From f4092abdf94af6a99aff944d6264bc1284e8bdd4 Mon Sep 17 00:00:00 2001 From: Reinhard Tartler Date: Mon, 10 Oct 2011 17:43:39 +0200 Subject: Imported nx-X11-3.1.0-1.tar.gz Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository --- nx-X11/extras/Mesa/src/mesa/main/get.c | 5646 ++++++++++++++++++++++++++++++++ 1 file changed, 5646 insertions(+) create mode 100644 nx-X11/extras/Mesa/src/mesa/main/get.c (limited to 'nx-X11/extras/Mesa/src/mesa/main/get.c') 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]; +} + -- cgit v1.2.3