->FragmentProgram.CurrentPosition);
+ break;
+ case GL_VERTEX_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_F(MESA_program_debug, pname);
+ params[0] = (GLfloat)(ctx->VertexProgram.CurrentPosition);
+ break;
+ case GL_MAX_DRAW_BUFFERS_ARB:
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxDrawBuffers);
+ break;
+ case GL_DRAW_BUFFER0_ARB:
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_DRAW_BUFFER1_ARB:
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[1];
+ params[0] = ENUM_TO_FLOAT(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER2_ARB:
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[2];
+ params[0] = ENUM_TO_FLOAT(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER3_ARB:
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[3];
+ params[0] = ENUM_TO_FLOAT(buffer);
+ }
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ CHECK_EXTENSION_F(OES_read_format, pname);
+ params[0] = (GLfloat)(ctx->Const.ColorReadType);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ CHECK_EXTENSION_F(OES_read_format, pname);
+ params[0] = (GLfloat)(ctx->Const.ColorReadFormat);
+ break;
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(6);
+ break;
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(8);
+ break;
+ case GL_NUM_PASSES_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(2);
+ break;
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(8);
+ break;
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(16);
+ break;
+ case GL_COLOR_ALPHA_PAIRING_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = BOOLEAN_TO_FLOAT(GL_TRUE);
+ break;
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(3);
+ break;
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);
+ params[0] = (GLfloat)(3);
+ break;
+ case GL_STENCIL_BACK_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[1]);
+ break;
+ case GL_STENCIL_BACK_VALUE_MASK:
+ params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]);
+ break;
+ case GL_STENCIL_BACK_REF:
+ params[0] = (GLfloat)(ctx->Stencil.Ref[1]);
+ break;
+ case GL_STENCIL_BACK_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[1]);
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
+ params[0] = (GLfloat)(ctx->DrawBuffer->Name);
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
+ params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
+ break;
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxColorAttachments);
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
+ params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_F(ARB_fragment_shader, pname);
+ params[0] = (GLfloat)(MAX_FRAGMENT_UNIFORM_COMPONENTS);
+ break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
+ CHECK_EXTENSION_F(ARB_fragment_shader, pname);
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative);
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);
+ params[0] = (GLfloat)(MAX_VERTEX_UNIFORM_COMPONENTS);
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);
+ params[0] = (GLfloat)(MAX_VARYING_FLOATS);
+ break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);
+ params[0] = (GLfloat)(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);
+ params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetIntegerv( GLenum pname, GLint *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ if (ctx->Driver.GetIntegerv &&
+ ctx->Driver.GetIntegerv(ctx, pname, params))
+ return;
+
+ switch (pname) {
+ case GL_ACCUM_RED_BITS:
+ params[0] = ctx->DrawBuffer->Visual.accumRedBits;
+ break;
+ case GL_ACCUM_GREEN_BITS:
+ params[0] = ctx->DrawBuffer->Visual.accumGreenBits;
+ break;
+ case GL_ACCUM_BLUE_BITS:
+ params[0] = ctx->DrawBuffer->Visual.accumBlueBits;
+ break;
+ case GL_ACCUM_ALPHA_BITS:
+ params[0] = ctx->DrawBuffer->Visual.accumAlphaBits;
+ break;
+ case GL_ACCUM_CLEAR_VALUE:
+ params[0] = FLOAT_TO_INT(ctx->Accum.ClearColor[0]);
+ params[1] = FLOAT_TO_INT(ctx->Accum.ClearColor[1]);
+ params[2] = FLOAT_TO_INT(ctx->Accum.ClearColor[2]);
+ params[3] = FLOAT_TO_INT(ctx->Accum.ClearColor[3]);
+ break;
+ case GL_ALPHA_BIAS:
+ params[0] = IROUND(ctx->Pixel.AlphaBias);
+ break;
+ case GL_ALPHA_BITS:
+ params[0] = ctx->DrawBuffer->Visual.alphaBits;
+ break;
+ case GL_ALPHA_SCALE:
+ params[0] = IROUND(ctx->Pixel.AlphaScale);
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.AlphaEnabled);
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = FLOAT_TO_INT(ctx->Color.AlphaRef);
+ break;
+ case GL_ATTRIB_STACK_DEPTH:
+ params[0] = ctx->AttribStackDepth;
+ break;
+ case GL_AUTO_NORMAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.AutoNormal);
+ break;
+ case GL_AUX_BUFFERS:
+ params[0] = ctx->DrawBuffer->Visual.numAuxBuffers;
+ break;
+ case GL_BLEND:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled);
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationA );
+ break;
+ case GL_BLEND_COLOR_EXT:
+ params[0] = FLOAT_TO_INT(ctx->Color.BlendColor[0]);
+ params[1] = FLOAT_TO_INT(ctx->Color.BlendColor[1]);
+ params[2] = FLOAT_TO_INT(ctx->Color.BlendColor[2]);
+ params[3] = FLOAT_TO_INT(ctx->Color.BlendColor[3]);
+ break;
+ case GL_BLUE_BIAS:
+ params[0] = IROUND(ctx->Pixel.BlueBias);
+ break;
+ case GL_BLUE_BITS:
+ params[0] = ctx->DrawBuffer->Visual.blueBits;
+ break;
+ case GL_BLUE_SCALE:
+ params[0] = IROUND(ctx->Pixel.BlueScale);
+ break;
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = ctx->ClientAttribStackDepth;
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = FLOAT_TO_INT(ctx->Color.ClearColor[0]);
+ params[1] = FLOAT_TO_INT(ctx->Color.ClearColor[1]);
+ params[2] = FLOAT_TO_INT(ctx->Color.ClearColor[2]);
+ params[3] = FLOAT_TO_INT(ctx->Color.ClearColor[3]);
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled);
+ break;
+ case GL_COLOR_MATERIAL_FACE:
+ params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialFace);
+ break;
+ case GL_COLOR_MATERIAL_PARAMETER:
+ params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialMode);
+ break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
+ params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
+ params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
+ params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
+ break;
+ case GL_CULL_FACE:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag);
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_CURRENT_COLOR:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
+ params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
+ }
+ break;
+ case GL_CURRENT_INDEX:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = IROUND(ctx->Current.Index);
+ }
+ break;
+ case GL_CURRENT_NORMAL:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
+ }
+ break;
+ case GL_CURRENT_RASTER_COLOR:
+ params[0] = FLOAT_TO_INT(ctx->Current.RasterColor[0]);
+ params[1] = FLOAT_TO_INT(ctx->Current.RasterColor[1]);
+ params[2] = FLOAT_TO_INT(ctx->Current.RasterColor[2]);
+ params[3] = FLOAT_TO_INT(ctx->Current.RasterColor[3]);
+ break;
+ case GL_CURRENT_RASTER_DISTANCE:
+ params[0] = IROUND(ctx->Current.RasterDistance);
+ break;
+ case GL_CURRENT_RASTER_INDEX:
+ params[0] = IROUND(ctx->Current.RasterIndex);
+ break;
+ case GL_CURRENT_RASTER_POSITION:
+ params[0] = IROUND(ctx->Current.RasterPos[0]);
+ params[1] = IROUND(ctx->Current.RasterPos[1]);
+ params[2] = IROUND(ctx->Current.RasterPos[2]);
+ params[3] = IROUND(ctx->Current.RasterPos[3]);
+ break;
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = IROUND(ctx->Current.RasterTexCoords[texUnit][0]);
+ params[1] = IROUND(ctx->Current.RasterTexCoords[texUnit][1]);
+ params[2] = IROUND(ctx->Current.RasterTexCoords[texUnit][2]);
+ params[3] = IROUND(ctx->Current.RasterTexCoords[texUnit][3]);
+ }
+ break;
+ case GL_CURRENT_RASTER_POSITION_VALID:
+ params[0] = BOOLEAN_TO_INT(ctx->Current.RasterPosValid);
+ break;
+ case GL_CURRENT_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
+ params[1] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
+ params[2] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
+ params[3] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
+ }
+ break;
+ case GL_DEPTH_BIAS:
+ params[0] = IROUND(ctx->Pixel.DepthBias);
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = ctx->DrawBuffer->Visual.depthBits;
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = IROUND(ctx->Depth.Clear);
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = FLOAT_TO_INT(ctx->Viewport.Near);
+ params[1] = FLOAT_TO_INT(ctx->Viewport.Far);
+ break;
+ case GL_DEPTH_SCALE:
+ params[0] = IROUND(ctx->Pixel.DepthScale);
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Test);
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Mask);
+ break;
+ case GL_DITHER:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.DitherFlag);
+ break;
+ case GL_DOUBLEBUFFER:
+ params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.doubleBufferMode);
+ break;
+ case GL_DRAW_BUFFER:
+ params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_EDGE_FLAG:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = BOOLEAN_TO_INT(ctx->Current.EdgeFlag);
+ }
+ break;
+ case GL_FEEDBACK_BUFFER_SIZE:
+ params[0] = ctx->Feedback.BufferSize;
+ break;
+ case GL_FEEDBACK_BUFFER_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Feedback.Type);
+ break;
+ case GL_FOG:
+ params[0] = BOOLEAN_TO_INT(ctx->Fog.Enabled);
+ break;
+ case GL_FOG_COLOR:
+ params[0] = FLOAT_TO_INT(ctx->Fog.Color[0]);
+ params[1] = FLOAT_TO_INT(ctx->Fog.Color[1]);
+ params[2] = FLOAT_TO_INT(ctx->Fog.Color[2]);
+ params[3] = FLOAT_TO_INT(ctx->Fog.Color[3]);
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = IROUND(ctx->Fog.Density);
+ break;
+ case GL_FOG_END:
+ params[0] = IROUND(ctx->Fog.End);
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.Fog);
+ break;
+ case GL_FOG_INDEX:
+ params[0] = IROUND(ctx->Fog.Index);
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_INT(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = IROUND(ctx->Fog.Start);
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BIAS:
+ params[0] = IROUND(ctx->Pixel.GreenBias);
+ break;
+ case GL_GREEN_BITS:
+ params[0] = ctx->DrawBuffer->Visual.greenBits;
+ break;
+ case GL_GREEN_SCALE:
+ params[0] = IROUND(ctx->Pixel.GreenScale);
+ break;
+ case GL_INDEX_BITS:
+ params[0] = ctx->DrawBuffer->Visual.indexBits;
+ break;
+ case GL_INDEX_CLEAR_VALUE:
+ params[0] = ctx->Color.ClearIndex;
+ break;
+ case GL_INDEX_MODE:
+ params[0] = BOOLEAN_TO_INT(!ctx->DrawBuffer->Visual.rgbMode);
+ break;
+ case GL_INDEX_OFFSET:
+ params[0] = ctx->Pixel.IndexOffset;
+ break;
+ case GL_INDEX_SHIFT:
+ params[0] = ctx->Pixel.IndexShift;
+ break;
+ case GL_INDEX_WRITEMASK:
+ params[0] = ctx->Color.IndexMask;
+ break;
+ case GL_LIGHT0:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[0].Enabled);
+ break;
+ case GL_LIGHT1:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[1].Enabled);
+ break;
+ case GL_LIGHT2:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[2].Enabled);
+ break;
+ case GL_LIGHT3:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[3].Enabled);
+ break;
+ case GL_LIGHT4:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[4].Enabled);
+ break;
+ case GL_LIGHT5:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[5].Enabled);
+ break;
+ case GL_LIGHT6:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[6].Enabled);
+ break;
+ case GL_LIGHT7:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[7].Enabled);
+ break;
+ case GL_LIGHTING:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Enabled);
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = FLOAT_TO_INT(ctx->Light.Model.Ambient[0]);
+ params[1] = FLOAT_TO_INT(ctx->Light.Model.Ambient[1]);
+ params[2] = FLOAT_TO_INT(ctx->Light.Model.Ambient[2]);
+ params[3] = FLOAT_TO_INT(ctx->Light.Model.Ambient[3]);
+ break;
+ case GL_LIGHT_MODEL_COLOR_CONTROL:
+ params[0] = ENUM_TO_INT(ctx->Light.Model.ColorControl);
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Model.LocalViewer);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide);
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = BOOLEAN_TO_INT(ctx->Line.SmoothFlag);
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_STIPPLE:
+ params[0] = BOOLEAN_TO_INT(ctx->Line.StippleFlag);
+ break;
+ case GL_LINE_STIPPLE_PATTERN:
+ params[0] = ctx->Line.StipplePattern;
+ break;
+ case GL_LINE_STIPPLE_REPEAT:
+ params[0] = ctx->Line.StippleFactor;
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = IROUND(ctx->Line.Width);
+ break;
+ case GL_LINE_WIDTH_GRANULARITY:
+ params[0] = IROUND(ctx->Const.LineWidthGranularity);
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = IROUND(ctx->Const.MinLineWidthAA);
+ params[1] = IROUND(ctx->Const.MaxLineWidthAA);
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = IROUND(ctx->Const.MinLineWidth);
+ params[1] = IROUND(ctx->Const.MaxLineWidth);
+ break;
+ case GL_LIST_BASE:
+ params[0] = ctx->List.ListBase;
+ break;
+ case GL_LIST_INDEX:
+ params[0] = ctx->ListState.CurrentListNum;
+ break;
+ case GL_LIST_MODE:
+ {
+ GLenum mode;
+ if (!ctx->CompileFlag)
+ mode = 0;
+ else if (ctx->ExecuteFlag)
+ mode = GL_COMPILE_AND_EXECUTE;
+ else
+ mode = GL_COMPILE;
+ params[0] = ENUM_TO_INT(mode);
+ }
+ break;
+ case GL_INDEX_LOGIC_OP:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.IndexLogicOpEnabled);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.ColorLogicOpEnabled);
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_INT(ctx->Color.LogicOp);
+ break;
+ case GL_MAP1_COLOR_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Color4);
+ break;
+ case GL_MAP1_GRID_DOMAIN:
+ params[0] = IROUND(ctx->Eval.MapGrid1u1);
+ params[1] = IROUND(ctx->Eval.MapGrid1u2);
+ break;
+ case GL_MAP1_GRID_SEGMENTS:
+ params[0] = ctx->Eval.MapGrid1un;
+ break;
+ case GL_MAP1_INDEX:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Index);
+ break;
+ case GL_MAP1_NORMAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Normal);
+ break;
+ case GL_MAP1_TEXTURE_COORD_1:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord1);
+ break;
+ case GL_MAP1_TEXTURE_COORD_2:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord2);
+ break;
+ case GL_MAP1_TEXTURE_COORD_3:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord3);
+ break;
+ case GL_MAP1_TEXTURE_COORD_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord4);
+ break;
+ case GL_MAP1_VERTEX_3:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex3);
+ break;
+ case GL_MAP1_VERTEX_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex4);
+ break;
+ case GL_MAP2_COLOR_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Color4);
+ break;
+ case GL_MAP2_GRID_DOMAIN:
+ params[0] = IROUND(ctx->Eval.MapGrid2u1);
+ params[1] = IROUND(ctx->Eval.MapGrid2u2);
+ params[2] = IROUND(ctx->Eval.MapGrid2v1);
+ params[3] = IROUND(ctx->Eval.MapGrid2v2);
+ break;
+ case GL_MAP2_GRID_SEGMENTS:
+ params[0] = ctx->Eval.MapGrid2un;
+ params[1] = ctx->Eval.MapGrid2vn;
+ break;
+ case GL_MAP2_INDEX:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Index);
+ break;
+ case GL_MAP2_NORMAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Normal);
+ break;
+ case GL_MAP2_TEXTURE_COORD_1:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord1);
+ break;
+ case GL_MAP2_TEXTURE_COORD_2:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord2);
+ break;
+ case GL_MAP2_TEXTURE_COORD_3:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord3);
+ break;
+ case GL_MAP2_TEXTURE_COORD_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord4);
+ break;
+ case GL_MAP2_VERTEX_3:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex3);
+ break;
+ case GL_MAP2_VERTEX_4:
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex4);
+ break;
+ case GL_MAP_COLOR:
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapColorFlag);
+ break;
+ case GL_MAP_STENCIL:
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapStencilFlag);
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_ATTRIB_STACK_DEPTH:
+ params[0] = MAX_ATTRIB_STACK_DEPTH;
+ break;
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
+ params[0] = MAX_CLIENT_ATTRIB_STACK_DEPTH;
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = ctx->Const.MaxClipPlanes;
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = ctx->Const.MaxArrayLockSize;
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = ctx->Const.MaxArrayLockSize;
+ break;
+ case GL_MAX_EVAL_ORDER:
+ params[0] = MAX_EVAL_ORDER;
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = ctx->Const.MaxLights;
+ break;
+ case GL_MAX_LIST_NESTING:
+ params[0] = MAX_LIST_NESTING;
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = MAX_MODELVIEW_STACK_DEPTH;
+ break;
+ case GL_MAX_NAME_STACK_DEPTH:
+ params[0] = MAX_NAME_STACK_DEPTH;
+ break;
+ case GL_MAX_PIXEL_MAP_TABLE:
+ params[0] = MAX_PIXEL_MAP_TABLE;
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = MAX_PROJECTION_STACK_DEPTH;
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = 1 << (ctx->Const.MaxTextureLevels - 1);
+ break;
+ case GL_MAX_3D_TEXTURE_SIZE:
+ params[0] = 1 << (ctx->Const.Max3DTextureLevels - 1);
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = MAX_TEXTURE_STACK_DEPTH;
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = ctx->Const.MaxViewportWidth;
+ params[1] = ctx->Const.MaxViewportHeight;
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = ctx->ModelviewMatrixStack.Depth + 1;
+ break;
+ case GL_NAME_STACK_DEPTH:
+ params[0] = ctx->Select.NameStackDepth;
+ break;
+ case GL_NORMALIZE:
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize);
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = ctx->Pack.Alignment;
+ break;
+ case GL_PACK_LSB_FIRST:
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.LsbFirst);
+ break;
+ case GL_PACK_ROW_LENGTH:
+ params[0] = ctx->Pack.RowLength;
+ break;
+ case GL_PACK_SKIP_PIXELS:
+ params[0] = ctx->Pack.SkipPixels;
+ break;
+ case GL_PACK_SKIP_ROWS:
+ params[0] = ctx->Pack.SkipRows;
+ break;
+ case GL_PACK_SWAP_BYTES:
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.SwapBytes);
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = ctx->Pack.SkipImages;
+ break;
+ case GL_PACK_IMAGE_HEIGHT_EXT:
+ params[0] = ctx->Pack.ImageHeight;
+ break;
+ case GL_PACK_INVERT_MESA:
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.Invert);
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_PIXEL_MAP_A_TO_A_SIZE:
+ params[0] = ctx->Pixel.MapAtoAsize;
+ break;
+ case GL_PIXEL_MAP_B_TO_B_SIZE:
+ params[0] = ctx->Pixel.MapBtoBsize;
+ break;
+ case GL_PIXEL_MAP_G_TO_G_SIZE:
+ params[0] = ctx->Pixel.MapGtoGsize;
+ break;
+ case GL_PIXEL_MAP_I_TO_A_SIZE:
+ params[0] = ctx->Pixel.MapItoAsize;
+ break;
+ case GL_PIXEL_MAP_I_TO_B_SIZE:
+ params[0] = ctx->Pixel.MapItoBsize;
+ break;
+ case GL_PIXEL_MAP_I_TO_G_SIZE:
+ params[0] = ctx->Pixel.MapItoGsize;
+ break;
+ case GL_PIXEL_MAP_I_TO_I_SIZE:
+ params[0] = ctx->Pixel.MapItoIsize;
+ break;
+ case GL_PIXEL_MAP_I_TO_R_SIZE:
+ params[0] = ctx->Pixel.MapItoRsize;
+ break;
+ case GL_PIXEL_MAP_R_TO_R_SIZE:
+ params[0] = ctx->Pixel.MapRtoRsize;
+ break;
+ case GL_PIXEL_MAP_S_TO_S_SIZE:
+ params[0] = ctx->Pixel.MapStoSsize;
+ break;
+ case GL_POINT_SIZE:
+ params[0] = IROUND(ctx->Point.Size);
+ break;
+ case GL_POINT_SIZE_GRANULARITY:
+ params[0] = IROUND(ctx->Const.PointSizeGranularity);
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = IROUND(ctx->Const.MinPointSizeAA);
+ params[1] = IROUND(ctx->Const.MaxPointSizeAA);
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = IROUND(ctx->Const.MinPointSize);
+ params[1] = IROUND(ctx->Const.MaxPointSize);
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = BOOLEAN_TO_INT(ctx->Point.SmoothFlag);
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = IROUND(ctx->Point.MinSize);
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = IROUND(ctx->Point.MaxSize);
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = IROUND(ctx->Point.Threshold);
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = IROUND(ctx->Point.Params[0]);
+ params[1] = IROUND(ctx->Point.Params[1]);
+ params[2] = IROUND(ctx->Point.Params[2]);
+ break;
+ case GL_POLYGON_MODE:
+ params[0] = ENUM_TO_INT(ctx->Polygon.FrontMode);
+ params[1] = ENUM_TO_INT(ctx->Polygon.BackMode);
+ break;
+ case GL_POLYGON_OFFSET_BIAS_EXT:
+ params[0] = IROUND(ctx->Polygon.OffsetUnits);
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = IROUND(ctx->Polygon.OffsetFactor );
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = IROUND(ctx->Polygon.OffsetUnits );
+ break;
+ case GL_POLYGON_SMOOTH:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag);
+ break;
+ case GL_POLYGON_SMOOTH_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.PolygonSmooth);
+ break;
+ case GL_POLYGON_STIPPLE:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.StippleFlag);
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = ctx->ProjectionMatrixStack.Depth + 1;
+ break;
+ case GL_READ_BUFFER:
+ params[0] = ENUM_TO_INT(ctx->Pixel.ReadBuffer);
+ break;
+ case GL_RED_BIAS:
+ params[0] = IROUND(ctx->Pixel.RedBias);
+ break;
+ case GL_RED_BITS:
+ params[0] = ctx->DrawBuffer->Visual.redBits ;
+ break;
+ case GL_RED_SCALE:
+ params[0] = IROUND(ctx->Pixel.RedScale);
+ break;
+ case GL_RENDER_MODE:
+ params[0] = ENUM_TO_INT(ctx->RenderMode);
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.RescaleNormals);
+ break;
+ case GL_RGBA_MODE:
+ params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.rgbMode);
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = ctx->Scissor.X;
+ params[1] = ctx->Scissor.Y;
+ params[2] = ctx->Scissor.Width;
+ params[3] = ctx->Scissor.Height;
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Scissor.Enabled);
+ break;
+ case GL_SELECTION_BUFFER_SIZE:
+ params[0] = ctx->Select.BufferSize;
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_INT(ctx->Light.ShadeModel);
+ break;
+ case GL_SHARED_TEXTURE_PALETTE_EXT:
+ params[0] = BOOLEAN_TO_INT(ctx->Texture.SharedPalette);
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = ctx->DrawBuffer->Visual.stencilBits;
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = ctx->Stencil.Clear;
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Stencil.Enabled);
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
+ break;
+ case GL_STEREO:
+ params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.stereoMode);
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = ctx->Const.SubPixelBits;
+ break;
+ case GL_TEXTURE_1D:
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D));
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D));
+ break;
+ case GL_TEXTURE_3D:
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));
+ break;
+ case GL_TEXTURE_BINDING_1D:
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name;
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name;
+ break;
+ case GL_TEXTURE_BINDING_3D:
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name;
+ break;
+ case GL_TEXTURE_ENV_COLOR:
+ {
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
+ params[0] = FLOAT_TO_INT(color[0]);
+ params[1] = FLOAT_TO_INT(color[1]);
+ params[2] = FLOAT_TO_INT(color[2]);
+ params[3] = FLOAT_TO_INT(color[3]);
+ }
+ break;
+ case GL_TEXTURE_ENV_MODE:
+ params[0] = ENUM_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_Q:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1;
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = ctx->Unpack.Alignment;
+ break;
+ case GL_UNPACK_LSB_FIRST:
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.LsbFirst);
+ break;
+ case GL_UNPACK_ROW_LENGTH:
+ params[0] = ctx->Unpack.RowLength;
+ break;
+ case GL_UNPACK_SKIP_PIXELS:
+ params[0] = ctx->Unpack.SkipPixels;
+ break;
+ case GL_UNPACK_SKIP_ROWS:
+ params[0] = ctx->Unpack.SkipRows;
+ break;
+ case GL_UNPACK_SWAP_BYTES:
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.SwapBytes);
+ break;
+ case GL_UNPACK_SKIP_IMAGES_EXT:
+ params[0] = ctx->Unpack.SkipImages;
+ break;
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:
+ params[0] = ctx->Unpack.ImageHeight;
+ break;
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.ClientStorage);
+ break;
+ case GL_VIEWPORT:
+ params[0] = ctx->Viewport.X;
+ params[1] = ctx->Viewport.Y;
+ params[2] = ctx->Viewport.Width;
+ params[3] = ctx->Viewport.Height;
+ break;
+ case GL_ZOOM_X:
+ params[0] = IROUND(ctx->Pixel.ZoomX);
+ break;
+ case GL_ZOOM_Y:
+ params[0] = IROUND(ctx->Pixel.ZoomY);
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Vertex.Enabled);
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = ctx->Array.Vertex.Size;
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = ctx->Array.Vertex.Stride;
+ break;
+ case GL_VERTEX_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_INT(ctx->Array.Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = ctx->Array.Normal.Stride;
+ break;
+ case GL_NORMAL_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Color.Enabled);
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = ctx->Array.Color.Size;
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = ctx->Array.Color.Stride;
+ break;
+ case GL_COLOR_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_INDEX_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Index.Enabled);
+ break;
+ case GL_INDEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.Index.Type);
+ break;
+ case GL_INDEX_ARRAY_STRIDE:
+ params[0] = ctx->Array.Index.Stride;
+ break;
+ case GL_INDEX_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_EDGE_FLAG_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.EdgeFlag.Enabled);
+ break;
+ case GL_EDGE_FLAG_ARRAY_STRIDE:
+ params[0] = ctx->Array.EdgeFlag.Stride;
+ break;
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
+ params[0] = 0;
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXTENSION_I(ARB_multitexture, pname);
+ params[0] = MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits);
+ break;
+ case GL_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_I(ARB_multitexture, pname);
+ params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXTENSION_I(ARB_multitexture, pname);
+ params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name;
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
+ params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1));
+ break;
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);
+ params[0] = ctx->Hint.TextureCompression;
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);
+ params[0] = _mesa_get_compressed_formats(ctx, NULL);
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);
+ {
+ GLint formats[100];
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
+ ASSERT(n <= 100);
+ for (i = 0; i < n; i++)
+ params[i] = ENUM_TO_INT(formats[i]);
+ }
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
+ params[0] = ctx->Array.LockFirst;
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
+ params[0] = ctx->Array.LockCount;
+ break;
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[4]);
+ params[2] = IROUND(matrix[8]);
+ params[3] = IROUND(matrix[12]);
+ params[4] = IROUND(matrix[1]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[9]);
+ params[7] = IROUND(matrix[13]);
+ params[8] = IROUND(matrix[2]);
+ params[9] = IROUND(matrix[6]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[14]);
+ params[12] = IROUND(matrix[3]);
+ params[13] = IROUND(matrix[7]);
+ params[14] = IROUND(matrix[11]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[4]);
+ params[2] = IROUND(matrix[8]);
+ params[3] = IROUND(matrix[12]);
+ params[4] = IROUND(matrix[1]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[9]);
+ params[7] = IROUND(matrix[13]);
+ params[8] = IROUND(matrix[2]);
+ params[9] = IROUND(matrix[6]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[14]);
+ params[12] = IROUND(matrix[3]);
+ params[13] = IROUND(matrix[7]);
+ params[14] = IROUND(matrix[11]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[4]);
+ params[2] = IROUND(matrix[8]);
+ params[3] = IROUND(matrix[12]);
+ params[4] = IROUND(matrix[1]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[9]);
+ params[7] = IROUND(matrix[13]);
+ params[8] = IROUND(matrix[2]);
+ params[9] = IROUND(matrix[6]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[14]);
+ params[12] = IROUND(matrix[3]);
+ params[13] = IROUND(matrix[7]);
+ params[14] = IROUND(matrix[11]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[4]);
+ params[2] = IROUND(matrix[8]);
+ params[3] = IROUND(matrix[12]);
+ params[4] = IROUND(matrix[1]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[9]);
+ params[7] = IROUND(matrix[13]);
+ params[8] = IROUND(matrix[2]);
+ params[9] = IROUND(matrix[6]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[14]);
+ params[12] = IROUND(matrix[3]);
+ params[13] = IROUND(matrix[7]);
+ params[14] = IROUND(matrix[11]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_OCCLUSION_TEST_HP:
+ CHECK_EXTENSION_I(HP_occlusion_test, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.OcclusionTest);
+ break;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ CHECK_EXTENSION_I(HP_occlusion_test, pname);
+ {
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ if (ctx->Depth.OcclusionTest)
+ params[0] = ctx->OcclusionResult;
+ else
+ params[0] = ctx->OcclusionResultSaved;
+ /* reset flag now */
+ ctx->OcclusionResult = GL_FALSE;
+ ctx->OcclusionResultSaved = GL_FALSE;
+ return;
+ }
+ break;
+ case GL_PIXEL_TEXTURE_SGIS:
+ CHECK_EXTENSION_I(SGIS_pixel_texture, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);
+ break;
+ case GL_PIXEL_TEX_GEN_SGIX:
+ CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);
+ break;
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:
+ CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
+ params[0] = ENUM_TO_INT(pixel_texgen_mode(ctx));
+ break;
+ case GL_COLOR_MATRIX_SGI:
+ {
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = ctx->ColorMatrixStack.Depth + 1;
+ break;
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
+ params[0] = MAX_COLOR_STACK_DEPTH;
+ break;
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[0]);
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[1]);
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[2]);
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[3]);
+ break;
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[0]);
+ break;
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[1]);
+ break;
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[2]);
+ break;
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[3]);
+ break;
+ case GL_CONVOLUTION_1D_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution1DEnabled);
+ break;
+ case GL_CONVOLUTION_2D_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution2DEnabled);
+ break;
+ case GL_SEPARABLE_2D_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Separable2DEnabled);
+ break;
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[0]);
+ break;
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[1]);
+ break;
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[2]);
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[3]);
+ break;
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[0]);
+ break;
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[1]);
+ break;
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[2]);
+ break;
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
+ CHECK_EXTENSION_I(EXT_convolution, pname);
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[3]);
+ break;
+ case GL_HISTOGRAM:
+ CHECK_EXTENSION_I(EXT_histogram, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.HistogramEnabled);
+ break;
+ case GL_MINMAX:
+ CHECK_EXTENSION_I(EXT_histogram, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MinMaxEnabled);
+ break;
+ case GL_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_I(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled);
+ break;
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_I(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostConvolutionColorTableEnabled);
+ break;
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_I(SGI_color_table, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostColorMatrixColorTableEnabled);
+ break;
+ case GL_TEXTURE_COLOR_TABLE_SGI:
+ CHECK_EXTENSION_I(SGI_texture_color_table, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);
+ break;
+ case GL_COLOR_SUM_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Fog.ColorSumEnabled);
+ break;
+ case GL_CURRENT_SECONDARY_COLOR_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);
+ params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);
+ }
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.SecondaryColor.Enabled);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ params[0] = ENUM_TO_INT(ctx->Array.SecondaryColor.Type);
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ params[0] = ctx->Array.SecondaryColor.Stride;
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);
+ params[0] = ctx->Array.SecondaryColor.Size;
+ break;
+ case GL_CURRENT_FOG_COORDINATE_EXT:
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);
+ }
+ break;
+ case GL_FOG_COORDINATE_ARRAY_EXT:
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.FogCoord.Enabled);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_INT(ctx->Array.FogCoord.Type);
+ break;
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);
+ params[0] = ctx->Array.FogCoord.Stride;
+ break;
+ case GL_FOG_COORDINATE_SOURCE_EXT:
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);
+ params[0] = ENUM_TO_INT(ctx->Fog.FogCoordinateSource);
+ break;
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:
+ CHECK_EXTENSION_I(EXT_texture_lod_bias, pname);
+ params[0] = IROUND(ctx->Const.MaxTextureLodBias);
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXTENSION_I(EXT_texture_filter_anisotropic, pname);
+ params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy);
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled);
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne);
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = IROUND(ctx->Multisample.SampleCoverageValue);
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert);
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = ctx->DrawBuffer->Visual.sampleBuffers;
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXTENSION_I(ARB_multisample, pname);
+ params[0] = ctx->DrawBuffer->Visual.samples;
+ break;
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:
+ CHECK_EXTENSION_I(IBM_rasterpos_clip, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.RasterPositionUnclipped);
+ break;
+ case GL_POINT_SPRITE_NV:
+ CHECK_EXTENSION_I(NV_point_sprite, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite);
+ break;
+ case GL_POINT_SPRITE_R_MODE_NV:
+ CHECK_EXTENSION_I(NV_point_sprite, pname);
+ params[0] = ENUM_TO_INT(ctx->Point.SpriteRMode);
+ break;
+ case GL_POINT_SPRITE_COORD_ORIGIN:
+ CHECK_EXTENSION_I(NV_point_sprite, pname);
+ params[0] = ENUM_TO_INT(ctx->Point.SpriteOrigin);
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXTENSION_I(SGIS_generate_mipmap, pname);
+ params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_VERTEX_PROGRAM_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.Enabled);
+ break;
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.PointSizeEnabled);
+ break;
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.TwoSideEnabled);
+ break;
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = ctx->Const.MaxProgramMatrixStackDepth;
+ break;
+ case GL_MAX_TRACK_MATRICES_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = ctx->Const.MaxProgramMatrices;
+ break;
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->CurrentStack->Depth + 1);
+ break;
+ case GL_CURRENT_MATRIX_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_VERTEX_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = (ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0);
+ break;
+ case GL_PROGRAM_ERROR_POSITION_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = ctx->Program.ErrorPos;
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[0].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[1].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[2].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[3].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[4].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[5].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[6].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[7].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[8].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[9].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[10].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[11].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[12].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[13].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[14].Enabled);
+ break;
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[15].Enabled);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[0]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[1]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[2]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[3]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[4]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[5]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[6]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[7]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[8]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[9]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[10]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[11]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[12]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[13]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[14]);
+ break;
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:
+ CHECK_EXTENSION_I(NV_vertex_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[15]);
+ break;
+ case GL_FRAGMENT_PROGRAM_NV:
+ CHECK_EXTENSION_I(NV_fragment_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);
+ break;
+ case GL_MAX_TEXTURE_COORDS_NV:
+ CHECK_EXTENSION_I(NV_fragment_program, pname);
+ params[0] = ctx->Const.MaxTextureCoordUnits;
+ break;
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
+ CHECK_EXTENSION_I(NV_fragment_program, pname);
+ params[0] = ctx->Const.MaxTextureImageUnits;
+ break;
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:
+ CHECK_EXTENSION_I(NV_fragment_program, pname);
+ params[0] = ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
+ break;
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
+ CHECK_EXTENSION_I(NV_fragment_program, pname);
+ params[0] = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
+ break;
+ case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));
+ break;
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name;
+ break;
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);
+ params[0] = ctx->Const.MaxTextureRectSize;
+ break;
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Stencil.TestTwoSide);
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
+ params[0] = ENUM_TO_INT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
+ break;
+ case GL_MAX_SHININESS_NV:
+ CHECK_EXTENSION_I(NV_light_max_exponent, pname);
+ params[0] = IROUND(ctx->Const.MaxShininess);
+ break;
+ case GL_MAX_SPOT_EXPONENT_NV:
+ CHECK_EXTENSION_I(NV_light_max_exponent, pname);
+ params[0] = IROUND(ctx->Const.MaxSpotExponent);
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.ArrayBufferObj->Name;
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.Vertex.BufferObj->Name;
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.Normal.BufferObj->Name;
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.Color.BufferObj->Name;
+ break;
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.Index.BufferObj->Name;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
+ break;
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.EdgeFlag.BufferObj->Name;
+ break;
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.SecondaryColor.BufferObj->Name;
+ break;
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.FogCoord.BufferObj->Name;
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
+ params[0] = ctx->Array.ElementArrayBufferObj->Name;
+ break;
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);
+ params[0] = ctx->Pack.BufferObj->Name;
+ break;
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
+ CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);
+ params[0] = ctx->Unpack.BufferObj->Name;
+ break;
+ case GL_MAX_VERTEX_ATTRIBS_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_program, pname);
+ params[0] = ctx->Const.MaxVertexProgramAttribs;
+ break;
+ case GL_FRAGMENT_PROGRAM_ARB:
+ CHECK_EXTENSION_I(ARB_fragment_program, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);
+ break;
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
+ CHECK_EXTENSION_I(ARB_fragment_program, pname);
+ {
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[4]);
+ params[2] = IROUND(matrix[8]);
+ params[3] = IROUND(matrix[12]);
+ params[4] = IROUND(matrix[1]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[9]);
+ params[7] = IROUND(matrix[13]);
+ params[8] = IROUND(matrix[2]);
+ params[9] = IROUND(matrix[6]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[14]);
+ params[12] = IROUND(matrix[3]);
+ params[13] = IROUND(matrix[7]);
+ params[14] = IROUND(matrix[11]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_DEPTH_BOUNDS_TEST_EXT:
+ CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.BoundsTest);
+ break;
+ case GL_DEPTH_BOUNDS_EXT:
+ CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);
+ params[0] = IROUND(ctx->Depth.BoundsMin);
+ params[1] = IROUND(ctx->Depth.BoundsMax);
+ break;
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_I(MESA_program_debug, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.CallbackEnabled);
+ break;
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:
+ CHECK_EXTENSION_I(MESA_program_debug, pname);
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.CallbackEnabled);
+ break;
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_I(MESA_program_debug, pname);
+ params[0] = ctx->FragmentProgram.CurrentPosition;
+ break;
+ case GL_VERTEX_PROGRAM_POSITION_MESA:
+ CHECK_EXTENSION_I(MESA_program_debug, pname);
+ params[0] = ctx->VertexProgram.CurrentPosition;
+ break;
+ case GL_MAX_DRAW_BUFFERS_ARB:
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);
+ params[0] = ctx->Const.MaxDrawBuffers;
+ break;
+ case GL_DRAW_BUFFER0_ARB:
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);
+ params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);
+ break;
+ case GL_DRAW_BUFFER1_ARB:
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[1];
+ params[0] = ENUM_TO_INT(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER2_ARB:
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[2];
+ params[0] = ENUM_TO_INT(buffer);
+ }
+ break;
+ case GL_DRAW_BUFFER3_ARB:
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);
+ {
+ GLenum buffer;
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
+ return;
+ }
+ buffer = ctx->Color.DrawBuffer[3];
+ params[0] = ENUM_TO_INT(buffer);
+ }
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ CHECK_EXTENSION_I(OES_read_format, pname);
+ params[0] = ctx->Const.ColorReadType;
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ CHECK_EXTENSION_I(OES_read_format, pname);
+ params[0] = ctx->Const.ColorReadFormat;
+ break;
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 6;
+ break;
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 8;
+ break;
+ case GL_NUM_PASSES_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 2;
+ break;
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 8;
+ break;
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 16;
+ break;
+ case GL_COLOR_ALPHA_PAIRING_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = BOOLEAN_TO_INT(GL_TRUE);
+ break;
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 3;
+ break;
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);
+ params[0] = 3;
+ break;
+ case GL_STENCIL_BACK_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Stencil.Function[1]);
+ break;
+ case GL_STENCIL_BACK_VALUE_MASK:
+ params[0] = ctx->Stencil.ValueMask[1];
+ break;
+ case GL_STENCIL_BACK_REF:
+ params[0] = ctx->Stencil.Ref[1];
+ break;
+ case GL_STENCIL_BACK_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[1]);
+ break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[1]);
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
+ params[0] = ctx->DrawBuffer->Name;
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
+ params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
+ break;
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
+ params[0] = ctx->Const.MaxColorAttachments;
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
+ params[0] = ctx->Const.MaxRenderbufferSize;
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_I(ARB_fragment_shader, pname);
+ params[0] = MAX_FRAGMENT_UNIFORM_COMPONENTS;
+ break;
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
+ CHECK_EXTENSION_I(ARB_fragment_shader, pname);
+ params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative);
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);
+ params[0] = MAX_VERTEX_UNIFORM_COMPONENTS;
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);
+ params[0] = MAX_VARYING_FLOATS;
+ break;
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);
+ params[0] = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
+ break;
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);
+ params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_GetDoublev( GLenum pname, GLdouble *params )
+{
+ const GLfloat magic = -1234.5F;
+ GLfloat values[16];
+ GLuint i;
+
+ if (!params)
+ return;
+
+ /* Init temp array to magic numbers so we can figure out how many values
+ * are returned by the GetFloatv() call.
+ */
+ for (i = 0; i < 16; i++)
+ values[i] = magic;
+
+ _mesa_GetFloatv(pname, values);
+
+ for (i = 0; i < 16 && values[i] != magic; i++)
+ params[i] = (GLdouble) values[i];
+}
+