#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 )
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.depthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);
+ params[0] = FLOAT_TO_BOOLEAN(((GLfloat) ctx->Depth.Clear));
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);
case GL_EDGE_FLAG:
{
FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.EdgeFlag;
+ params[0] = (ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0);
}
break;
case GL_FEEDBACK_BUFFER_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);
break;
case GL_LIST_INDEX:
- params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);
+ params[0] = INT_TO_BOOLEAN((ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0));
break;
case GL_LIST_MODE:
{
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);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.AtoA.Size);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapBtoBsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.BtoB.Size);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapGtoGsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.GtoG.Size);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoAsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoA.Size);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoBsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoB.Size);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoGsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoG.Size);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoIsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoI.Size);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoRsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoR.Size);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapRtoRsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.RtoR.Size);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapStoSsize);
+ params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.StoS.Size);
break;
case GL_POINT_SIZE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);
case GL_POLYGON_OFFSET_UNITS:
params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );
break;
+ case GL_POLYGON_OFFSET_POINT:
+ params[0] = ctx->Polygon.OffsetPoint;
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ params[0] = ctx->Polygon.OffsetLine;
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = ctx->Polygon.OffsetFill;
+ break;
case GL_POLYGON_SMOOTH:
params[0] = ctx->Polygon.SmoothFlag;
break;
case GL_TEXTURE_3D:
params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetBooleanv");
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT);
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetBooleanv");
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT);
+ break;
case GL_TEXTURE_BINDING_1D:
params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->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]);
- }
+ case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name);
break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name);
break;
case GL_TEXTURE_GEN_S:
params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);
params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
break;
case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE));
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetBooleanv");
{
GLint formats[100];
GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE);
ASSERT(n <= 100);
for (i = 0; i < n; i++)
- params[i] = ENUM_TO_INT(formats[i]);
+ params[i] = ENUM_TO_BOOLEAN(formats[i]);
}
break;
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
break;
case GL_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetBooleanv");
- params[0] = ctx->Pixel.ColorTableEnabled;
+ params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION];
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetBooleanv");
- params[0] = ctx->Pixel.PostConvolutionColorTableEnabled;
+ params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION];
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetBooleanv");
- params[0] = ctx->Pixel.PostColorMatrixColorTableEnabled;
+ params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX];
break;
case GL_TEXTURE_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_texture_color_table, "GetBooleanv");
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy);
break;
case GL_MULTISAMPLE_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = ctx->Multisample.Enabled;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = ctx->Multisample.SampleAlphaToCoverage;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = ctx->Multisample.SampleAlphaToOne;
break;
case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = ctx->Multisample.SampleCoverage;
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue);
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = ctx->Multisample.SampleCoverageInvert;
break;
case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.sampleBuffers);
break;
case GL_SAMPLES_ARB:
- CHECK_EXT1(ARB_multisample, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.samples);
break;
case GL_RASTER_POSITION_UNCLIPPED_IBM:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxSpotExponent);
break;
case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name);
break;
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.BufferObj->Name);
break;
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.BufferObj->Name);
break;
case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.BufferObj->Name);
break;
case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Index.BufferObj->Name);
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
break;
case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name);
break;
case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name);
break;
case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.BufferObj->Name);
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name);
break;
case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
params[0] = INT_TO_BOOLEAN(ctx->VertexProgram.CurrentPosition);
break;
case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxDrawBuffers);
break;
case GL_DRAW_BUFFER0_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetBooleanv");
params[0] = ENUM_TO_BOOLEAN(ctx->DrawBuffer->ColorDrawBuffer[0]);
break;
case GL_DRAW_BUFFER1_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetBooleanv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER2_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetBooleanv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER3_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetBooleanv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
case GL_STENCIL_BACK_VALUE_MASK:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[1]);
break;
+ case GL_STENCIL_BACK_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[1]);
+ break;
case GL_STENCIL_BACK_REF:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[1]);
break;
CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
break;
+ case GL_READ_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXT1(EXT_framebuffer_blit, "GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->ReadBuffer->Name);
+ break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
CHECK_EXT1(ARB_fragment_shader, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(ctx->Const.FragmentProgram.MaxUniformComponents);
break;
case GL_MAX_VARYING_FLOATS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetBooleanv");
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVaryingFloats);
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVarying * 4);
break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetBooleanv");
CHECK_EXT1(ARB_vertex_shader, "GetBooleanv");
params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
break;
+ case GL_CURRENT_PROGRAM:
+ CHECK_EXT1(ARB_shader_objects, "GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0);
+ break;
+ case GL_MAX_SAMPLES:
+ CHECK_EXT1(ARB_framebuffer_object, "GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxSamples);
+ break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
}
params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = ctx->Depth.Clear;
+ params[0] = ((GLfloat) ctx->Depth.Clear);
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);
case GL_EDGE_FLAG:
{
FLUSH_CURRENT(ctx, 0);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Current.EdgeFlag);
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0));
}
break;
case GL_FEEDBACK_BUFFER_SIZE:
params[0] = (GLfloat)(ctx->List.ListBase);
break;
case GL_LIST_INDEX:
- params[0] = (GLfloat)(ctx->ListState.CurrentListNum);
+ params[0] = (GLfloat)((ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0));
break;
case GL_LIST_MODE:
{
params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapAtoAsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.AtoA.Size);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapBtoBsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.BtoB.Size);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapGtoGsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.GtoG.Size);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoAsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.ItoA.Size);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoBsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.ItoB.Size);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoGsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.ItoG.Size);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoIsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.ItoI.Size);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoRsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.ItoR.Size);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapRtoRsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.RtoR.Size);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapStoSsize);
+ params[0] = (GLfloat)(ctx->PixelMaps.StoS.Size);
break;
case GL_POINT_SIZE:
params[0] = ctx->Point.Size;
case GL_POLYGON_OFFSET_UNITS:
params[0] = ctx->Polygon.OffsetUnits ;
break;
+ case GL_POLYGON_OFFSET_POINT:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetPoint);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetLine);
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetFill);
+ break;
case GL_POLYGON_SMOOTH:
params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag);
break;
case GL_TEXTURE_3D:
params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));
break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT));
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT));
+ break;
case GL_TEXTURE_BINDING_1D:
params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->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];
- }
+ case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetFloatv");
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name);
break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetFloatv");
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name);
break;
case GL_TEXTURE_GEN_S:
params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
break;
case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetFloatv");
params[0] = (GLfloat)(ctx->Hint.TextureCompression);
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetFloatv");
params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE));
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetFloatv");
{
GLint formats[100];
GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE);
ASSERT(n <= 100);
for (i = 0; i < n; i++)
- params[i] = ENUM_TO_INT(formats[i]);
+ params[i] = ENUM_TO_FLOAT(formats[i]);
}
break;
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
break;
case GL_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetFloatv");
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]);
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetFloatv");
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostConvolutionColorTableEnabled);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]);
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetFloatv");
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostColorMatrixColorTableEnabled);
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]);
break;
case GL_TEXTURE_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_texture_color_table, "GetFloatv");
params[0] = ctx->Const.MaxTextureMaxAnisotropy;
break;
case GL_MULTISAMPLE_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled);
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage);
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne);
break;
case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage);
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = ctx->Multisample.SampleCoverageValue;
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert);
break;
case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = (GLfloat)(ctx->DrawBuffer->Visual.sampleBuffers);
break;
case GL_SAMPLES_ARB:
- CHECK_EXT1(ARB_multisample, "GetFloatv");
params[0] = (GLfloat)(ctx->DrawBuffer->Visual.samples);
break;
case GL_RASTER_POSITION_UNCLIPPED_IBM:
params[0] = ctx->Const.MaxSpotExponent;
break;
case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name);
break;
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.BufferObj->Name);
break;
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->Normal.BufferObj->Name);
break;
case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.BufferObj->Name);
break;
case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->Index.BufferObj->Name);
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
break;
case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name);
break;
case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name);
break;
case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ArrayObj->FogCoord.BufferObj->Name);
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name);
break;
case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
params[0] = (GLfloat)(ctx->VertexProgram.CurrentPosition);
break;
case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetFloatv");
params[0] = (GLfloat)(ctx->Const.MaxDrawBuffers);
break;
case GL_DRAW_BUFFER0_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetFloatv");
params[0] = ENUM_TO_FLOAT(ctx->DrawBuffer->ColorDrawBuffer[0]);
break;
case GL_DRAW_BUFFER1_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetFloatv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER2_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetFloatv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER3_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetFloatv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
case GL_STENCIL_BACK_VALUE_MASK:
params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]);
break;
+ case GL_STENCIL_BACK_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Stencil.WriteMask[1]);
+ break;
case GL_STENCIL_BACK_REF:
params[0] = (GLfloat)(ctx->Stencil.Ref[1]);
break;
CHECK_EXT1(EXT_framebuffer_object, "GetFloatv");
params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
break;
+ case GL_READ_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXT1(EXT_framebuffer_blit, "GetFloatv");
+ params[0] = (GLfloat)(ctx->ReadBuffer->Name);
+ break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
CHECK_EXT1(ARB_fragment_shader, "GetFloatv");
params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents);
break;
case GL_MAX_VARYING_FLOATS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetFloatv");
- params[0] = (GLfloat)(ctx->Const.MaxVaryingFloats);
+ params[0] = (GLfloat)(ctx->Const.MaxVarying * 4);
break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetFloatv");
CHECK_EXT1(ARB_vertex_shader, "GetFloatv");
params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
break;
+ case GL_CURRENT_PROGRAM:
+ CHECK_EXT1(ARB_shader_objects, "GetFloatv");
+ params[0] = (GLfloat)(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0);
+ break;
+ case GL_MAX_SAMPLES:
+ CHECK_EXT1(ARB_framebuffer_object, "GetFloatv");
+ params[0] = (GLfloat)(ctx->Const.MaxSamples);
+ break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
}
params[0] = ctx->DrawBuffer->Visual.depthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
- params[0] = IROUND(ctx->Depth.Clear);
+ params[0] = FLOAT_TO_INT(((GLfloat) ctx->Depth.Clear));
break;
case GL_DEPTH_FUNC:
params[0] = ENUM_TO_INT(ctx->Depth.Func);
case GL_EDGE_FLAG:
{
FLUSH_CURRENT(ctx, 0);
- params[0] = BOOLEAN_TO_INT(ctx->Current.EdgeFlag);
+ params[0] = BOOLEAN_TO_INT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0));
}
break;
case GL_FEEDBACK_BUFFER_SIZE:
params[0] = ctx->List.ListBase;
break;
case GL_LIST_INDEX:
- params[0] = ctx->ListState.CurrentListNum;
+ params[0] = (ctx->ListState.CurrentList ? ctx->ListState.CurrentList->Name : 0);
break;
case GL_LIST_MODE:
{
params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
- params[0] = ctx->Pixel.MapAtoAsize;
+ params[0] = ctx->PixelMaps.AtoA.Size;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = ctx->Pixel.MapBtoBsize;
+ params[0] = ctx->PixelMaps.BtoB.Size;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = ctx->Pixel.MapGtoGsize;
+ params[0] = ctx->PixelMaps.GtoG.Size;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = ctx->Pixel.MapItoAsize;
+ params[0] = ctx->PixelMaps.ItoA.Size;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = ctx->Pixel.MapItoBsize;
+ params[0] = ctx->PixelMaps.ItoB.Size;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = ctx->Pixel.MapItoGsize;
+ params[0] = ctx->PixelMaps.ItoG.Size;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = ctx->Pixel.MapItoIsize;
+ params[0] = ctx->PixelMaps.ItoI.Size;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = ctx->Pixel.MapItoRsize;
+ params[0] = ctx->PixelMaps.ItoR.Size;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = ctx->Pixel.MapRtoRsize;
+ params[0] = ctx->PixelMaps.RtoR.Size;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = ctx->Pixel.MapStoSsize;
+ params[0] = ctx->PixelMaps.StoS.Size;
break;
case GL_POINT_SIZE:
params[0] = IROUND(ctx->Point.Size);
case GL_POLYGON_OFFSET_UNITS:
params[0] = IROUND(ctx->Polygon.OffsetUnits );
break;
+ case GL_POLYGON_OFFSET_POINT:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetPoint);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetLine);
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetFill);
+ break;
case GL_POLYGON_SMOOTH:
params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag);
break;
case GL_TEXTURE_3D:
params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));
break;
+ case GL_TEXTURE_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT));
+ break;
+ case GL_TEXTURE_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT));
+ break;
case GL_TEXTURE_BINDING_1D:
params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->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]);
- }
+ case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetIntegerv");
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name;
break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
+ case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
+ CHECK_EXT1(MESA_texture_array, "GetIntegerv");
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name;
break;
case GL_TEXTURE_GEN_S:
params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1));
break;
case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetIntegerv");
params[0] = ctx->Hint.TextureCompression;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetIntegerv");
params[0] = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXT1(ARB_texture_compression, "GetIntegerv");
{
GLint formats[100];
GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE);
break;
case GL_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetIntegerv");
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]);
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetIntegerv");
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostConvolutionColorTableEnabled);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]);
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_color_table, "GetIntegerv");
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostColorMatrixColorTableEnabled);
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]);
break;
case GL_TEXTURE_COLOR_TABLE_SGI:
CHECK_EXT1(SGI_texture_color_table, "GetIntegerv");
params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy);
break;
case GL_MULTISAMPLE_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled);
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage);
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne);
break;
case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage);
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = IROUND(ctx->Multisample.SampleCoverageValue);
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert);
break;
case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = ctx->DrawBuffer->Visual.sampleBuffers;
break;
case GL_SAMPLES_ARB:
- CHECK_EXT1(ARB_multisample, "GetIntegerv");
params[0] = ctx->DrawBuffer->Visual.samples;
break;
case GL_RASTER_POSITION_UNCLIPPED_IBM:
params[0] = IROUND(ctx->Const.MaxSpotExponent);
break;
case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayBufferObj->Name;
break;
case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->Vertex.BufferObj->Name;
break;
case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->Normal.BufferObj->Name;
break;
case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->Color.BufferObj->Name;
break;
case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->Index.BufferObj->Name;
break;
case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
break;
case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name;
break;
case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name;
break;
case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ArrayObj->FogCoord.BufferObj->Name;
break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv");
params[0] = ctx->Array.ElementArrayBufferObj->Name;
break;
case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
params[0] = ctx->VertexProgram.CurrentPosition;
break;
case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetIntegerv");
params[0] = ctx->Const.MaxDrawBuffers;
break;
case GL_DRAW_BUFFER0_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetIntegerv");
params[0] = ENUM_TO_INT(ctx->DrawBuffer->ColorDrawBuffer[0]);
break;
case GL_DRAW_BUFFER1_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetIntegerv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER2_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetIntegerv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
}
break;
case GL_DRAW_BUFFER3_ARB:
- CHECK_EXT1(ARB_draw_buffers, "GetIntegerv");
{
GLenum buffer;
if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
case GL_STENCIL_BACK_VALUE_MASK:
params[0] = ctx->Stencil.ValueMask[1];
break;
+ case GL_STENCIL_BACK_WRITEMASK:
+ params[0] = ctx->Stencil.WriteMask[1];
+ break;
case GL_STENCIL_BACK_REF:
params[0] = ctx->Stencil.Ref[1];
break;
CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv");
params[0] = ctx->Const.MaxRenderbufferSize;
break;
+ case GL_READ_FRAMEBUFFER_BINDING_EXT:
+ CHECK_EXT1(EXT_framebuffer_blit, "GetIntegerv");
+ params[0] = ctx->ReadBuffer->Name;
+ break;
case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
CHECK_EXT1(ARB_fragment_shader, "GetIntegerv");
params[0] = ctx->Const.FragmentProgram.MaxUniformComponents;
break;
case GL_MAX_VARYING_FLOATS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetIntegerv");
- params[0] = ctx->Const.MaxVaryingFloats;
+ params[0] = ctx->Const.MaxVarying * 4;
break;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
CHECK_EXT1(ARB_vertex_shader, "GetIntegerv");
CHECK_EXT1(ARB_vertex_shader, "GetIntegerv");
params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
break;
+ case GL_CURRENT_PROGRAM:
+ CHECK_EXT1(ARB_shader_objects, "GetIntegerv");
+ params[0] = ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
+ break;
+ case GL_MAX_SAMPLES:
+ CHECK_EXT1(ARB_framebuffer_object, "GetIntegerv");
+ params[0] = ctx->Const.MaxSamples;
+ break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
}