-/* $Id: get.c,v 1.4 1999/10/08 09:27:10 keithw Exp $ */
+/* $Id: get.c,v 1.16 2000/03/31 01:04:52 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-/* $XFree86: xc/lib/GL/mesa/src/get.c,v 1.3 1999/04/04 00:20:25 dawes Exp $ */
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <assert.h>
-#include <stdio.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "context.h"
#include "enable.h"
#include "enums.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
+#include "matrix.h"
#include "mmath.h"
#include "types.h"
#include "vb.h"
-void gl_GetBooleanv( GLcontext *ctx, GLenum pname, GLboolean *params )
+void
+_mesa_GetBooleanv( GLenum pname, GLboolean *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;
switch (pname) {
case GL_ACCUM_RED_BITS:
+ *params = INT_TO_BOOL(ctx->Visual->AccumRedBits);
+ break;
case GL_ACCUM_GREEN_BITS:
+ *params = INT_TO_BOOL(ctx->Visual->AccumGreenBits);
+ break;
case GL_ACCUM_BLUE_BITS:
+ *params = INT_TO_BOOL(ctx->Visual->AccumBlueBits);
+ break;
case GL_ACCUM_ALPHA_BITS:
- *params = INT_TO_BOOL(ctx->Visual->AccumBits);
+ *params = INT_TO_BOOL(ctx->Visual->AccumAlphaBits);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]);
*params = ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
- *params = (NUM_AUX_BUFFERS) ? GL_TRUE : GL_FALSE;
+ *params = (ctx->Const.NumAuxBuffers) ? GL_TRUE : GL_FALSE;
break;
case GL_BLEND:
*params = ctx->Color.BlendEnabled;
case GL_BLEND_SRC:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_SRC_RGB_INGR:
+ case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_DST_RGB_INGR:
+ case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB);
break;
- case GL_BLEND_SRC_ALPHA_INGR:
+ case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcA);
break;
- case GL_BLEND_DST_ALPHA_INGR:
+ case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
- /* TODO: is this right? Or, return number of entries in buffer? */
*params = INT_TO_BOOL(ctx->Feedback.BufferSize);
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = FLOAT_TO_BOOL(ctx->Line.Width);
break;
case GL_LINE_WIDTH_GRANULARITY:
- *params = FLOAT_TO_BOOL(LINE_WIDTH_GRANULARITY);
+ *params = FLOAT_TO_BOOL(ctx->Const.LineWidthGranularity);
break;
case GL_LINE_WIDTH_RANGE:
- params[0] = FLOAT_TO_BOOL(MIN_LINE_WIDTH);
- params[1] = FLOAT_TO_BOOL(MAX_LINE_WIDTH);
+ params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidthAA);
+ params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidthAA);
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidth);
+ params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidth);
break;
case GL_LIST_BASE:
*params = INT_TO_BOOL(ctx->List.ListBase);
*params = FLOAT_TO_BOOL(ctx->Point.Size );
break;
case GL_POINT_SIZE_GRANULARITY:
- *params = FLOAT_TO_BOOL(POINT_SIZE_GRANULARITY );
+ *params = FLOAT_TO_BOOL(ctx->Const.PointSizeGranularity );
break;
case GL_POINT_SIZE_RANGE:
- params[0] = FLOAT_TO_BOOL(MIN_POINT_SIZE );
- params[1] = FLOAT_TO_BOOL(MAX_POINT_SIZE );
+ params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSizeAA);
+ params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSizeAA);
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSize);
+ params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSize);
break;
case GL_POINT_SMOOTH:
*params = ctx->Point.SmoothFlag;
params[0] = ENUM_TO_BOOL(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode);
break;
-#ifdef GL_EXT_polygon_offset
- case GL_POLYGON_OFFSET_BIAS_EXT:
+ case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits );
break;
-#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor );
break;
*params = ctx->Visual->StereoFlag;
break;
case GL_SUBPIXEL_BITS:
- *params = INT_TO_BOOL(0); /* TODO */
+ *params = INT_TO_BOOL(ctx->Const.SubPixelBits);
break;
case GL_TEXTURE_1D:
- *params = gl_IsEnabled( ctx, GL_TEXTURE_1D );
+ *params = _mesa_IsEnabled(GL_TEXTURE_1D );
break;
case GL_TEXTURE_2D:
- *params = gl_IsEnabled( ctx, GL_TEXTURE_2D );
+ *params = _mesa_IsEnabled(GL_TEXTURE_2D );
break;
case GL_TEXTURE_3D:
- *params = gl_IsEnabled( ctx, GL_TEXTURE_3D );
+ *params = _mesa_IsEnabled(GL_TEXTURE_3D );
break;
case GL_TEXTURE_BINDING_1D:
*params = INT_TO_BOOL(textureUnit->CurrentD[1]->Name);
case GL_ZOOM_Y:
*params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY);
break;
+ case GL_VERTEX_ARRAY:
+ *params = ctx->Array.Vertex.Enabled;
+ break;
case GL_VERTEX_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.Vertex.Size);
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
+ case GL_NORMAL_ARRAY:
+ *params = ctx->Array.Normal.Enabled;
+ break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
+ case GL_COLOR_ARRAY:
+ *params = ctx->Array.Color.Enabled;
+ break;
case GL_COLOR_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.Color.Size);
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
+ case GL_INDEX_ARRAY:
+ *params = ctx->Array.Index.Enabled;
+ break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
+ case GL_TEXTURE_COORD_ARRAY:
+ *params = ctx->Array.TexCoord[texUnit].Enabled;
+ break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Size);
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
+ case GL_EDGE_FLAG_ARRAY:
+ *params = ctx->Array.EdgeFlag.Enabled;
+ break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.EdgeFlag.Stride);
break;
- case GL_EDGE_FLAG_ARRAY_EXT:
- *params = INT_TO_BOOL(0);
- break;
case GL_MAX_TEXTURE_UNITS_ARB:
*params = ctx->Const.MaxTextureUnits;
*params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
break;
-
/* GL_PGI_misc_hints */
case GL_STRICT_DEPTHFUNC_HINT_PGI:
*params = ENUM_TO_BOOL(GL_NICEST);
case GL_NATIVE_GRAPHICS_HANDLE_PGI:
*params = 0;
break;
+
+ /* GL_EXT_compiled_vertex_array */
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ *params = ctx->Array.LockFirst ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ *params = ctx->Array.LockCount ? GL_TRUE : GL_FALSE;
+ break;
+
+ /* GL_ARB_transpose_matrix */
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ /* don't have a color matrix */
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ModelView.m);
+ for (i=0;i<16;i++) {
+ params[i] = FLOAT_TO_BOOL(tm[i]);
+ }
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ProjectionMatrix.m);
+ for (i=0;i<16;i++) {
+ params[i] = FLOAT_TO_BOOL(tm[i]);
+ }
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->TextureMatrix[texTransformUnit].m);
+ for (i=0;i<16;i++) {
+ params[i] = FLOAT_TO_BOOL(tm[i]);
+ }
+ }
+ break;
+
+ /* GL_HP_occlusion_test */
+ case GL_OCCLUSION_TEST_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = ctx->Depth.OcclusionTest;
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" );
+ }
+ return;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = ctx->OcclusionResult;
+ ctx->OcclusionResult = GL_FALSE; /* reset now */
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" );
+ }
+ return;
+
default:
- printf("invalid enum: %x\n", pname);
gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" );
}
}
-void gl_GetDoublev( GLcontext *ctx, GLenum pname, GLdouble *params )
+void
+_mesa_GetDoublev( GLenum pname, GLdouble *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;
switch (pname) {
case GL_ACCUM_RED_BITS:
+ *params = (GLdouble) ctx->Visual->AccumRedBits;
+ break;
case GL_ACCUM_GREEN_BITS:
+ *params = (GLdouble) ctx->Visual->AccumGreenBits;
+ break;
case GL_ACCUM_BLUE_BITS:
+ *params = (GLdouble) ctx->Visual->AccumBlueBits;
+ break;
case GL_ACCUM_ALPHA_BITS:
- *params = (GLdouble) ctx->Visual->AccumBits;
+ *params = (GLdouble) ctx->Visual->AccumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = (GLdouble) ctx->Accum.ClearColor[0];
*params = (GLdouble) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
- *params = (GLdouble) NUM_AUX_BUFFERS;
+ *params = (GLdouble) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLdouble) ctx->Color.BlendEnabled;
case GL_BLEND_SRC:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_SRC_RGB_INGR:
+ case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_DST_RGB_INGR:
+ case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB);
break;
- case GL_BLEND_SRC_ALPHA_INGR:
+ case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcA);
break;
- case GL_BLEND_DST_ALPHA_INGR:
+ case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLdouble) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
- /* TODO: is this right? Or, return number of entries in buffer? */
*params = (GLdouble) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = (GLdouble) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
- *params = (GLdouble) LINE_WIDTH_GRANULARITY;
+ *params = (GLdouble) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
- params[0] = (GLdouble) MIN_LINE_WIDTH;
- params[1] = (GLdouble) MAX_LINE_WIDTH;
+ params[0] = (GLdouble) ctx->Const.MinLineWidthAA;
+ params[1] = (GLdouble) ctx->Const.MaxLineWidthAA;
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = (GLdouble) ctx->Const.MinLineWidth;
+ params[1] = (GLdouble) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLdouble) ctx->List.ListBase;
*params = (GLdouble) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
- *params = (GLdouble) POINT_SIZE_GRANULARITY;
+ *params = (GLdouble) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
- params[0] = (GLdouble) MIN_POINT_SIZE;
- params[1] = (GLdouble) MAX_POINT_SIZE;
+ params[0] = (GLdouble) ctx->Const.MinPointSizeAA;
+ params[1] = (GLdouble) ctx->Const.MaxPointSizeAA;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = (GLdouble) ctx->Const.MinPointSize;
+ params[1] = (GLdouble) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLdouble) ctx->Point.SmoothFlag;
params[0] = ENUM_TO_DOUBLE(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode);
break;
-#ifdef GL_EXT_polygon_offset
- case GL_POLYGON_OFFSET_BIAS_EXT:
+ case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = (GLdouble) ctx->Polygon.OffsetUnits;
break;
-#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLdouble) ctx->Polygon.OffsetFactor;
break;
*params = (GLdouble) ctx->Visual->StereoFlag;
break;
case GL_SUBPIXEL_BITS:
- *params = 0.0; /* TODO */
+ *params = (GLdouble) ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_3D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLdouble) textureUnit->CurrentD[1]->Name;
case GL_ZOOM_Y:
*params = (GLdouble) ctx->Pixel.ZoomY;
break;
+ case GL_VERTEX_ARRAY:
+ *params = (GLdouble) ctx->Array.Vertex.Enabled;
+ break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_NORMAL_ARRAY:
+ *params = (GLdouble) ctx->Array.Normal.Enabled;
+ break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_COLOR_ARRAY:
+ *params = (GLdouble) ctx->Array.Color.Enabled;
+ break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_INDEX_ARRAY:
+ *params = (GLdouble) ctx->Array.Index.Enabled;
+ break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_TEXTURE_COORD_ARRAY:
+ *params = (GLdouble) ctx->Array.TexCoord[texUnit].Enabled;
+ break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_EDGE_FLAG_ARRAY:
+ *params = (GLdouble) ctx->Array.EdgeFlag.Enabled;
+ break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.EdgeFlag.Stride;
break;
*params = 0;
break;
+ /* GL_EXT_compiled_vertex_array */
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ *params = (GLdouble) ctx->Array.LockFirst;
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ *params = (GLdouble) ctx->Array.LockCount;
+ break;
+
+ /* GL_ARB_transpose_matrix */
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ /* don't have a color matrix */
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ModelView.m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLdouble) tm[i];
+ }
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ProjectionMatrix.m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLdouble) tm[i];
+ }
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->TextureMatrix[texTransformUnit].m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLdouble) tm[i];
+ }
+ }
+ break;
+ /* GL_HP_occlusion_test */
+ case GL_OCCLUSION_TEST_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLdouble) ctx->Depth.OcclusionTest;
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" );
+ }
+ return;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLdouble) ctx->OcclusionResult;
+ ctx->OcclusionResult = GL_FALSE; /* reset now */
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" );
+ }
+ return;
default:
- printf("invalid enum: %x\n", pname);
gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" );
}
}
-void gl_GetFloatv( GLcontext *ctx, GLenum pname, GLfloat *params )
+void
+_mesa_GetFloatv( GLenum pname, GLfloat *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;
switch (pname) {
case GL_ACCUM_RED_BITS:
+ *params = (GLfloat) ctx->Visual->AccumRedBits;
+ break;
case GL_ACCUM_GREEN_BITS:
+ *params = (GLfloat) ctx->Visual->AccumGreenBits;
+ break;
case GL_ACCUM_BLUE_BITS:
+ *params = (GLfloat) ctx->Visual->AccumBlueBits;
+ break;
case GL_ACCUM_ALPHA_BITS:
- *params = (GLfloat) ctx->Visual->AccumBits;
+ *params = (GLfloat) ctx->Visual->AccumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = ctx->Accum.ClearColor[0];
*params = (GLfloat) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
- *params = (GLfloat) NUM_AUX_BUFFERS;
+ *params = (GLfloat) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLfloat) ctx->Color.BlendEnabled;
case GL_BLEND_SRC:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_SRC_RGB_INGR:
+ case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
break;
- case GL_BLEND_DST_RGB_INGR:
+ case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
break;
- case GL_BLEND_SRC_ALPHA_INGR:
+ case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);
break;
- case GL_BLEND_DST_ALPHA_INGR:
+ case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLfloat) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
- /* TODO: is this right? Or, return number of entries in buffer? */
*params = (GLfloat) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = (GLfloat) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
- *params = (GLfloat) LINE_WIDTH_GRANULARITY;
+ *params = (GLfloat) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
- params[0] = (GLfloat) MIN_LINE_WIDTH;
- params[1] = (GLfloat) MAX_LINE_WIDTH;
+ params[0] = (GLfloat) ctx->Const.MinLineWidthAA;
+ params[1] = (GLfloat) ctx->Const.MaxLineWidthAA;
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = (GLfloat) ctx->Const.MinLineWidth;
+ params[1] = (GLfloat) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLfloat) ctx->List.ListBase;
*params = (GLfloat) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
- *params = (GLfloat) POINT_SIZE_GRANULARITY;
+ *params = (GLfloat) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
- params[0] = (GLfloat) MIN_POINT_SIZE;
- params[1] = (GLfloat) MAX_POINT_SIZE;
+ params[0] = (GLfloat) ctx->Const.MinPointSizeAA;
+ params[1] = (GLfloat) ctx->Const.MaxPointSizeAA;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = (GLfloat) ctx->Const.MinPointSize;
+ params[1] = (GLfloat) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLfloat) ctx->Point.SmoothFlag;
*params = (GLfloat) ctx->Visual->StereoFlag;
break;
case GL_SUBPIXEL_BITS:
- *params = 0.0F; /* TODO */
+ *params = (GLfloat) ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_3D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1.0 : 0.0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLfloat) textureUnit->CurrentD[1]->Name;
case GL_ZOOM_Y:
*params = (GLfloat) ctx->Pixel.ZoomY;
break;
+ case GL_VERTEX_ARRAY:
+ *params = (GLfloat) ctx->Array.Vertex.Enabled;
+ break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_NORMAL_ARRAY:
+ *params = (GLfloat) ctx->Array.Normal.Enabled;
+ break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_COLOR_ARRAY:
+ *params = (GLfloat) ctx->Array.Color.Enabled;
+ break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_INDEX_ARRAY:
+ *params = (GLfloat) ctx->Array.Index.Enabled;
+ break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_TEXTURE_COORD_ARRAY:
+ *params = (GLfloat) ctx->Array.TexCoord[texUnit].Enabled;
+ break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
+ case GL_EDGE_FLAG_ARRAY:
+ *params = (GLfloat) ctx->Array.EdgeFlag.Enabled;
+ break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.EdgeFlag.Stride;
break;
*params = 0;
break;
+ /* GL_EXT_compiled_vertex_array */
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
+ *params = (GLfloat) ctx->Array.LockFirst;
+ break;
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
+ *params = (GLfloat) ctx->Array.LockCount;
+ break;
+
+ /* GL_ARB_transpose_matrix */
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ /* don't have a color matrix */
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ gl_matrix_transposef(params, ctx->ModelView.m);
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ gl_matrix_transposef(params, ctx->ProjectionMatrix.m);
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ gl_matrix_transposef(params, ctx->TextureMatrix[texTransformUnit].m);
+ break;
+
+ /* GL_HP_occlusion_test */
+ case GL_OCCLUSION_TEST_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLfloat) ctx->Depth.OcclusionTest;
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" );
+ }
+ return;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLfloat) ctx->OcclusionResult;
+ ctx->OcclusionResult = GL_FALSE; /* reset now */
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" );
+ }
+ return;
+
default:
- printf("invalid enum: %x\n", pname);
gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" );
}
}
-void gl_GetIntegerv( GLcontext *ctx, GLenum pname, GLint *params )
+void
+_mesa_GetIntegerv( GLenum pname, GLint *params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;
switch (pname) {
case GL_ACCUM_RED_BITS:
+ *params = (GLint) ctx->Visual->AccumRedBits;
+ break;
case GL_ACCUM_GREEN_BITS:
+ *params = (GLint) ctx->Visual->AccumGreenBits;
+ break;
case GL_ACCUM_BLUE_BITS:
+ *params = (GLint) ctx->Visual->AccumBlueBits;
+ break;
case GL_ACCUM_ALPHA_BITS:
- *params = (GLint) ctx->Visual->AccumBits;
+ *params = (GLint) ctx->Visual->AccumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( ctx->Accum.ClearColor[0] );
*params = (GLint) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
- *params = (GLint) NUM_AUX_BUFFERS;
+ *params = (GLint) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLint) ctx->Color.BlendEnabled;
case GL_BLEND_SRC:
*params = (GLint) ctx->Color.BlendSrcRGB;
break;
- case GL_BLEND_SRC_RGB_INGR:
+ case GL_BLEND_SRC_RGB_EXT:
*params = (GLint) ctx->Color.BlendSrcRGB;
break;
- case GL_BLEND_DST_RGB_INGR:
+ case GL_BLEND_DST_RGB_EXT:
*params = (GLint) ctx->Color.BlendDstRGB;
break;
- case GL_BLEND_SRC_ALPHA_INGR:
+ case GL_BLEND_SRC_ALPHA_EXT:
*params = (GLint) ctx->Color.BlendSrcA;
break;
- case GL_BLEND_DST_ALPHA_INGR:
+ case GL_BLEND_DST_ALPHA_EXT:
*params = (GLint) ctx->Color.BlendDstA;
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLint) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
- /* TODO: is this right? Or, return number of entries in buffer? */
*params = ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = (GLint) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
- *params = (GLint) LINE_WIDTH_GRANULARITY;
+ *params = (GLint) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
- params[0] = (GLint) MIN_LINE_WIDTH;
- params[1] = (GLint) MAX_LINE_WIDTH;
+ params[0] = (GLint) ctx->Const.MinLineWidthAA;
+ params[1] = (GLint) ctx->Const.MaxLineWidthAA;
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = (GLint) ctx->Const.MinLineWidth;
+ params[1] = (GLint) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLint) ctx->List.ListBase;
*params = (GLint) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
- *params = (GLint) POINT_SIZE_GRANULARITY;
+ *params = (GLint) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
- params[0] = (GLint) MIN_POINT_SIZE;
- params[1] = (GLint) MAX_POINT_SIZE;
+ params[0] = (GLint) ctx->Const.MinPointSizeAA;
+ params[1] = (GLint) ctx->Const.MaxPointSizeAA;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = (GLint) ctx->Const.MinPointSize;
+ params[1] = (GLint) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLint) ctx->Point.SmoothFlag;
params[0] = (GLint) ctx->Polygon.FrontMode;
params[1] = (GLint) ctx->Polygon.BackMode;
break;
-#ifdef GL_EXT_polygon_offset
- case GL_POLYGON_OFFSET_BIAS_EXT:
+ case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = (GLint) ctx->Polygon.OffsetUnits;
break;
-#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLint) ctx->Polygon.OffsetFactor;
break;
*params = (GLint) ctx->Visual->StereoFlag;
break;
case GL_SUBPIXEL_BITS:
- *params = 0; /* TODO */
+ *params = ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1 : 0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1 : 0;
break;
case GL_TEXTURE_2D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1 : 0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1 : 0;
break;
case GL_TEXTURE_3D:
- *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1 : 0;
+ *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1 : 0;
break;
case GL_TEXTURE_BINDING_1D:
*params = textureUnit->CurrentD[1]->Name;
case GL_ZOOM_Y:
*params = (GLint) ctx->Pixel.ZoomY;
break;
+ case GL_VERTEX_ARRAY:
+ *params = (GLint) ctx->Array.Vertex.Enabled;
+ break;
case GL_VERTEX_ARRAY_SIZE:
*params = ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0;
break;
+ case GL_NORMAL_ARRAY:
+ *params = (GLint) ctx->Array.Normal.Enabled;
+ break;
case GL_NORMAL_ARRAY_TYPE:
*params = ctx->Array.Normal.Type;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0;
break;
+ case GL_COLOR_ARRAY:
+ *params = (GLint) ctx->Array.Color.Enabled;
+ break;
case GL_COLOR_ARRAY_SIZE:
*params = ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0;
break;
+ case GL_INDEX_ARRAY:
+ *params = (GLint) ctx->Array.Index.Enabled;
+ break;
case GL_INDEX_ARRAY_TYPE:
*params = ctx->Array.Index.Type;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0;
break;
+ case GL_TEXTURE_COORD_ARRAY:
+ *params = (GLint) ctx->Array.TexCoord[texUnit].Enabled;
+ break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0;
break;
+ case GL_EDGE_FLAG_ARRAY:
+ *params = (GLint) ctx->Array.EdgeFlag.Enabled;
+ break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = ctx->Array.EdgeFlag.Stride;
break;
*params = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
break;
-
/* GL_PGI_misc_hints */
case GL_STRICT_DEPTHFUNC_HINT_PGI:
*params = (GL_NICEST);
*params = 0;
break;
- /* GL_EXT_compiled_vertex_array
- */
- case GL_ARRAY_ELEMENT_LOCK_FIRST_SGI:
+ /* GL_EXT_compiled_vertex_array */
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
*params = ctx->Array.LockFirst;
break;
-
- case GL_ARRAY_ELEMENT_LOCK_COUNT_SGI:
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
*params = ctx->Array.LockCount;
break;
+ /* GL_ARB_transpose_matrix */
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:
+ /* don't have a color matrix */
+ break;
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ModelView.m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLint) tm[i];
+ }
+ }
+ break;
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->ProjectionMatrix.m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLint) tm[i];
+ }
+ }
+ break;
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
+ {
+ GLfloat tm[16];
+ GLuint i;
+ gl_matrix_transposef(tm, ctx->TextureMatrix[texTransformUnit].m);
+ for (i=0;i<16;i++) {
+ params[i] = (GLint) tm[i];
+ }
+ }
+ break;
+
+ /* GL_HP_occlusion_test */
+ case GL_OCCLUSION_TEST_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLint) ctx->Depth.OcclusionTest;
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" );
+ }
+ return;
+ case GL_OCCLUSION_TEST_RESULT_HP:
+ if (ctx->Extensions.HaveHpOcclusionTest) {
+ *params = (GLint) ctx->OcclusionResult;
+ ctx->OcclusionResult = GL_FALSE; /* reset now */
+ }
+ else {
+ gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" );
+ }
+ return;
+
default:
- printf("invalid enum: %x\n", pname);
gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" );
}
}
-void gl_GetPointerv( GLcontext *ctx, GLenum pname, GLvoid **params )
+void
+_mesa_GetPointerv( GLenum pname, GLvoid **params )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint texUnit = ctx->Texture.CurrentUnit;
/*GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;*/
-const GLubyte *gl_GetString( GLcontext *ctx, GLenum name )
+const GLubyte *
+_mesa_GetString( GLenum name )
{
- static char result[1000];
+ GET_CURRENT_CONTEXT(ctx);
static char *vendor = "Brian Paul";
- static char *version = "1.2 Mesa 3.1 beta";
+ static char *renderer = "Mesa";
+ static char *version = "1.2 Mesa 3.3 beta";
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glGetString", 0);
- /* First see if device driver can satisfy this call */
- switch (name) {
- case GL_VENDOR:
- case GL_RENDERER:
- case GL_VERSION:
- if (ctx->Driver.GetString) {
- const GLubyte *str = (*ctx->Driver.GetString)(ctx, name);
- if (str && str[0])
- return str;
- }
- break;
- /* Extensions always handled by extensions.c */
- case GL_EXTENSIONS:
- return (GLubyte *) gl_extensions_get_string( ctx );
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glGetString" );
- return (GLubyte *) 0;
- }
+ /* this is a required driver function */
+ assert(ctx->Driver.GetString);
+ {
+ const GLubyte *str = (*ctx->Driver.GetString)(ctx, name);
+ if (str)
+ return str;
- /* If we get here, device driver didn't return a string */
- switch (name) {
- case GL_VENDOR:
- return (GLubyte *) vendor;
- case GL_RENDERER:
- strcpy(result, "Mesa");
- if (ctx->Driver.RendererString) {
- strcat(result, " ");
- strcat(result, (*ctx->Driver.RendererString)());
- }
- return (GLubyte *) result;
- case GL_VERSION:
- return (GLubyte *) version;
- default:
- /* caught above */
- return NULL;
+ switch (name) {
+ case GL_VENDOR:
+ return (const GLubyte *) vendor;
+ case GL_RENDERER:
+ return (const GLubyte *) renderer;
+ case GL_VERSION:
+ return (const GLubyte *) version;
+ case GL_EXTENSIONS:
+ return (GLubyte *) gl_extensions_get_string( ctx );
+ default:
+ gl_error( ctx, GL_INVALID_ENUM, "glGetString" );
+ return (GLubyte *) 0;
+ }
}
}
+
+
+/*
+ * Execute a glGetError command
+ */
+GLenum
+_mesa_GetError( void )
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ GLenum e = ctx->ErrorValue;
+
+ ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", (GLenum) 0);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e));
+
+ ctx->ErrorValue = (GLenum) GL_NO_ERROR;
+ return e;
+}
+