X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fget.c;h=4eda3491341a6ff97f1185a18c5ad8b60d7a26ec;hb=8e1c3bd0b4c599bae5b64cd51cec1d74266f30fb;hp=69deced915360ce46c5d0a216fecb81d4e781de9;hpb=4ed1d0b2c0c30c0b415cbf78aa90f334da91f543;p=mesa.git diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c index 69deced9153..4eda3491341 100644 --- a/src/mesa/main/get.c +++ b/src/mesa/main/get.c @@ -1,3655 +1,3864 @@ -/* $Id: get.c,v 1.33 2000/09/15 19:57:51 brianp Exp $ */ -/* - * Mesa 3-D graphics library - * Version: 3.5 - * - * 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"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ +/*** + *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py + ***/ - -#ifdef PC_HEADER -#include "all.h" -#else #include "glheader.h" #include "context.h" #include "enable.h" -#include "enums.h" #include "extensions.h" +#include "fbobject.h" #include "get.h" #include "macros.h" -#include "matrix.h" -#include "mmath.h" -#include "types.h" -#include "vb.h" -#endif +#include "mtypes.h" +#include "state.h" +#include "texcompress.h" +#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE ) -#define FLOAT_TO_BOOL(X) ( (X)==0.0F ? GL_FALSE : GL_TRUE ) -#define INT_TO_BOOL(I) ( (I)==0 ? GL_FALSE : GL_TRUE ) -#define ENUM_TO_BOOL(E) ( (E)==0 ? GL_FALSE : GL_TRUE ) +#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE ) -#ifdef SPECIALCAST -/* Needed for an Amiga compiler */ -#define ENUM_TO_FLOAT(X) ((GLfloat)(GLint)(X)) -#define ENUM_TO_DOUBLE(X) ((GLdouble)(GLint)(X)) -#else -/* all other compilers */ -#define ENUM_TO_FLOAT(X) ((GLfloat)(X)) -#define ENUM_TO_DOUBLE(X) ((GLdouble)(X)) -#endif +#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 ) -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; - } + +/* + * Check if named extension is enabled, if not generate error and return. + */ +#define CHECK_EXT1(EXT1, FUNC) \ + if (!ctx->Extensions.EXT1) { \ + _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \ + return; \ + } + +/* + * Check if either of two extensions is enabled. + */ +#define CHECK_EXT2(EXT1, EXT2, FUNC) \ + if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \ + _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \ + return; \ } - else { - if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) { - return GL_ALPHA; - } - else { - return GL_NONE; - } + +/* + * Check if either of three extensions is enabled. + */ +#define CHECK_EXT3(EXT1, EXT2, EXT3, FUNC) \ + if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \ + !ctx->Extensions.EXT3) { \ + _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \ + return; \ } -} +/* + * Check if either of four extensions is enabled. + */ +#define CHECK_EXT4(EXT1, EXT2, EXT3, EXT4, FUNC) \ + if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \ + !ctx->Extensions.EXT3 && !ctx->Extensions.EXT4) { \ + _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \ + return; \ + } -void +void GLAPIENTRY _mesa_GetBooleanv( GLenum pname, GLboolean *params ) { GET_CURRENT_CONTEXT(ctx); - GLuint i; - GLuint texUnit = ctx->Texture.CurrentUnit; - GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; - const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetBooleanv"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetBooleanv %s\n", gl_lookup_enum_by_nr(pname)); + if (ctx->NewState) + _mesa_update_state(ctx); - if (ctx->Driver.GetBooleanv - && (*ctx->Driver.GetBooleanv)(ctx, pname, params)) + if (ctx->Driver.GetBooleanv && + ctx->Driver.GetBooleanv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: - *params = INT_TO_BOOL(ctx->Visual->AccumRedBits); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumRedBits); break; case GL_ACCUM_GREEN_BITS: - *params = INT_TO_BOOL(ctx->Visual->AccumGreenBits); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumGreenBits); break; case GL_ACCUM_BLUE_BITS: - *params = INT_TO_BOOL(ctx->Visual->AccumBlueBits); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumBlueBits); break; case GL_ACCUM_ALPHA_BITS: - *params = INT_TO_BOOL(ctx->Visual->AccumAlphaBits); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumAlphaBits); break; case GL_ACCUM_CLEAR_VALUE: - params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]); - params[1] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[1]); - params[2] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[2]); - params[3] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[3]); + 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 = FLOAT_TO_BOOL(ctx->Pixel.AlphaBias); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: - *params = INT_TO_BOOL(ctx->Visual->AlphaBits); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.alphaBits); break; case GL_ALPHA_SCALE: - *params = FLOAT_TO_BOOL(ctx->Pixel.AlphaScale); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaScale); break; case GL_ALPHA_TEST: - *params = ctx->Color.AlphaEnabled; + params[0] = ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: - *params = ENUM_TO_BOOL(ctx->Color.AlphaFunc); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: - *params = FLOAT_TO_BOOL((GLfloat) ctx->Color.AlphaRef / 255.0); + params[0] = FLOAT_TO_BOOLEAN(ctx->Color.AlphaRef); break; case GL_ATTRIB_STACK_DEPTH: - *params = INT_TO_BOOL(ctx->AttribStackDepth); + params[0] = INT_TO_BOOLEAN(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: - *params = ctx->Eval.AutoNormal; + params[0] = ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: - *params = (ctx->Const.NumAuxBuffers) ? GL_TRUE : GL_FALSE; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.numAuxBuffers); break; case GL_BLEND: - *params = ctx->Color.BlendEnabled; + params[0] = ctx->Color.BlendEnabled; break; case GL_BLEND_DST: - *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: - *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: - *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: - *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: - *params = ENUM_TO_BOOL(ctx->Color.BlendSrcA); + params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: - *params = ENUM_TO_BOOL(ctx->Color.BlendDstA); + 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_EQUATION_EXT: - *params = ENUM_TO_BOOL( ctx->Color.BlendEquation ); - break; case GL_BLEND_COLOR_EXT: - params[0] = FLOAT_TO_BOOL( ctx->Color.BlendColor[0] ); - params[1] = FLOAT_TO_BOOL( ctx->Color.BlendColor[1] ); - params[2] = FLOAT_TO_BOOL( ctx->Color.BlendColor[2] ); - params[3] = FLOAT_TO_BOOL( ctx->Color.BlendColor[3] ); - break; + 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 = FLOAT_TO_BOOL(ctx->Pixel.BlueBias); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: - *params = INT_TO_BOOL( ctx->Visual->BlueBits ); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.blueBits); break; case GL_BLUE_SCALE: - *params = FLOAT_TO_BOOL(ctx->Pixel.BlueScale); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: - *params = INT_TO_BOOL(ctx->ClientAttribStackDepth); + 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 = ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; + params[0] = (ctx->Transform.ClipPlanesEnabled >> 5) & 1; break; case GL_COLOR_CLEAR_VALUE: - params[0] = FLOAT_TO_BOOL(ctx->Color.ClearColor[0]); - params[1] = FLOAT_TO_BOOL(ctx->Color.ClearColor[1]); - params[2] = FLOAT_TO_BOOL(ctx->Color.ClearColor[2]); - params[3] = FLOAT_TO_BOOL(ctx->Color.ClearColor[3]); + 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 = ctx->Light.ColorMaterialEnabled; + params[0] = ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: - *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialFace); + params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: - *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialMode); + params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: - params[0] = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE; - params[1] = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE; - params[2] = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE; - params[3] = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE; + 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 = ctx->Polygon.CullFlag; + params[0] = ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: - *params = ENUM_TO_BOOL(ctx->Polygon.CullFaceMode); + params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: - params[0] = INT_TO_BOOL(ctx->Current.ByteColor[0]); - params[1] = INT_TO_BOOL(ctx->Current.ByteColor[1]); - params[2] = INT_TO_BOOL(ctx->Current.ByteColor[2]); - params[3] = INT_TO_BOOL(ctx->Current.ByteColor[3]); + { + 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: - *params = INT_TO_BOOL(ctx->Current.Index); + { + FLUSH_CURRENT(ctx, 0); + params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]); + } break; case GL_CURRENT_NORMAL: - params[0] = FLOAT_TO_BOOL(ctx->Current.Normal[0]); - params[1] = FLOAT_TO_BOOL(ctx->Current.Normal[1]); - params[2] = FLOAT_TO_BOOL(ctx->Current.Normal[2]); + { + 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_BOOL(ctx->Current.RasterColor[0]); - params[1] = FLOAT_TO_BOOL(ctx->Current.RasterColor[1]); - params[2] = FLOAT_TO_BOOL(ctx->Current.RasterColor[2]); - params[3] = FLOAT_TO_BOOL(ctx->Current.RasterColor[3]); - break; + 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 = FLOAT_TO_BOOL(ctx->Current.RasterDistance); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterDistance); + break; case GL_CURRENT_RASTER_INDEX: - *params = FLOAT_TO_BOOL(ctx->Current.RasterIndex); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterIndex); + break; case GL_CURRENT_RASTER_POSITION: - params[0] = FLOAT_TO_BOOL(ctx->Current.RasterPos[0]); - params[1] = FLOAT_TO_BOOL(ctx->Current.RasterPos[1]); - params[2] = FLOAT_TO_BOOL(ctx->Current.RasterPos[2]); - params[3] = FLOAT_TO_BOOL(ctx->Current.RasterPos[3]); - break; + 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_SECONDARY_COLOR: + params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[0]); + params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[1]); + params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[2]); + params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[3]); + break; case GL_CURRENT_RASTER_TEXTURE_COORDS: - params[0] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][0]); - params[1] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][1]); - params[2] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][2]); - params[3] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][3]); - break; + { + 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 = ctx->Current.RasterPosValid; - break; + params[0] = ctx->Current.RasterPosValid; + break; case GL_CURRENT_TEXTURE_COORDS: - params[0] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][0]); - params[1] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][1]); - params[2] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][2]); - params[3] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][3]); - break; + { + 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 = FLOAT_TO_BOOL(ctx->Pixel.DepthBias); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthBias); + break; case GL_DEPTH_BITS: - *params = INT_TO_BOOL(ctx->Visual->DepthBits); - break; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.depthBits); + break; case GL_DEPTH_CLEAR_VALUE: - *params = FLOAT_TO_BOOL(ctx->Depth.Clear); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear); + break; case GL_DEPTH_FUNC: - *params = ENUM_TO_BOOL(ctx->Depth.Func); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func); + break; case GL_DEPTH_RANGE: - params[0] = FLOAT_TO_BOOL(ctx->Viewport.Near); - params[1] = FLOAT_TO_BOOL(ctx->Viewport.Far); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Viewport.Near); + params[1] = FLOAT_TO_BOOLEAN(ctx->Viewport.Far); + break; case GL_DEPTH_SCALE: - *params = FLOAT_TO_BOOL(ctx->Pixel.DepthScale); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthScale); + break; case GL_DEPTH_TEST: - *params = ctx->Depth.Test; - break; + params[0] = ctx->Depth.Test; + break; case GL_DEPTH_WRITEMASK: - *params = ctx->Depth.Mask; - break; + params[0] = ctx->Depth.Mask; + break; case GL_DITHER: - *params = ctx->Color.DitherFlag; - break; + params[0] = ctx->Color.DitherFlag; + break; case GL_DOUBLEBUFFER: - *params = ctx->Visual->DBflag; - break; + params[0] = ctx->DrawBuffer->Visual.doubleBufferMode; + break; case GL_DRAW_BUFFER: - *params = ENUM_TO_BOOL(ctx->Color.DrawBuffer); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->DrawBuffer->ColorDrawBuffer[0]); + break; case GL_EDGE_FLAG: - *params = ctx->Current.EdgeFlag; - break; + { + FLUSH_CURRENT(ctx, 0); + params[0] = (ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0); + } + break; case GL_FEEDBACK_BUFFER_SIZE: - *params = INT_TO_BOOL(ctx->Feedback.BufferSize); + params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: - *params = INT_TO_BOOL(ctx->Feedback.Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type); break; case GL_FOG: - *params = ctx->Fog.Enabled; - break; + params[0] = ctx->Fog.Enabled; + break; case GL_FOG_COLOR: - params[0] = FLOAT_TO_BOOL(ctx->Fog.Color[0]); - params[1] = FLOAT_TO_BOOL(ctx->Fog.Color[1]); - params[2] = FLOAT_TO_BOOL(ctx->Fog.Color[2]); - params[3] = FLOAT_TO_BOOL(ctx->Fog.Color[3]); - break; + 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 = FLOAT_TO_BOOL(ctx->Fog.Density); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density); + break; case GL_FOG_END: - *params = FLOAT_TO_BOOL(ctx->Fog.End); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End); + break; case GL_FOG_HINT: - *params = ENUM_TO_BOOL(ctx->Hint.Fog); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog); + break; case GL_FOG_INDEX: - *params = FLOAT_TO_BOOL(ctx->Fog.Index); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index); + break; case GL_FOG_MODE: - *params = ENUM_TO_BOOL(ctx->Fog.Mode); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode); + break; case GL_FOG_START: - *params = FLOAT_TO_BOOL(ctx->Fog.End); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start); + break; case GL_FRONT_FACE: - *params = ENUM_TO_BOOL(ctx->Polygon.FrontFace); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace); + break; case GL_GREEN_BIAS: - *params = FLOAT_TO_BOOL(ctx->Pixel.GreenBias); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias); + break; case GL_GREEN_BITS: - *params = INT_TO_BOOL( ctx->Visual->GreenBits ); - break; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits); + break; case GL_GREEN_SCALE: - *params = FLOAT_TO_BOOL(ctx->Pixel.GreenScale); - break; - case GL_HISTOGRAM: - if (ctx->Extensions.HaveHistogram) { - *params = ctx->Pixel.HistogramEnabled; - } - else { - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); - return; - } - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale); + break; case GL_INDEX_BITS: - *params = INT_TO_BOOL( ctx->Visual->IndexBits ); - break; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.indexBits); + break; case GL_INDEX_CLEAR_VALUE: - *params = INT_TO_BOOL(ctx->Color.ClearIndex); - break; + params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex); + break; case GL_INDEX_MODE: - *params = ctx->Visual->RGBAflag ? GL_FALSE : GL_TRUE; - break; + params[0] = !ctx->DrawBuffer->Visual.rgbMode; + break; case GL_INDEX_OFFSET: - *params = INT_TO_BOOL(ctx->Pixel.IndexOffset); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset); + break; case GL_INDEX_SHIFT: - *params = INT_TO_BOOL(ctx->Pixel.IndexShift); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift); + break; case GL_INDEX_WRITEMASK: - *params = INT_TO_BOOL(ctx->Color.IndexMask); - break; + 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 = ctx->Light.Light[pname-GL_LIGHT0].Enabled; - break; + params[0] = ctx->Light.Light[7].Enabled; + break; case GL_LIGHTING: - *params = ctx->Light.Enabled; - break; + params[0] = ctx->Light.Enabled; + break; case GL_LIGHT_MODEL_AMBIENT: - params[0] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[0]); - params[1] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[1]); - params[2] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[2]); - params[3] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[3]); - break; + 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_BOOL(ctx->Light.Model.ColorControl); + params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: - *params = ctx->Light.Model.LocalViewer; - break; + params[0] = ctx->Light.Model.LocalViewer; + break; case GL_LIGHT_MODEL_TWO_SIDE: - *params = ctx->Light.Model.TwoSide; - break; + params[0] = ctx->Light.Model.TwoSide; + break; case GL_LINE_SMOOTH: - *params = ctx->Line.SmoothFlag; - break; + params[0] = ctx->Line.SmoothFlag; + break; case GL_LINE_SMOOTH_HINT: - *params = ENUM_TO_BOOL(ctx->Hint.LineSmooth); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth); + break; case GL_LINE_STIPPLE: - *params = ctx->Line.StippleFlag; - break; + params[0] = ctx->Line.StippleFlag; + break; case GL_LINE_STIPPLE_PATTERN: - *params = INT_TO_BOOL(ctx->Line.StipplePattern); - break; + params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern); + break; case GL_LINE_STIPPLE_REPEAT: - *params = INT_TO_BOOL(ctx->Line.StippleFactor); - break; + params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor); + break; case GL_LINE_WIDTH: - *params = FLOAT_TO_BOOL(ctx->Line.Width); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width); + break; case GL_LINE_WIDTH_GRANULARITY: - *params = FLOAT_TO_BOOL(ctx->Const.LineWidthGranularity); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity); + break; case GL_LINE_WIDTH_RANGE: - params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidthAA); - params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidthAA); + 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_BOOL(ctx->Const.MinLineWidth); - params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidth); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth); + params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth); + break; case GL_LIST_BASE: - *params = INT_TO_BOOL(ctx->List.ListBase); - break; + params[0] = INT_TO_BOOLEAN(ctx->List.ListBase); + break; case GL_LIST_INDEX: - *params = INT_TO_BOOL( ctx->CurrentListNum ); - break; + params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum); + break; case GL_LIST_MODE: - *params = ENUM_TO_BOOL( ctx->ExecuteFlag - ? GL_COMPILE_AND_EXECUTE : GL_COMPILE ); - break; + { + 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 = ctx->Color.IndexLogicOpEnabled; - break; + params[0] = ctx->Color.IndexLogicOpEnabled; + break; case GL_COLOR_LOGIC_OP: - *params = ctx->Color.ColorLogicOpEnabled; - break; + params[0] = ctx->Color.ColorLogicOpEnabled; + break; case GL_LOGIC_OP_MODE: - *params = ENUM_TO_BOOL(ctx->Color.LogicOp); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp); + break; case GL_MAP1_COLOR_4: - *params = ctx->Eval.Map1Color4; - break; + params[0] = ctx->Eval.Map1Color4; + break; case GL_MAP1_GRID_DOMAIN: - params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u1); - params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u2); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1); + params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2); + break; case GL_MAP1_GRID_SEGMENTS: - *params = INT_TO_BOOL(ctx->Eval.MapGrid1un); - break; + params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un); + break; case GL_MAP1_INDEX: - *params = ctx->Eval.Map1Index; - break; + params[0] = ctx->Eval.Map1Index; + break; case GL_MAP1_NORMAL: - *params = ctx->Eval.Map1Normal; - break; + params[0] = ctx->Eval.Map1Normal; + break; case GL_MAP1_TEXTURE_COORD_1: - *params = ctx->Eval.Map1TextureCoord1; - break; + params[0] = ctx->Eval.Map1TextureCoord1; + break; case GL_MAP1_TEXTURE_COORD_2: - *params = ctx->Eval.Map1TextureCoord2; - break; + params[0] = ctx->Eval.Map1TextureCoord2; + break; case GL_MAP1_TEXTURE_COORD_3: - *params = ctx->Eval.Map1TextureCoord3; - break; + params[0] = ctx->Eval.Map1TextureCoord3; + break; case GL_MAP1_TEXTURE_COORD_4: - *params = ctx->Eval.Map1TextureCoord4; - break; + params[0] = ctx->Eval.Map1TextureCoord4; + break; case GL_MAP1_VERTEX_3: - *params = ctx->Eval.Map1Vertex3; - break; + params[0] = ctx->Eval.Map1Vertex3; + break; case GL_MAP1_VERTEX_4: - *params = ctx->Eval.Map1Vertex4; - break; + params[0] = ctx->Eval.Map1Vertex4; + break; case GL_MAP2_COLOR_4: - *params = ctx->Eval.Map2Color4; - break; + params[0] = ctx->Eval.Map2Color4; + break; case GL_MAP2_GRID_DOMAIN: - params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u1); - params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u2); - params[2] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v1); - params[3] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v2); - break; + 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_BOOL(ctx->Eval.MapGrid2un); - params[1] = INT_TO_BOOL(ctx->Eval.MapGrid2vn); - break; + params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un); + params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn); + break; case GL_MAP2_INDEX: - *params = ctx->Eval.Map2Index; - break; + params[0] = ctx->Eval.Map2Index; + break; case GL_MAP2_NORMAL: - *params = ctx->Eval.Map2Normal; - break; + params[0] = ctx->Eval.Map2Normal; + break; case GL_MAP2_TEXTURE_COORD_1: - *params = ctx->Eval.Map2TextureCoord1; - break; + params[0] = ctx->Eval.Map2TextureCoord1; + break; case GL_MAP2_TEXTURE_COORD_2: - *params = ctx->Eval.Map2TextureCoord2; - break; + params[0] = ctx->Eval.Map2TextureCoord2; + break; case GL_MAP2_TEXTURE_COORD_3: - *params = ctx->Eval.Map2TextureCoord3; - break; + params[0] = ctx->Eval.Map2TextureCoord3; + break; case GL_MAP2_TEXTURE_COORD_4: - *params = ctx->Eval.Map2TextureCoord4; - break; + params[0] = ctx->Eval.Map2TextureCoord4; + break; case GL_MAP2_VERTEX_3: - *params = ctx->Eval.Map2Vertex3; - break; + params[0] = ctx->Eval.Map2Vertex3; + break; case GL_MAP2_VERTEX_4: - *params = ctx->Eval.Map2Vertex4; - break; + params[0] = ctx->Eval.Map2Vertex4; + break; case GL_MAP_COLOR: - *params = ctx->Pixel.MapColorFlag; - break; + params[0] = ctx->Pixel.MapColorFlag; + break; case GL_MAP_STENCIL: - *params = ctx->Pixel.MapStencilFlag; - break; + params[0] = ctx->Pixel.MapStencilFlag; + break; case GL_MATRIX_MODE: - *params = ENUM_TO_BOOL( ctx->Transform.MatrixMode ); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode); + break; case GL_MAX_ATTRIB_STACK_DEPTH: - *params = INT_TO_BOOL(MAX_ATTRIB_STACK_DEPTH); - break; + params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH); + break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: - *params = INT_TO_BOOL( MAX_CLIENT_ATTRIB_STACK_DEPTH); + params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: - *params = INT_TO_BOOL(MAX_CLIP_PLANES); - break; - case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ - *params = INT_TO_BOOL(VB_MAX); + 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: /* GL_VERSION_1_2 */ - *params = INT_TO_BOOL(VB_MAX); + case GL_MAX_ELEMENTS_INDICES: + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize); break; case GL_MAX_EVAL_ORDER: - *params = INT_TO_BOOL(MAX_EVAL_ORDER); - break; + params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER); + break; case GL_MAX_LIGHTS: - *params = INT_TO_BOOL(MAX_LIGHTS); - break; + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights); + break; case GL_MAX_LIST_NESTING: - *params = INT_TO_BOOL(MAX_LIST_NESTING); - break; + params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING); + break; case GL_MAX_MODELVIEW_STACK_DEPTH: - *params = INT_TO_BOOL(MAX_MODELVIEW_STACK_DEPTH); - break; + params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH); + break; case GL_MAX_NAME_STACK_DEPTH: - *params = INT_TO_BOOL(MAX_NAME_STACK_DEPTH); - break; + params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH); + break; case GL_MAX_PIXEL_MAP_TABLE: - *params = INT_TO_BOOL(MAX_PIXEL_MAP_TABLE); - break; + params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE); + break; case GL_MAX_PROJECTION_STACK_DEPTH: - *params = INT_TO_BOOL(MAX_PROJECTION_STACK_DEPTH); - break; + 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 = INT_TO_BOOL(ctx->Const.MaxTextureSize); - break; + params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1)); + break; case GL_MAX_TEXTURE_STACK_DEPTH: - *params = INT_TO_BOOL(MAX_TEXTURE_STACK_DEPTH); - break; + params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH); + break; case GL_MAX_VIEWPORT_DIMS: - params[0] = INT_TO_BOOL(MAX_WIDTH); - params[1] = INT_TO_BOOL(MAX_HEIGHT); - break; - case GL_MINMAX: - *params = ctx->Pixel.MinMaxEnabled; + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth); + params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight); break; case GL_MODELVIEW_MATRIX: - for (i=0;i<16;i++) { - params[i] = FLOAT_TO_BOOL(ctx->ModelView.m[i]); - } - break; + { + 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 = INT_TO_BOOL(ctx->ModelViewStackDepth + 1); - break; + params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1); + break; case GL_NAME_STACK_DEPTH: - *params = INT_TO_BOOL(ctx->Select.NameStackDepth); - break; + params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth); + break; case GL_NORMALIZE: - *params = ctx->Transform.Normalize; - break; + params[0] = ctx->Transform.Normalize; + break; case GL_PACK_ALIGNMENT: - *params = INT_TO_BOOL(ctx->Pack.Alignment); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment); + break; case GL_PACK_LSB_FIRST: - *params = ctx->Pack.LsbFirst; - break; + params[0] = ctx->Pack.LsbFirst; + break; case GL_PACK_ROW_LENGTH: - *params = INT_TO_BOOL(ctx->Pack.RowLength); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength); + break; case GL_PACK_SKIP_PIXELS: - *params = INT_TO_BOOL(ctx->Pack.SkipPixels); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels); + break; case GL_PACK_SKIP_ROWS: - *params = INT_TO_BOOL(ctx->Pack.SkipRows); - break; + params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows); + break; case GL_PACK_SWAP_BYTES: - *params = ctx->Pack.SwapBytes; - break; + params[0] = ctx->Pack.SwapBytes; + break; case GL_PACK_SKIP_IMAGES_EXT: - *params = ctx->Pack.SkipImages; + params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages); break; case GL_PACK_IMAGE_HEIGHT_EXT: - *params = ctx->Pack.ImageHeight; + 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 = ENUM_TO_BOOL(ctx->Hint.PerspectiveCorrection); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection); + break; case GL_PIXEL_MAP_A_TO_A_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapAtoAsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.AtoA.Size); + break; case GL_PIXEL_MAP_B_TO_B_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapBtoBsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.BtoB.Size); + break; case GL_PIXEL_MAP_G_TO_G_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapGtoGsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.GtoG.Size); + break; case GL_PIXEL_MAP_I_TO_A_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapItoAsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoA.Size); + break; case GL_PIXEL_MAP_I_TO_B_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapItoBsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoB.Size); + break; case GL_PIXEL_MAP_I_TO_G_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapItoGsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoG.Size); + break; case GL_PIXEL_MAP_I_TO_I_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapItoIsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoI.Size); + break; case GL_PIXEL_MAP_I_TO_R_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapItoRsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoR.Size); + break; case GL_PIXEL_MAP_R_TO_R_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapRtoRsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.RtoR.Size); + break; case GL_PIXEL_MAP_S_TO_S_SIZE: - *params = INT_TO_BOOL(ctx->Pixel.MapStoSsize); - break; + params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.StoS.Size); + break; case GL_POINT_SIZE: - *params = FLOAT_TO_BOOL(ctx->Point.UserSize); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size); + break; case GL_POINT_SIZE_GRANULARITY: - *params = FLOAT_TO_BOOL(ctx->Const.PointSizeGranularity ); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity); + break; case GL_POINT_SIZE_RANGE: - params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSizeAA); - params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSizeAA); + 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_BOOL(ctx->Const.MinPointSize); - params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSize); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize); + params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize); + break; case GL_POINT_SMOOTH: - *params = ctx->Point.SmoothFlag; - break; + params[0] = ctx->Point.SmoothFlag; + break; case GL_POINT_SMOOTH_HINT: - *params = ENUM_TO_BOOL(ctx->Hint.PointSmooth); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth); + break; case GL_POINT_SIZE_MIN_EXT: - *params = FLOAT_TO_BOOL(ctx->Point.MinSize); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize); + break; case GL_POINT_SIZE_MAX_EXT: - *params = FLOAT_TO_BOOL(ctx->Point.MaxSize); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize); + break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: - *params = FLOAT_TO_BOOL(ctx->Point.Threshold); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold); + break; case GL_DISTANCE_ATTENUATION_EXT: - params[0] = FLOAT_TO_BOOL(ctx->Point.Params[0]); - params[1] = FLOAT_TO_BOOL(ctx->Point.Params[1]); - params[2] = FLOAT_TO_BOOL(ctx->Point.Params[2]); - break; + 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_BOOL(ctx->Polygon.FrontMode); - params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode); - break; - case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ - *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); + 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 = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor ); + params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor ); break; case GL_POLYGON_OFFSET_UNITS: - *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); + params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits ); break; case GL_POLYGON_SMOOTH: - *params = ctx->Polygon.SmoothFlag; - break; + params[0] = ctx->Polygon.SmoothFlag; + break; case GL_POLYGON_SMOOTH_HINT: - *params = ENUM_TO_BOOL(ctx->Hint.PolygonSmooth); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth); + break; case GL_POLYGON_STIPPLE: - *params = ctx->Polygon.StippleFlag; - break; + params[0] = ctx->Polygon.StippleFlag; + break; case GL_PROJECTION_MATRIX: - for (i=0;i<16;i++) { - params[i] = FLOAT_TO_BOOL(ctx->ProjectionMatrix.m[i]); - } - break; + { + 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 = INT_TO_BOOL(ctx->ProjectionStackDepth + 1); - break; + params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1); + break; case GL_READ_BUFFER: - *params = ENUM_TO_BOOL(ctx->Pixel.ReadBuffer); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->ReadBuffer->ColorReadBuffer); + break; case GL_RED_BIAS: - *params = FLOAT_TO_BOOL(ctx->Pixel.RedBias); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias); + break; case GL_RED_BITS: - *params = INT_TO_BOOL( ctx->Visual->RedBits ); - break; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.redBits); + break; case GL_RED_SCALE: - *params = FLOAT_TO_BOOL(ctx->Pixel.RedScale); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale); + break; case GL_RENDER_MODE: - *params = ENUM_TO_BOOL(ctx->RenderMode); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode); + break; + case GL_RESCALE_NORMAL: + params[0] = ctx->Transform.RescaleNormals; + break; case GL_RGBA_MODE: - *params = ctx->Visual->RGBAflag; - break; + params[0] = ctx->DrawBuffer->Visual.rgbMode; + break; case GL_SCISSOR_BOX: - params[0] = INT_TO_BOOL(ctx->Scissor.X); - params[1] = INT_TO_BOOL(ctx->Scissor.Y); - params[2] = INT_TO_BOOL(ctx->Scissor.Width); - params[3] = INT_TO_BOOL(ctx->Scissor.Height); - break; + 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 = ctx->Scissor.Enabled; - break; + params[0] = ctx->Scissor.Enabled; + break; case GL_SELECTION_BUFFER_SIZE: - *params = INT_TO_BOOL(ctx->Select.BufferSize); + params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: - *params = ENUM_TO_BOOL(ctx->Light.ShadeModel); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel); + break; case GL_SHARED_TEXTURE_PALETTE_EXT: - *params = ctx->Texture.SharedPalette; + params[0] = ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: - *params = INT_TO_BOOL(ctx->Visual->StencilBits); - break; + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.stencilBits); + break; case GL_STENCIL_CLEAR_VALUE: - *params = INT_TO_BOOL(ctx->Stencil.Clear); - break; + params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear); + break; case GL_STENCIL_FAIL: - *params = ENUM_TO_BOOL(ctx->Stencil.FailFunc); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_FUNC: - *params = ENUM_TO_BOOL(ctx->Stencil.Function); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_FAIL: - *params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_PASS: - *params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_REF: - *params = INT_TO_BOOL(ctx->Stencil.Ref); - break; + params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_TEST: - *params = ctx->Stencil.Enabled; - break; + params[0] = ctx->Stencil.Enabled; + break; case GL_STENCIL_VALUE_MASK: - *params = INT_TO_BOOL(ctx->Stencil.ValueMask); - break; + params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_WRITEMASK: - *params = INT_TO_BOOL(ctx->Stencil.WriteMask); - break; + params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]); + break; case GL_STEREO: - *params = ctx->Visual->StereoFlag; - break; + params[0] = ctx->DrawBuffer->Visual.stereoMode; + break; case GL_SUBPIXEL_BITS: - *params = INT_TO_BOOL(ctx->Const.SubPixelBits); - break; + params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits); + break; case GL_TEXTURE_1D: - *params = _mesa_IsEnabled(GL_TEXTURE_1D); - break; + params[0] = _mesa_IsEnabled(GL_TEXTURE_1D); + break; case GL_TEXTURE_2D: - *params = _mesa_IsEnabled(GL_TEXTURE_2D); - break; + params[0] = _mesa_IsEnabled(GL_TEXTURE_2D); + break; case GL_TEXTURE_3D: - *params = _mesa_IsEnabled(GL_TEXTURE_3D); - break; + params[0] = _mesa_IsEnabled(GL_TEXTURE_3D); + break; case GL_TEXTURE_BINDING_1D: - *params = INT_TO_BOOL(textureUnit->CurrentD[1]->Name); - break; + params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name); + break; case GL_TEXTURE_BINDING_2D: - *params = INT_TO_BOOL(textureUnit->CurrentD[2]->Name); - break; + params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name); + break; case GL_TEXTURE_BINDING_3D: - *params = INT_TO_BOOL(textureUnit->CurrentD[3]->Name); + params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name); break; case GL_TEXTURE_ENV_COLOR: { - params[0] = FLOAT_TO_BOOL(textureUnit->EnvColor[0]); - params[1] = FLOAT_TO_BOOL(textureUnit->EnvColor[1]); - params[2] = FLOAT_TO_BOOL(textureUnit->EnvColor[2]); - params[3] = FLOAT_TO_BOOL(textureUnit->EnvColor[3]); + 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; + break; case GL_TEXTURE_ENV_MODE: - *params = ENUM_TO_BOOL(textureUnit->EnvMode); - break; + params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode); + break; case GL_TEXTURE_GEN_S: - *params = (textureUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE; - break; + params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0); + break; case GL_TEXTURE_GEN_T: - *params = (textureUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE; - break; + params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0); + break; case GL_TEXTURE_GEN_R: - *params = (textureUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE; - break; + params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0); + break; case GL_TEXTURE_GEN_Q: - *params = (textureUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE; - break; + params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0); + break; case GL_TEXTURE_MATRIX: - for (i=0;i<16;i++) { - params[i] = - FLOAT_TO_BOOL(ctx->TextureMatrix[texTransformUnit].m[i]); - } - break; + { + 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 = INT_TO_BOOL(ctx->TextureStackDepth[texTransformUnit] + 1); - break; + params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1); + break; case GL_UNPACK_ALIGNMENT: - *params = INT_TO_BOOL(ctx->Unpack.Alignment); - break; + params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment); + break; case GL_UNPACK_LSB_FIRST: - *params = ctx->Unpack.LsbFirst; - break; + params[0] = ctx->Unpack.LsbFirst; + break; case GL_UNPACK_ROW_LENGTH: - *params = INT_TO_BOOL(ctx->Unpack.RowLength); - break; + params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength); + break; case GL_UNPACK_SKIP_PIXELS: - *params = INT_TO_BOOL(ctx->Unpack.SkipPixels); - break; + params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels); + break; case GL_UNPACK_SKIP_ROWS: - *params = INT_TO_BOOL(ctx->Unpack.SkipRows); - break; + params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows); + break; case GL_UNPACK_SWAP_BYTES: - *params = ctx->Unpack.SwapBytes; - break; + params[0] = ctx->Unpack.SwapBytes; + break; case GL_UNPACK_SKIP_IMAGES_EXT: - *params = ctx->Unpack.SkipImages; + params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages); break; case GL_UNPACK_IMAGE_HEIGHT_EXT: - *params = ctx->Unpack.ImageHeight; + 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_BOOL(ctx->Viewport.X); - params[1] = INT_TO_BOOL(ctx->Viewport.Y); - params[2] = INT_TO_BOOL(ctx->Viewport.Width); - params[3] = INT_TO_BOOL(ctx->Viewport.Height); - break; + 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 = FLOAT_TO_BOOL(ctx->Pixel.ZoomX); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX); + break; case GL_ZOOM_Y: - *params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY); - break; + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY); + break; case GL_VERTEX_ARRAY: - *params = ctx->Array.Vertex.Enabled; + params[0] = ctx->Array.ArrayObj->Vertex.Enabled; break; case GL_VERTEX_ARRAY_SIZE: - *params = INT_TO_BOOL(ctx->Array.Vertex.Size); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Size); break; case GL_VERTEX_ARRAY_TYPE: - *params = ENUM_TO_BOOL(ctx->Array.Vertex.Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.Vertex.Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Stride); break; case GL_VERTEX_ARRAY_COUNT_EXT: - *params = INT_TO_BOOL(0); + params[0] = INT_TO_BOOLEAN(0); break; case GL_NORMAL_ARRAY: - *params = ctx->Array.Normal.Enabled; + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Enabled); break; case GL_NORMAL_ARRAY_TYPE: - *params = ENUM_TO_BOOL(ctx->Array.Normal.Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.Normal.Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Stride); break; case GL_NORMAL_ARRAY_COUNT_EXT: - *params = INT_TO_BOOL(0); + params[0] = INT_TO_BOOLEAN(0); break; case GL_COLOR_ARRAY: - *params = ctx->Array.Color.Enabled; + params[0] = ctx->Array.ArrayObj->Color.Enabled; break; case GL_COLOR_ARRAY_SIZE: - *params = INT_TO_BOOL(ctx->Array.Color.Size); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Size); break; case GL_COLOR_ARRAY_TYPE: - *params = ENUM_TO_BOOL(ctx->Array.Color.Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Type); break; case GL_COLOR_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.Color.Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Stride); break; case GL_COLOR_ARRAY_COUNT_EXT: - *params = INT_TO_BOOL(0); + params[0] = INT_TO_BOOLEAN(0); break; case GL_INDEX_ARRAY: - *params = ctx->Array.Index.Enabled; + params[0] = ctx->Array.ArrayObj->Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: - *params = ENUM_TO_BOOL(ctx->Array.Index.Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.Index.Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: - *params = INT_TO_BOOL(0); + params[0] = INT_TO_BOOLEAN(0); break; case GL_TEXTURE_COORD_ARRAY: - *params = ctx->Array.TexCoord[texUnit].Enabled; + params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled; break; case GL_TEXTURE_COORD_ARRAY_SIZE: - *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Size); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size); break; case GL_TEXTURE_COORD_ARRAY_TYPE: - *params = ENUM_TO_BOOL(ctx->Array.TexCoord[texUnit].Type); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride); break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: - *params = INT_TO_BOOL(0); + params[0] = INT_TO_BOOLEAN(0); break; case GL_EDGE_FLAG_ARRAY: - *params = ctx->Array.EdgeFlag.Enabled; + params[0] = ctx->Array.ArrayObj->EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: - *params = INT_TO_BOOL(ctx->Array.EdgeFlag.Stride); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->EdgeFlag.Stride); + break; + case GL_EDGE_FLAG_ARRAY_COUNT_EXT: + params[0] = INT_TO_BOOLEAN(0); break; - - /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: - *params = ctx->Const.MaxTextureUnits; + CHECK_EXT1(ARB_multitexture, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureUnits); break; case GL_ACTIVE_TEXTURE_ARB: - *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); + CHECK_EXT1(ARB_multitexture, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: - *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); + CHECK_EXT1(ARB_multitexture, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; - - /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); + params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); + break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = INT_TO_BOOL(textureUnit->CurrentCubeMap->Name); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name); + break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = INT_TO_BOOL(ctx->Const.MaxCubeTextureSize); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); + CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1))); break; - - /* GL_ARB_texture_compression */ case GL_TEXTURE_COMPRESSION_HINT_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = INT_TO_BOOL(ctx->Hint.TextureCompression); - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); + CHECK_EXT1(ARB_texture_compression, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression); break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = INT_TO_BOOL(ctx->Const.NumCompressedTextureFormats); - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); + 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: - if (ctx->Extensions.HaveTextureCompression) { - GLuint i; - for (i = 0; i < ctx->Const.NumCompressedTextureFormats; i++) - params[i] = INT_TO_BOOL(ctx->Const.CompressedTextureFormats[i]); + 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]); } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetBooleanv"); break; - - /* GL_PGI_misc_hints */ - case GL_STRICT_DEPTHFUNC_HINT_PGI: - *params = ENUM_TO_BOOL(GL_NICEST); - break; - case GL_STRICT_LIGHTING_HINT_PGI: - *params = ENUM_TO_BOOL(ctx->Hint.StrictLighting); - break; - case GL_STRICT_SCISSOR_HINT_PGI: - case GL_FULL_STIPPLE_HINT_PGI: - *params = ENUM_TO_BOOL(GL_TRUE); - break; - case GL_CONSERVE_MEMORY_HINT_PGI: - *params = ENUM_TO_BOOL(GL_FALSE); - break; - case GL_ALWAYS_FAST_HINT_PGI: - *params = (GLboolean) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_FALSE && - ctx->Hint.AllowDrawMem == GL_FALSE); - break; - case GL_ALWAYS_SOFT_HINT_PGI: - *params = (GLboolean) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_TRUE && - ctx->Hint.AllowDrawMem == GL_TRUE); - break; - case GL_ALLOW_DRAW_OBJ_HINT_PGI: - *params = (GLboolean) GL_TRUE; - break; - case GL_ALLOW_DRAW_WIN_HINT_PGI: - *params = (GLboolean) ctx->Hint.AllowDrawWin; - break; - case GL_ALLOW_DRAW_FRG_HINT_PGI: - *params = (GLboolean) ctx->Hint.AllowDrawFrg; - break; - case GL_ALLOW_DRAW_MEM_HINT_PGI: - *params = (GLboolean) ctx->Hint.AllowDrawMem; - break; - case GL_CLIP_NEAR_HINT_PGI: - case GL_CLIP_FAR_HINT_PGI: - *params = ENUM_TO_BOOL(GL_TRUE); - break; - case GL_WIDE_LINE_HINT_PGI: - *params = ENUM_TO_BOOL(GL_DONT_CARE); - break; - case GL_BACK_NORMALS_HINT_PGI: - *params = ENUM_TO_BOOL(GL_TRUE); - break; - 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; + CHECK_EXT1(EXT_compiled_vertex_array, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst); + break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: - *params = ctx->Array.LockCount ? GL_TRUE : GL_FALSE; - break; - - /* GL_ARB_transpose_matrix */ + CHECK_EXT1(EXT_compiled_vertex_array, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount); + break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ColorMatrix.m); - for (i=0;i<16;i++) { - params[i] = FLOAT_TO_BOOL(tm[i]); - } + 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: { - 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]); - } + 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: { - 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]); - } + 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: { - 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]); - } + 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; - - /* 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) { - if (ctx->Depth.OcclusionTest) - *params = ctx->OcclusionResult; - else - *params = ctx->OcclusionResultSaved; - /* reset flag now */ - ctx->OcclusionResult = GL_FALSE; - ctx->OcclusionResultSaved = GL_FALSE; - } - else { - gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" ); + 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]); } - return; - - /* GL_SGIS_pixel_texture */ - case GL_PIXEL_TEXTURE_SGIS: - *params = ctx->Pixel.PixelTextureEnabled; - break; - - /* GL_SGIX_pixel_texture */ - case GL_PIXEL_TEX_GEN_SGIX: - *params = ctx->Pixel.PixelTextureEnabled; break; - case GL_PIXEL_TEX_GEN_MODE_SGIX: - *params = (GLboolean) pixel_texgen_mode(ctx); - break; - - /* GL_SGI_color_matrix (also in 1.2 imaging) */ - case GL_COLOR_MATRIX_SGI: - for (i=0;i<16;i++) { - params[i] = FLOAT_TO_BOOL(ctx->ColorMatrix.m[i]); - } - break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = INT_TO_BOOL(ctx->ColorStackDepth + 1); + params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = FLOAT_TO_BOOL(MAX_COLOR_STACK_DEPTH); + params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH); break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[0]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]); break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[1]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]); break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[2]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[3]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]); break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[0]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]); break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[1]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]); break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[2]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[3]); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]); break; - - /* GL_EXT_convolution (also in 1.2 imaging) */ - case GL_MAX_CONVOLUTION_WIDTH: - *params = INT_TO_BOOL(ctx->Const.MaxConvolutionWidth); + case GL_CONVOLUTION_1D_EXT: + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = ctx->Pixel.Convolution1DEnabled; break; - case GL_MAX_CONVOLUTION_HEIGHT: - *params = INT_TO_BOOL(ctx->Const.MaxConvolutionHeight); + case GL_CONVOLUTION_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = ctx->Pixel.Convolution2DEnabled; + break; + case GL_SEPARABLE_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[0]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]); break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[1]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]); break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[2]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]); break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[3]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]); break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[0]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]); break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[1]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]); break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]); break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: - *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]); + CHECK_EXT1(EXT_convolution, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]); + break; + case GL_HISTOGRAM: + CHECK_EXT1(EXT_histogram, "GetBooleanv"); + params[0] = ctx->Pixel.HistogramEnabled; + break; + case GL_MINMAX: + CHECK_EXT1(EXT_histogram, "GetBooleanv"); + params[0] = ctx->Pixel.MinMaxEnabled; break; - - /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: - *params = ctx->Pixel.ColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetBooleanv"); + params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: - *params = ctx->Pixel.PostConvolutionColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetBooleanv"); + params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: - *params = ctx->Pixel.PostColorMatrixColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetBooleanv"); + params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]; + break; + case GL_TEXTURE_COLOR_TABLE_SGI: + CHECK_EXT1(SGI_texture_color_table, "GetBooleanv"); + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled; + break; + case GL_COLOR_SUM_EXT: + CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetBooleanv"); + params[0] = ctx->Fog.ColorSumEnabled; + break; + case GL_CURRENT_SECONDARY_COLOR_EXT: + CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); + { + 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_EXT1(EXT_secondary_color, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->SecondaryColor.Enabled; + break; + case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Type); + break; + case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Stride); + break; + case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Size); + break; + case GL_CURRENT_FOG_COORDINATE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); + { + FLUSH_CURRENT(ctx, 0); + params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]); + } + break; + case GL_FOG_COORDINATE_ARRAY_EXT: + CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->FogCoord.Enabled; + break; + case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.Type); + break; + case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.Stride); + break; + case GL_FOG_COORDINATE_SOURCE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Fog.FogCoordinateSource); + break; + case GL_MAX_TEXTURE_LOD_BIAS_EXT: + CHECK_EXT1(EXT_texture_lod_bias, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureLodBias); + break; + case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: + CHECK_EXT1(EXT_texture_filter_anisotropic, "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: + CHECK_EXT1(IBM_rasterpos_clip, "GetBooleanv"); + params[0] = ctx->Transform.RasterPositionUnclipped; + break; + case GL_POINT_SPRITE_NV: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetBooleanv"); + params[0] = ctx->Point.PointSprite; + break; + case GL_POINT_SPRITE_R_MODE_NV: + CHECK_EXT1(NV_point_sprite, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteRMode); + break; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteOrigin); + break; + case GL_GENERATE_MIPMAP_HINT_SGIS: + CHECK_EXT1(SGIS_generate_mipmap, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap); + break; + case GL_VERTEX_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0)); + break; + case GL_VERTEX_ATTRIB_ARRAY0_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[0].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY1_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[1].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY2_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[2].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY3_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[3].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[4].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY5_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[5].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY6_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[6].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY7_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[7].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY8_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[8].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY9_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[9].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY10_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[10].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY11_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[11].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY12_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[12].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY13_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[13].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY14_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[14].Enabled; + break; + case GL_VERTEX_ATTRIB_ARRAY15_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Array.ArrayObj->VertexAttrib[15].Enabled; + break; + case GL_MAP1_VERTEX_ATTRIB0_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[0]; + break; + case GL_MAP1_VERTEX_ATTRIB1_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[1]; + break; + case GL_MAP1_VERTEX_ATTRIB2_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[2]; + break; + case GL_MAP1_VERTEX_ATTRIB3_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[3]; + break; + case GL_MAP1_VERTEX_ATTRIB4_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[4]; + break; + case GL_MAP1_VERTEX_ATTRIB5_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[5]; + break; + case GL_MAP1_VERTEX_ATTRIB6_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[6]; + break; + case GL_MAP1_VERTEX_ATTRIB7_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[7]; + break; + case GL_MAP1_VERTEX_ATTRIB8_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[8]; + break; + case GL_MAP1_VERTEX_ATTRIB9_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[9]; + break; + case GL_MAP1_VERTEX_ATTRIB10_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[10]; + break; + case GL_MAP1_VERTEX_ATTRIB11_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[11]; + break; + case GL_MAP1_VERTEX_ATTRIB12_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[12]; + break; + case GL_MAP1_VERTEX_ATTRIB13_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[13]; + break; + case GL_MAP1_VERTEX_ATTRIB14_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[14]; + break; + case GL_MAP1_VERTEX_ATTRIB15_4_NV: + CHECK_EXT1(NV_vertex_program, "GetBooleanv"); + params[0] = ctx->Eval.Map1Attrib[15]; + break; + case GL_FRAGMENT_PROGRAM_NV: + CHECK_EXT1(NV_fragment_program, "GetBooleanv"); + params[0] = ctx->FragmentProgram.Enabled; + break; + case GL_FRAGMENT_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_fragment_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0); + break; + case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: + CHECK_EXT1(NV_fragment_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(MAX_NV_FRAGMENT_PROGRAM_PARAMS); + break; + case GL_TEXTURE_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); + params[0] = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); + break; + case GL_TEXTURE_BINDING_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name); + break; + case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureRectSize); + break; + case GL_STENCIL_TEST_TWO_SIDE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetBooleanv"); + params[0] = ctx->Stencil.TestTwoSide; + break; + case GL_ACTIVE_STENCIL_FACE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); + break; + case GL_MAX_SHININESS_NV: + CHECK_EXT1(NV_light_max_exponent, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxShininess); + break; + case GL_MAX_SPOT_EXPONENT_NV: + CHECK_EXT1(NV_light_max_exponent, "GetBooleanv"); + 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: + CHECK_EXT1(EXT_pixel_buffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Pack.BufferObj->Name); + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXT1(EXT_pixel_buffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Unpack.BufferObj->Name); + break; + case GL_VERTEX_PROGRAM_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); + params[0] = ctx->VertexProgram.Enabled; + break; + case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); + params[0] = ctx->VertexProgram.PointSizeEnabled; + break; + case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); + params[0] = ctx->VertexProgram.TwoSideEnabled; + break; + case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrixStackDepth); + break; + case GL_MAX_PROGRAM_MATRICES_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrices); + break; + case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); + params[0] = ctx->CurrentStack->Depth + 1; + break; + case GL_CURRENT_MATRIX_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetBooleanv"); + { + 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_TRANSPOSE_CURRENT_MATRIX_ARB: + CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetBooleanv"); + { + 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_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXT1(ARB_vertex_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.VertexProgram.MaxAttribs); + break; + case GL_PROGRAM_ERROR_POSITION_ARB: + CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Program.ErrorPos); + break; + case GL_FRAGMENT_PROGRAM_ARB: + CHECK_EXT1(ARB_fragment_program, "GetBooleanv"); + params[0] = ctx->FragmentProgram.Enabled; + break; + case GL_MAX_TEXTURE_COORDS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureCoordUnits); + break; + case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureImageUnits); + break; + case GL_DEPTH_BOUNDS_TEST_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetBooleanv"); + params[0] = ctx->Depth.BoundsTest; + break; + case GL_DEPTH_BOUNDS_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetBooleanv"); + params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMin); + params[1] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMax); + break; + case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetBooleanv"); + params[0] = ctx->FragmentProgram.CallbackEnabled; + break; + case GL_VERTEX_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetBooleanv"); + params[0] = ctx->VertexProgram.CallbackEnabled; + break; + case GL_FRAGMENT_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.CurrentPosition); + break; + case GL_VERTEX_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetBooleanv"); + 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) { + _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); + return; + } + buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; + params[0] = ENUM_TO_BOOLEAN(buffer); + } + break; + case GL_DRAW_BUFFER2_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); + { + 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->DrawBuffer->ColorDrawBuffer[2]; + params[0] = ENUM_TO_BOOLEAN(buffer); + } + break; + case GL_DRAW_BUFFER3_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); + { + 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->DrawBuffer->ColorDrawBuffer[3]; + params[0] = ENUM_TO_BOOLEAN(buffer); + } + break; + case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: + CHECK_EXT1(OES_read_format, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType); + break; + case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: + CHECK_EXT1(OES_read_format, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat); + break; + case GL_NUM_FRAGMENT_REGISTERS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(6); + break; + case GL_NUM_FRAGMENT_CONSTANTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(8); + break; + case GL_NUM_PASSES_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(2); + break; + case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(8); + break; + case GL_NUM_INSTRUCTIONS_TOTAL_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(16); + break; + case GL_COLOR_ALPHA_PAIRING_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = GL_TRUE; + break; + case GL_NUM_LOOPBACK_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(3); + break; + case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); + 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_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; + 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_EXT1(EXT_framebuffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Name); + break; + case GL_RENDERBUFFER_BINDING_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0); + break; + case GL_MAX_COLOR_ATTACHMENTS_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxColorAttachments); + break; + case GL_MAX_RENDERBUFFER_SIZE_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize); + 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_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXT1(ARB_fragment_shader, "GetBooleanv"); + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative); + break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.VertexProgram.MaxUniformComponents); + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVaryingFloats); + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVertexTextureImageUnits); + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); + params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS); break; - default: - gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" ); + _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname); } } - - - -void -_mesa_GetDoublev( GLenum pname, GLdouble *params ) +void GLAPIENTRY +_mesa_GetFloatv( GLenum pname, GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); - GLuint i; - GLuint texUnit = ctx->Texture.CurrentUnit; - GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; - const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetDoublev"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetDoublev %s\n", gl_lookup_enum_by_nr(pname)); + if (ctx->NewState) + _mesa_update_state(ctx); - if (ctx->Driver.GetDoublev && (*ctx->Driver.GetDoublev)(ctx, pname, params)) + if (ctx->Driver.GetFloatv && + ctx->Driver.GetFloatv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: - *params = (GLdouble) ctx->Visual->AccumRedBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumRedBits); break; case GL_ACCUM_GREEN_BITS: - *params = (GLdouble) ctx->Visual->AccumGreenBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumGreenBits); break; case GL_ACCUM_BLUE_BITS: - *params = (GLdouble) ctx->Visual->AccumBlueBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumBlueBits); break; case GL_ACCUM_ALPHA_BITS: - *params = (GLdouble) ctx->Visual->AccumAlphaBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumAlphaBits); break; case GL_ACCUM_CLEAR_VALUE: - params[0] = (GLdouble) ctx->Accum.ClearColor[0]; - params[1] = (GLdouble) ctx->Accum.ClearColor[1]; - params[2] = (GLdouble) ctx->Accum.ClearColor[2]; - params[3] = (GLdouble) ctx->Accum.ClearColor[3]; + 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 = (GLdouble) ctx->Pixel.AlphaBias; + params[0] = ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: - *params = (GLdouble) ctx->Visual->AlphaBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.alphaBits); break; case GL_ALPHA_SCALE: - *params = (GLdouble) ctx->Pixel.AlphaScale; + params[0] = ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: - *params = (GLdouble) ctx->Color.AlphaEnabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Color.AlphaEnabled); break; case GL_ALPHA_TEST_FUNC: - *params = ENUM_TO_DOUBLE(ctx->Color.AlphaFunc); + params[0] = ENUM_TO_FLOAT(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: - *params = (GLdouble) ctx->Color.AlphaRef / 255.0; + params[0] = ctx->Color.AlphaRef; break; case GL_ATTRIB_STACK_DEPTH: - *params = (GLdouble ) (ctx->AttribStackDepth); + params[0] = (GLfloat)(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: - *params = (GLdouble) ctx->Eval.AutoNormal; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.AutoNormal); break; case GL_AUX_BUFFERS: - *params = (GLdouble) ctx->Const.NumAuxBuffers; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.numAuxBuffers); break; case GL_BLEND: - *params = (GLdouble) ctx->Color.BlendEnabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled); break; case GL_BLEND_DST: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); + params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); + params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); + params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); + params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcA); + params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstA); + 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_EQUATION_EXT: - *params = ENUM_TO_DOUBLE(ctx->Color.BlendEquation); - break; case GL_BLEND_COLOR_EXT: - params[0] = (GLdouble) ctx->Color.BlendColor[0]; - params[1] = (GLdouble) ctx->Color.BlendColor[1]; - params[2] = (GLdouble) ctx->Color.BlendColor[2]; - params[3] = (GLdouble) ctx->Color.BlendColor[3]; - break; + 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 = (GLdouble) ctx->Pixel.BlueBias; + params[0] = ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: - *params = (GLdouble) ctx->Visual->BlueBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.blueBits); break; case GL_BLUE_SCALE: - *params = (GLdouble) ctx->Pixel.BlueScale; + params[0] = ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLdouble) (ctx->ClientAttribStackDepth); + 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 = (GLdouble) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; + params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 5) & 1); break; case GL_COLOR_CLEAR_VALUE: - params[0] = (GLdouble) ctx->Color.ClearColor[0]; - params[1] = (GLdouble) ctx->Color.ClearColor[1]; - params[2] = (GLdouble) ctx->Color.ClearColor[2]; - params[3] = (GLdouble) ctx->Color.ClearColor[3]; + 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 = (GLdouble) ctx->Light.ColorMaterialEnabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled); break; case GL_COLOR_MATERIAL_FACE: - *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialFace); + params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: - *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialMode); + params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: - params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0 : 0.0; - params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0 : 0.0; - params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0 : 0.0; - params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0 : 0.0; + 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 = (GLdouble) ctx->Polygon.CullFlag; + params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.CullFlag); break; case GL_CULL_FACE_MODE: - *params = ENUM_TO_DOUBLE(ctx->Polygon.CullFaceMode); + params[0] = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: - params[0] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[0]); - params[1] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[1]); - params[2] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[2]); - params[3] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[3]); + { + 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: - *params = (GLdouble) ctx->Current.Index; + { + FLUSH_CURRENT(ctx, 0); + params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; + } break; case GL_CURRENT_NORMAL: - params[0] = (GLdouble) ctx->Current.Normal[0]; - params[1] = (GLdouble) ctx->Current.Normal[1]; - params[2] = (GLdouble) ctx->Current.Normal[2]; + { + 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] = (GLdouble) ctx->Current.RasterColor[0]; - params[1] = (GLdouble) ctx->Current.RasterColor[1]; - params[2] = (GLdouble) ctx->Current.RasterColor[2]; - params[3] = (GLdouble) ctx->Current.RasterColor[3]; - break; + 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] = (GLdouble) ctx->Current.RasterDistance; - break; + params[0] = ctx->Current.RasterDistance; + break; case GL_CURRENT_RASTER_INDEX: - *params = (GLdouble) ctx->Current.RasterIndex; - break; + params[0] = ctx->Current.RasterIndex; + break; case GL_CURRENT_RASTER_POSITION: - params[0] = (GLdouble) ctx->Current.RasterPos[0]; - params[1] = (GLdouble) ctx->Current.RasterPos[1]; - params[2] = (GLdouble) ctx->Current.RasterPos[2]; - params[3] = (GLdouble) ctx->Current.RasterPos[3]; - break; + 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_SECONDARY_COLOR: + params[0] = ctx->Current.RasterSecondaryColor[0]; + params[1] = ctx->Current.RasterSecondaryColor[1]; + params[2] = ctx->Current.RasterSecondaryColor[2]; + params[3] = ctx->Current.RasterSecondaryColor[3]; + break; case GL_CURRENT_RASTER_TEXTURE_COORDS: - params[0] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; - params[1] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; - params[2] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; - params[3] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; - break; + { + 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 = (GLdouble) ctx->Current.RasterPosValid; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Current.RasterPosValid); + break; case GL_CURRENT_TEXTURE_COORDS: - params[0] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][0]; - params[1] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][1]; - params[2] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][2]; - params[3] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][3]; - break; + { + 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 = (GLdouble) ctx->Pixel.DepthBias; - break; + params[0] = ctx->Pixel.DepthBias; + break; case GL_DEPTH_BITS: - *params = (GLdouble) ctx->Visual->DepthBits; - break; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits); + break; case GL_DEPTH_CLEAR_VALUE: - *params = (GLdouble) ctx->Depth.Clear; - break; + params[0] = ctx->Depth.Clear; + break; case GL_DEPTH_FUNC: - *params = ENUM_TO_DOUBLE(ctx->Depth.Func); - break; + params[0] = ENUM_TO_FLOAT(ctx->Depth.Func); + break; case GL_DEPTH_RANGE: - params[0] = (GLdouble) ctx->Viewport.Near; - params[1] = (GLdouble) ctx->Viewport.Far; - break; + params[0] = ctx->Viewport.Near; + params[1] = ctx->Viewport.Far; + break; case GL_DEPTH_SCALE: - *params = (GLdouble) ctx->Pixel.DepthScale; - break; + params[0] = ctx->Pixel.DepthScale; + break; case GL_DEPTH_TEST: - *params = (GLdouble) ctx->Depth.Test; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Test); + break; case GL_DEPTH_WRITEMASK: - *params = (GLdouble) ctx->Depth.Mask; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Mask); + break; case GL_DITHER: - *params = (GLdouble) ctx->Color.DitherFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Color.DitherFlag); + break; case GL_DOUBLEBUFFER: - *params = (GLdouble) ctx->Visual->DBflag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.doubleBufferMode); + break; case GL_DRAW_BUFFER: - *params = ENUM_TO_DOUBLE(ctx->Color.DrawBuffer); - break; + params[0] = ENUM_TO_FLOAT(ctx->DrawBuffer->ColorDrawBuffer[0]); + break; case GL_EDGE_FLAG: - *params = (GLdouble) ctx->Current.EdgeFlag; - break; + { + FLUSH_CURRENT(ctx, 0); + params[0] = BOOLEAN_TO_FLOAT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0)); + } + break; case GL_FEEDBACK_BUFFER_SIZE: - *params = (GLdouble) ctx->Feedback.BufferSize; + params[0] = (GLfloat)(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Feedback.Type); + params[0] = ENUM_TO_FLOAT(ctx->Feedback.Type); break; case GL_FOG: - *params = (GLdouble) ctx->Fog.Enabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.Enabled); + break; case GL_FOG_COLOR: - params[0] = (GLdouble) ctx->Fog.Color[0]; - params[1] = (GLdouble) ctx->Fog.Color[1]; - params[2] = (GLdouble) ctx->Fog.Color[2]; - params[3] = (GLdouble) ctx->Fog.Color[3]; - break; + 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 = (GLdouble) ctx->Fog.Density; - break; + params[0] = ctx->Fog.Density; + break; case GL_FOG_END: - *params = (GLdouble) ctx->Fog.End; - break; + params[0] = ctx->Fog.End; + break; case GL_FOG_HINT: - *params = ENUM_TO_DOUBLE(ctx->Hint.Fog); - break; + params[0] = ENUM_TO_FLOAT(ctx->Hint.Fog); + break; case GL_FOG_INDEX: - *params = (GLdouble) ctx->Fog.Index; - break; + params[0] = ctx->Fog.Index; + break; case GL_FOG_MODE: - *params = ENUM_TO_DOUBLE(ctx->Fog.Mode); - break; + params[0] = ENUM_TO_FLOAT(ctx->Fog.Mode); + break; case GL_FOG_START: - *params = (GLdouble) ctx->Fog.Start; - break; + params[0] = ctx->Fog.Start; + break; case GL_FRONT_FACE: - *params = ENUM_TO_DOUBLE(ctx->Polygon.FrontFace); - break; + params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace); + break; case GL_GREEN_BIAS: - *params = (GLdouble) ctx->Pixel.GreenBias; + params[0] = ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: - *params = (GLdouble) ctx->Visual->GreenBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.greenBits); break; case GL_GREEN_SCALE: - *params = (GLdouble) ctx->Pixel.GreenScale; + params[0] = ctx->Pixel.GreenScale; break; - case GL_HISTOGRAM: - if (ctx->Extensions.HaveHistogram) { - *params = (GLdouble) ctx->Pixel.HistogramEnabled; - } - else { - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); - return; - } - break; case GL_INDEX_BITS: - *params = (GLdouble) ctx->Visual->IndexBits; - break; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.indexBits); + break; case GL_INDEX_CLEAR_VALUE: - *params = (GLdouble) ctx->Color.ClearIndex; - break; + params[0] = (GLfloat)(ctx->Color.ClearIndex); + break; case GL_INDEX_MODE: - *params = ctx->Visual->RGBAflag ? 0.0 : 1.0; - break; + params[0] = BOOLEAN_TO_FLOAT(!ctx->DrawBuffer->Visual.rgbMode); + break; case GL_INDEX_OFFSET: - *params = (GLdouble) ctx->Pixel.IndexOffset; - break; + params[0] = (GLfloat)(ctx->Pixel.IndexOffset); + break; case GL_INDEX_SHIFT: - *params = (GLdouble) ctx->Pixel.IndexShift; - break; + params[0] = (GLfloat)(ctx->Pixel.IndexShift); + break; case GL_INDEX_WRITEMASK: - *params = (GLdouble) ctx->Color.IndexMask; - break; + 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 = (GLdouble) ctx->Light.Light[pname-GL_LIGHT0].Enabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[7].Enabled); + break; case GL_LIGHTING: - *params = (GLdouble) ctx->Light.Enabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Enabled); + break; case GL_LIGHT_MODEL_AMBIENT: - params[0] = (GLdouble) ctx->Light.Model.Ambient[0]; - params[1] = (GLdouble) ctx->Light.Model.Ambient[1]; - params[2] = (GLdouble) ctx->Light.Model.Ambient[2]; - params[3] = (GLdouble) ctx->Light.Model.Ambient[3]; - break; - case GL_LIGHT_MODEL_COLOR_CONTROL: - params[0] = (GLdouble) ctx->Light.Model.ColorControl; + 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 = (GLdouble) ctx->Light.Model.LocalViewer; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.LocalViewer); + break; case GL_LIGHT_MODEL_TWO_SIDE: - *params = (GLdouble) ctx->Light.Model.TwoSide; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide); + break; case GL_LINE_SMOOTH: - *params = (GLdouble) ctx->Line.SmoothFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Line.SmoothFlag); + break; case GL_LINE_SMOOTH_HINT: - *params = ENUM_TO_DOUBLE(ctx->Hint.LineSmooth); - break; + params[0] = ENUM_TO_FLOAT(ctx->Hint.LineSmooth); + break; case GL_LINE_STIPPLE: - *params = (GLdouble) ctx->Line.StippleFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Line.StippleFlag); + break; case GL_LINE_STIPPLE_PATTERN: - *params = (GLdouble) ctx->Line.StipplePattern; + params[0] = (GLfloat)(ctx->Line.StipplePattern); break; case GL_LINE_STIPPLE_REPEAT: - *params = (GLdouble) ctx->Line.StippleFactor; + params[0] = (GLfloat)(ctx->Line.StippleFactor); break; case GL_LINE_WIDTH: - *params = (GLdouble) ctx->Line.Width; - break; + params[0] = ctx->Line.Width; + break; case GL_LINE_WIDTH_GRANULARITY: - *params = (GLdouble) ctx->Const.LineWidthGranularity; - break; + params[0] = ctx->Const.LineWidthGranularity; + break; case GL_LINE_WIDTH_RANGE: - params[0] = (GLdouble) ctx->Const.MinLineWidthAA; - params[1] = (GLdouble) ctx->Const.MaxLineWidthAA; - break; + params[0] = ctx->Const.MinLineWidthAA; + params[1] = ctx->Const.MaxLineWidthAA; + break; case GL_ALIASED_LINE_WIDTH_RANGE: - params[0] = (GLdouble) ctx->Const.MinLineWidth; - params[1] = (GLdouble) ctx->Const.MaxLineWidth; - break; + params[0] = ctx->Const.MinLineWidth; + params[1] = ctx->Const.MaxLineWidth; + break; case GL_LIST_BASE: - *params = (GLdouble) ctx->List.ListBase; - break; + params[0] = (GLfloat)(ctx->List.ListBase); + break; case GL_LIST_INDEX: - *params = (GLdouble) ctx->CurrentListNum; - break; + params[0] = (GLfloat)(ctx->ListState.CurrentListNum); + break; case GL_LIST_MODE: - *params = ctx->ExecuteFlag ? ENUM_TO_DOUBLE(GL_COMPILE_AND_EXECUTE) - : ENUM_TO_DOUBLE(GL_COMPILE); - break; + { + 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 = (GLdouble) ctx->Color.IndexLogicOpEnabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Color.IndexLogicOpEnabled); + break; case GL_COLOR_LOGIC_OP: - *params = (GLdouble) ctx->Color.ColorLogicOpEnabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Color.ColorLogicOpEnabled); + break; case GL_LOGIC_OP_MODE: - *params = ENUM_TO_DOUBLE(ctx->Color.LogicOp); - break; + params[0] = ENUM_TO_FLOAT(ctx->Color.LogicOp); + break; case GL_MAP1_COLOR_4: - *params = (GLdouble) ctx->Eval.Map1Color4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Color4); + break; case GL_MAP1_GRID_DOMAIN: - params[0] = (GLdouble) ctx->Eval.MapGrid1u1; - params[1] = (GLdouble) ctx->Eval.MapGrid1u2; - break; + params[0] = ctx->Eval.MapGrid1u1; + params[1] = ctx->Eval.MapGrid1u2; + break; case GL_MAP1_GRID_SEGMENTS: - *params = (GLdouble) ctx->Eval.MapGrid1un; - break; + params[0] = (GLfloat)(ctx->Eval.MapGrid1un); + break; case GL_MAP1_INDEX: - *params = (GLdouble) ctx->Eval.Map1Index; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Index); + break; case GL_MAP1_NORMAL: - *params = (GLdouble) ctx->Eval.Map1Normal; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Normal); + break; case GL_MAP1_TEXTURE_COORD_1: - *params = (GLdouble) ctx->Eval.Map1TextureCoord1; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord1); + break; case GL_MAP1_TEXTURE_COORD_2: - *params = (GLdouble) ctx->Eval.Map1TextureCoord2; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord2); + break; case GL_MAP1_TEXTURE_COORD_3: - *params = (GLdouble) ctx->Eval.Map1TextureCoord3; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord3); + break; case GL_MAP1_TEXTURE_COORD_4: - *params = (GLdouble) ctx->Eval.Map1TextureCoord4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord4); + break; case GL_MAP1_VERTEX_3: - *params = (GLdouble) ctx->Eval.Map1Vertex3; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex3); + break; case GL_MAP1_VERTEX_4: - *params = (GLdouble) ctx->Eval.Map1Vertex4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex4); + break; case GL_MAP2_COLOR_4: - *params = (GLdouble) ctx->Eval.Map2Color4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Color4); + break; case GL_MAP2_GRID_DOMAIN: - params[0] = (GLdouble) ctx->Eval.MapGrid2u1; - params[1] = (GLdouble) ctx->Eval.MapGrid2u2; - params[2] = (GLdouble) ctx->Eval.MapGrid2v1; - params[3] = (GLdouble) ctx->Eval.MapGrid2v2; - break; + 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] = (GLdouble) ctx->Eval.MapGrid2un; - params[1] = (GLdouble) ctx->Eval.MapGrid2vn; - break; + params[0] = (GLfloat)(ctx->Eval.MapGrid2un); + params[1] = (GLfloat)(ctx->Eval.MapGrid2vn); + break; case GL_MAP2_INDEX: - *params = (GLdouble) ctx->Eval.Map2Index; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Index); + break; case GL_MAP2_NORMAL: - *params = (GLdouble) ctx->Eval.Map2Normal; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Normal); + break; case GL_MAP2_TEXTURE_COORD_1: - *params = (GLdouble) ctx->Eval.Map2TextureCoord1; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord1); + break; case GL_MAP2_TEXTURE_COORD_2: - *params = (GLdouble) ctx->Eval.Map2TextureCoord2; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord2); + break; case GL_MAP2_TEXTURE_COORD_3: - *params = (GLdouble) ctx->Eval.Map2TextureCoord3; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord3); + break; case GL_MAP2_TEXTURE_COORD_4: - *params = (GLdouble) ctx->Eval.Map2TextureCoord4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord4); + break; case GL_MAP2_VERTEX_3: - *params = (GLdouble) ctx->Eval.Map2Vertex3; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex3); + break; case GL_MAP2_VERTEX_4: - *params = (GLdouble) ctx->Eval.Map2Vertex4; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex4); + break; case GL_MAP_COLOR: - *params = (GLdouble) ctx->Pixel.MapColorFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapColorFlag); + break; case GL_MAP_STENCIL: - *params = (GLdouble) ctx->Pixel.MapStencilFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapStencilFlag); + break; case GL_MATRIX_MODE: - *params = ENUM_TO_DOUBLE(ctx->Transform.MatrixMode); - break; + params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode); + break; case GL_MAX_ATTRIB_STACK_DEPTH: - *params = (GLdouble) MAX_ATTRIB_STACK_DEPTH; - break; + params[0] = (GLfloat)(MAX_ATTRIB_STACK_DEPTH); + break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLdouble) MAX_CLIENT_ATTRIB_STACK_DEPTH; + params[0] = (GLfloat)(MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: - *params = (GLdouble) MAX_CLIP_PLANES; - break; - case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ - *params = (GLdouble) VB_MAX; + params[0] = (GLfloat)(ctx->Const.MaxClipPlanes); + break; + case GL_MAX_ELEMENTS_VERTICES: + params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize); break; - case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ - *params = (GLdouble) VB_MAX; + case GL_MAX_ELEMENTS_INDICES: + params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize); break; case GL_MAX_EVAL_ORDER: - *params = (GLdouble) MAX_EVAL_ORDER; - break; + params[0] = (GLfloat)(MAX_EVAL_ORDER); + break; case GL_MAX_LIGHTS: - *params = (GLdouble) MAX_LIGHTS; - break; + params[0] = (GLfloat)(ctx->Const.MaxLights); + break; case GL_MAX_LIST_NESTING: - *params = (GLdouble) MAX_LIST_NESTING; - break; + params[0] = (GLfloat)(MAX_LIST_NESTING); + break; case GL_MAX_MODELVIEW_STACK_DEPTH: - *params = (GLdouble) MAX_MODELVIEW_STACK_DEPTH; - break; + params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH); + break; case GL_MAX_NAME_STACK_DEPTH: - *params = (GLdouble) MAX_NAME_STACK_DEPTH; - break; + params[0] = (GLfloat)(MAX_NAME_STACK_DEPTH); + break; case GL_MAX_PIXEL_MAP_TABLE: - *params = (GLdouble) MAX_PIXEL_MAP_TABLE; - break; + params[0] = (GLfloat)(MAX_PIXEL_MAP_TABLE); + break; case GL_MAX_PROJECTION_STACK_DEPTH: - *params = (GLdouble) MAX_PROJECTION_STACK_DEPTH; - break; + 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 = (GLdouble) ctx->Const.MaxTextureSize; - break; + params[0] = (GLfloat)(1 << (ctx->Const.Max3DTextureLevels - 1)); + break; case GL_MAX_TEXTURE_STACK_DEPTH: - *params = (GLdouble) MAX_TEXTURE_STACK_DEPTH; - break; - case GL_MAX_VIEWPORT_DIMS: - params[0] = (GLdouble) MAX_WIDTH; - params[1] = (GLdouble) MAX_HEIGHT; + params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH); break; - case GL_MINMAX: - *params = (GLdouble) ctx->Pixel.MinMaxEnabled; + case GL_MAX_VIEWPORT_DIMS: + params[0] = (GLfloat)(ctx->Const.MaxViewportWidth); + params[1] = (GLfloat)(ctx->Const.MaxViewportHeight); break; case GL_MODELVIEW_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLdouble) ctx->ModelView.m[i]; - } - break; + { + 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 = (GLdouble) (ctx->ModelViewStackDepth + 1); - break; + params[0] = (GLfloat)(ctx->ModelviewMatrixStack.Depth + 1); + break; case GL_NAME_STACK_DEPTH: - *params = (GLdouble) ctx->Select.NameStackDepth; - break; + params[0] = (GLfloat)(ctx->Select.NameStackDepth); + break; case GL_NORMALIZE: - *params = (GLdouble) ctx->Transform.Normalize; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize); + break; case GL_PACK_ALIGNMENT: - *params = (GLdouble) ctx->Pack.Alignment; - break; + params[0] = (GLfloat)(ctx->Pack.Alignment); + break; case GL_PACK_LSB_FIRST: - *params = (GLdouble) ctx->Pack.LsbFirst; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.LsbFirst); + break; case GL_PACK_ROW_LENGTH: - *params = (GLdouble) ctx->Pack.RowLength; - break; + params[0] = (GLfloat)(ctx->Pack.RowLength); + break; case GL_PACK_SKIP_PIXELS: - *params = (GLdouble) ctx->Pack.SkipPixels; - break; + params[0] = (GLfloat)(ctx->Pack.SkipPixels); + break; case GL_PACK_SKIP_ROWS: - *params = (GLdouble) ctx->Pack.SkipRows; - break; + params[0] = (GLfloat)(ctx->Pack.SkipRows); + break; case GL_PACK_SWAP_BYTES: - *params = (GLdouble) ctx->Pack.SwapBytes; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.SwapBytes); + break; case GL_PACK_SKIP_IMAGES_EXT: - *params = (GLdouble) ctx->Pack.SkipImages; + params[0] = (GLfloat)(ctx->Pack.SkipImages); break; case GL_PACK_IMAGE_HEIGHT_EXT: - *params = (GLdouble) ctx->Pack.ImageHeight; + 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 = ENUM_TO_DOUBLE(ctx->Hint.PerspectiveCorrection); - break; + params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection); + break; case GL_PIXEL_MAP_A_TO_A_SIZE: - *params = (GLdouble) ctx->Pixel.MapAtoAsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.AtoA.Size); + break; case GL_PIXEL_MAP_B_TO_B_SIZE: - *params = (GLdouble) ctx->Pixel.MapBtoBsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.BtoB.Size); + break; case GL_PIXEL_MAP_G_TO_G_SIZE: - *params = (GLdouble) ctx->Pixel.MapGtoGsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.GtoG.Size); + break; case GL_PIXEL_MAP_I_TO_A_SIZE: - *params = (GLdouble) ctx->Pixel.MapItoAsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.ItoA.Size); + break; case GL_PIXEL_MAP_I_TO_B_SIZE: - *params = (GLdouble) ctx->Pixel.MapItoBsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.ItoB.Size); + break; case GL_PIXEL_MAP_I_TO_G_SIZE: - *params = (GLdouble) ctx->Pixel.MapItoGsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.ItoG.Size); + break; case GL_PIXEL_MAP_I_TO_I_SIZE: - *params = (GLdouble) ctx->Pixel.MapItoIsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.ItoI.Size); + break; case GL_PIXEL_MAP_I_TO_R_SIZE: - *params = (GLdouble) ctx->Pixel.MapItoRsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.ItoR.Size); + break; case GL_PIXEL_MAP_R_TO_R_SIZE: - *params = (GLdouble) ctx->Pixel.MapRtoRsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.RtoR.Size); + break; case GL_PIXEL_MAP_S_TO_S_SIZE: - *params = (GLdouble) ctx->Pixel.MapStoSsize; - break; + params[0] = (GLfloat)(ctx->PixelMaps.StoS.Size); + break; case GL_POINT_SIZE: - *params = (GLdouble) ctx->Point.UserSize; + params[0] = ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: - *params = (GLdouble) ctx->Const.PointSizeGranularity; - break; + params[0] = ctx->Const.PointSizeGranularity; + break; case GL_POINT_SIZE_RANGE: - params[0] = (GLdouble) ctx->Const.MinPointSizeAA; - params[1] = (GLdouble) ctx->Const.MaxPointSizeAA; - break; + params[0] = ctx->Const.MinPointSizeAA; + params[1] = ctx->Const.MaxPointSizeAA; + break; case GL_ALIASED_POINT_SIZE_RANGE: - params[0] = (GLdouble) ctx->Const.MinPointSize; - params[1] = (GLdouble) ctx->Const.MaxPointSize; - break; + params[0] = ctx->Const.MinPointSize; + params[1] = ctx->Const.MaxPointSize; + break; case GL_POINT_SMOOTH: - *params = (GLdouble) ctx->Point.SmoothFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Point.SmoothFlag); + break; case GL_POINT_SMOOTH_HINT: - *params = ENUM_TO_DOUBLE(ctx->Hint.PointSmooth); - break; + params[0] = ENUM_TO_FLOAT(ctx->Hint.PointSmooth); + break; case GL_POINT_SIZE_MIN_EXT: - *params = (GLdouble) (ctx->Point.MinSize); - break; + params[0] = ctx->Point.MinSize; + break; case GL_POINT_SIZE_MAX_EXT: - *params = (GLdouble) (ctx->Point.MaxSize); - break; + params[0] = ctx->Point.MaxSize; + break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: - *params = (GLdouble) (ctx->Point.Threshold); - break; + params[0] = ctx->Point.Threshold; + break; case GL_DISTANCE_ATTENUATION_EXT: - params[0] = (GLdouble) (ctx->Point.Params[0]); - params[1] = (GLdouble) (ctx->Point.Params[1]); - params[2] = (GLdouble) (ctx->Point.Params[2]); - break; + 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_DOUBLE(ctx->Polygon.FrontMode); - params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode); - break; - case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ - *params = (GLdouble) ctx->Polygon.OffsetUnits; + 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 = (GLdouble) ctx->Polygon.OffsetFactor; + params[0] = ctx->Polygon.OffsetFactor ; break; case GL_POLYGON_OFFSET_UNITS: - *params = (GLdouble) ctx->Polygon.OffsetUnits; + params[0] = ctx->Polygon.OffsetUnits ; break; case GL_POLYGON_SMOOTH: - *params = (GLdouble) ctx->Polygon.SmoothFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag); + break; case GL_POLYGON_SMOOTH_HINT: - *params = ENUM_TO_DOUBLE(ctx->Hint.PolygonSmooth); - break; + params[0] = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth); + break; case GL_POLYGON_STIPPLE: - *params = (GLdouble) ctx->Polygon.StippleFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.StippleFlag); + break; case GL_PROJECTION_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLdouble) ctx->ProjectionMatrix.m[i]; - } - break; + { + 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 = (GLdouble) (ctx->ProjectionStackDepth + 1); - break; + params[0] = (GLfloat)(ctx->ProjectionMatrixStack.Depth + 1); + break; case GL_READ_BUFFER: - *params = ENUM_TO_DOUBLE(ctx->Pixel.ReadBuffer); - break; + params[0] = ENUM_TO_FLOAT(ctx->ReadBuffer->ColorReadBuffer); + break; case GL_RED_BIAS: - *params = (GLdouble) ctx->Pixel.RedBias; + params[0] = ctx->Pixel.RedBias; break; case GL_RED_BITS: - *params = (GLdouble) ctx->Visual->RedBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.redBits); break; case GL_RED_SCALE: - *params = (GLdouble) ctx->Pixel.RedScale; + params[0] = ctx->Pixel.RedScale; break; case GL_RENDER_MODE: - *params = ENUM_TO_DOUBLE(ctx->RenderMode); - break; + 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 = (GLdouble) ctx->Visual->RGBAflag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.rgbMode); + break; case GL_SCISSOR_BOX: - params[0] = (GLdouble) ctx->Scissor.X; - params[1] = (GLdouble) ctx->Scissor.Y; - params[2] = (GLdouble) ctx->Scissor.Width; - params[3] = (GLdouble) ctx->Scissor.Height; - break; + 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 = (GLdouble) ctx->Scissor.Enabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled); + break; case GL_SELECTION_BUFFER_SIZE: - *params = (GLdouble) ctx->Select.BufferSize; + params[0] = (GLfloat)(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: - *params = ENUM_TO_DOUBLE(ctx->Light.ShadeModel); - break; + params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel); + break; case GL_SHARED_TEXTURE_PALETTE_EXT: - *params = (GLdouble) ctx->Texture.SharedPalette; + params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.SharedPalette); break; case GL_STENCIL_BITS: - *params = (GLdouble) ctx->Visual->StencilBits; + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.stencilBits); break; case GL_STENCIL_CLEAR_VALUE: - *params = (GLdouble) ctx->Stencil.Clear; - break; + params[0] = (GLfloat)(ctx->Stencil.Clear); + break; case GL_STENCIL_FAIL: - *params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc); - break; + params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_FUNC: - *params = ENUM_TO_DOUBLE(ctx->Stencil.Function); - break; + params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_FAIL: - *params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc); - break; + params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_PASS: - *params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc); - break; + params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_REF: - *params = (GLdouble) ctx->Stencil.Ref; - break; + params[0] = (GLfloat)(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_TEST: - *params = (GLdouble) ctx->Stencil.Enabled; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.Enabled); + break; case GL_STENCIL_VALUE_MASK: - *params = (GLdouble) ctx->Stencil.ValueMask; - break; + params[0] = (GLfloat)(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_WRITEMASK: - *params = (GLdouble) ctx->Stencil.WriteMask; - break; + params[0] = (GLfloat)(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]); + break; case GL_STEREO: - *params = (GLdouble) ctx->Visual->StereoFlag; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.stereoMode); + break; case GL_SUBPIXEL_BITS: - *params = (GLdouble) ctx->Const.SubPixelBits; - break; + params[0] = (GLfloat)(ctx->Const.SubPixelBits); + break; case GL_TEXTURE_1D: - *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D)); + break; case GL_TEXTURE_2D: - *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D)); + break; case GL_TEXTURE_3D: - *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D)); + break; case GL_TEXTURE_BINDING_1D: - *params = (GLdouble) textureUnit->CurrentD[1]->Name; - break; + params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name); + break; case GL_TEXTURE_BINDING_2D: - *params = (GLdouble) textureUnit->CurrentD[2]->Name; - break; + params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name); + break; case GL_TEXTURE_BINDING_3D: - *params = (GLdouble) textureUnit->CurrentD[3]->Name; - break; + params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name); + break; case GL_TEXTURE_ENV_COLOR: - params[0] = (GLdouble) textureUnit->EnvColor[0]; - params[1] = (GLdouble) textureUnit->EnvColor[1]; - params[2] = (GLdouble) textureUnit->EnvColor[2]; - params[3] = (GLdouble) textureUnit->EnvColor[3]; - break; + { + 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 = ENUM_TO_DOUBLE(textureUnit->EnvMode); - break; + params[0] = ENUM_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode); + break; case GL_TEXTURE_GEN_S: - *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_T: - *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_R: - *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_Q: - *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0; - break; + params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0)); + break; case GL_TEXTURE_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLdouble) ctx->TextureMatrix[texTransformUnit].m[i]; - } - break; + { + 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 = (GLdouble) (ctx->TextureStackDepth[texTransformUnit] + 1); - break; + params[0] = (GLfloat)(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1); + break; case GL_UNPACK_ALIGNMENT: - *params = (GLdouble) ctx->Unpack.Alignment; - break; + params[0] = (GLfloat)(ctx->Unpack.Alignment); + break; case GL_UNPACK_LSB_FIRST: - *params = (GLdouble) ctx->Unpack.LsbFirst; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.LsbFirst); + break; case GL_UNPACK_ROW_LENGTH: - *params = (GLdouble) ctx->Unpack.RowLength; - break; + params[0] = (GLfloat)(ctx->Unpack.RowLength); + break; case GL_UNPACK_SKIP_PIXELS: - *params = (GLdouble) ctx->Unpack.SkipPixels; - break; + params[0] = (GLfloat)(ctx->Unpack.SkipPixels); + break; case GL_UNPACK_SKIP_ROWS: - *params = (GLdouble) ctx->Unpack.SkipRows; - break; + params[0] = (GLfloat)(ctx->Unpack.SkipRows); + break; case GL_UNPACK_SWAP_BYTES: - *params = (GLdouble) ctx->Unpack.SwapBytes; - break; + params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.SwapBytes); + break; case GL_UNPACK_SKIP_IMAGES_EXT: - *params = (GLdouble) ctx->Unpack.SkipImages; + params[0] = (GLfloat)(ctx->Unpack.SkipImages); break; case GL_UNPACK_IMAGE_HEIGHT_EXT: - *params = (GLdouble) ctx->Unpack.ImageHeight; + 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] = (GLdouble) ctx->Viewport.X; - params[1] = (GLdouble) ctx->Viewport.Y; - params[2] = (GLdouble) ctx->Viewport.Width; - params[3] = (GLdouble) ctx->Viewport.Height; - break; + 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 = (GLdouble) ctx->Pixel.ZoomX; - break; + params[0] = ctx->Pixel.ZoomX; + break; case GL_ZOOM_Y: - *params = (GLdouble) ctx->Pixel.ZoomY; - break; + params[0] = ctx->Pixel.ZoomY; + break; case GL_VERTEX_ARRAY: - *params = (GLdouble) ctx->Array.Vertex.Enabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Vertex.Enabled); break; case GL_VERTEX_ARRAY_SIZE: - *params = (GLdouble) ctx->Array.Vertex.Size; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.Size); break; case GL_VERTEX_ARRAY_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Array.Vertex.Type); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.Vertex.Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.Stride); break; case GL_VERTEX_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; case GL_NORMAL_ARRAY: - *params = (GLdouble) ctx->Array.Normal.Enabled; + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Normal.Enabled); break; case GL_NORMAL_ARRAY_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Array.Normal.Type); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.Normal.Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Normal.Stride); break; case GL_NORMAL_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; case GL_COLOR_ARRAY: - *params = (GLdouble) ctx->Array.Color.Enabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Color.Enabled); break; case GL_COLOR_ARRAY_SIZE: - *params = (GLdouble) ctx->Array.Color.Size; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.Size); break; case GL_COLOR_ARRAY_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Array.Color.Type); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Color.Type); break; case GL_COLOR_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.Color.Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.Stride); break; case GL_COLOR_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; case GL_INDEX_ARRAY: - *params = (GLdouble) ctx->Array.Index.Enabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Index.Enabled); break; case GL_INDEX_ARRAY_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Array.Index.Type); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.Index.Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; case GL_TEXTURE_COORD_ARRAY: - *params = (GLdouble) ctx->Array.TexCoord[texUnit].Enabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled); break; case GL_TEXTURE_COORD_ARRAY_SIZE: - *params = (GLdouble) ctx->Array.TexCoord[texUnit].Size; + params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size); break; case GL_TEXTURE_COORD_ARRAY_TYPE: - *params = ENUM_TO_DOUBLE(ctx->Array.TexCoord[texUnit].Type); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.TexCoord[texUnit].Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride); break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; case GL_EDGE_FLAG_ARRAY: - *params = (GLdouble) ctx->Array.EdgeFlag.Enabled; + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->EdgeFlag.Enabled); break; case GL_EDGE_FLAG_ARRAY_STRIDE: - *params = (GLdouble) ctx->Array.EdgeFlag.Stride; + params[0] = (GLfloat)(ctx->Array.ArrayObj->EdgeFlag.Stride); break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: - *params = 0.0; + params[0] = (GLfloat)(0); break; - - /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: - *params = (GLdouble) ctx->Const.MaxTextureUnits; + CHECK_EXT1(ARB_multitexture, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxTextureUnits); break; case GL_ACTIVE_TEXTURE_ARB: - *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); + CHECK_EXT1(ARB_multitexture, "GetFloatv"); + params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: - *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); + CHECK_EXT1(ARB_multitexture, "GetFloatv"); + params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; - - /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLdouble) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB)); + break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLdouble) textureUnit->CurrentCubeMap->Name; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); + params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name); + break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLdouble) ctx->Const.MaxCubeTextureSize; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); - return; - - /* GL_ARB_texture_compression */ + CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); + params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1))); + break; case GL_TEXTURE_COMPRESSION_HINT_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLdouble) ctx->Hint.TextureCompression; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); + CHECK_EXT1(ARB_texture_compression, "GetFloatv"); + params[0] = (GLfloat)(ctx->Hint.TextureCompression); break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLdouble) ctx->Const.NumCompressedTextureFormats; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); + CHECK_EXT1(ARB_texture_compression, "GetFloatv"); + params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE)); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - GLuint i; - for (i = 0; i < ctx->Const.NumCompressedTextureFormats; i++) - params[i] = (GLdouble) ctx->Const.CompressedTextureFormats[i]; + 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]); } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetDoublev"); break; - - /* GL_PGI_misc_hints */ - case GL_STRICT_DEPTHFUNC_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_NICEST); - break; - case GL_STRICT_LIGHTING_HINT_PGI: - *params = ENUM_TO_DOUBLE(ctx->Hint.StrictLighting); - break; - case GL_STRICT_SCISSOR_HINT_PGI: - case GL_FULL_STIPPLE_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_TRUE); - break; - case GL_CONSERVE_MEMORY_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_FALSE); - break; - case GL_ALWAYS_FAST_HINT_PGI: - *params = (GLdouble) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_FALSE && - ctx->Hint.AllowDrawMem == GL_FALSE); - break; - case GL_ALWAYS_SOFT_HINT_PGI: - *params = (GLdouble) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_TRUE && - ctx->Hint.AllowDrawMem == GL_TRUE); - break; - case GL_ALLOW_DRAW_OBJ_HINT_PGI: - *params = (GLdouble) GL_TRUE; - break; - case GL_ALLOW_DRAW_WIN_HINT_PGI: - *params = (GLdouble) ctx->Hint.AllowDrawWin; - break; - case GL_ALLOW_DRAW_FRG_HINT_PGI: - *params = (GLdouble) ctx->Hint.AllowDrawFrg; - break; - case GL_ALLOW_DRAW_MEM_HINT_PGI: - *params = (GLdouble) ctx->Hint.AllowDrawMem; - break; - case GL_CLIP_NEAR_HINT_PGI: - case GL_CLIP_FAR_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_TRUE); - break; - case GL_WIDE_LINE_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_DONT_CARE); - break; - case GL_BACK_NORMALS_HINT_PGI: - *params = ENUM_TO_DOUBLE(GL_TRUE); - break; - case GL_NATIVE_GRAPHICS_HANDLE_PGI: - *params = 0; - break; - - /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: - *params = (GLdouble) ctx->Array.LockFirst; - break; + CHECK_EXT1(EXT_compiled_vertex_array, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.LockFirst); + break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: - *params = (GLdouble) ctx->Array.LockCount; - break; - - /* GL_ARB_transpose_matrix */ + CHECK_EXT1(EXT_compiled_vertex_array, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.LockCount); + break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ColorMatrix.m); - for (i=0;i<16;i++) { - params[i] = (GLdouble) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ModelView.m); - for (i=0;i<16;i++) { - params[i] = (GLdouble) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ProjectionMatrix.m); - for (i=0;i<16;i++) { - params[i] = (GLdouble) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->TextureMatrix[texTransformUnit].m); - for (i=0;i<16;i++) { - params[i] = (GLdouble) tm[i]; - } + 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; - - /* 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) { - if (ctx->Depth.OcclusionTest) - *params = (GLdouble) ctx->OcclusionResult; - else - *params = (GLdouble) ctx->OcclusionResultSaved; - /* reset flag now */ - ctx->OcclusionResult = GL_FALSE; - ctx->OcclusionResultSaved = GL_FALSE; - } - else { - gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" ); + 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]; } - return; - - /* GL_SGIS_pixel_texture */ - case GL_PIXEL_TEXTURE_SGIS: - *params = (GLdouble) ctx->Pixel.PixelTextureEnabled; - break; - - /* GL_SGIX_pixel_texture */ - case GL_PIXEL_TEX_GEN_SGIX: - *params = (GLdouble) ctx->Pixel.PixelTextureEnabled; - break; - case GL_PIXEL_TEX_GEN_MODE_SGIX: - *params = (GLdouble) pixel_texgen_mode(ctx); break; - - /* GL_SGI_color_matrix (also in 1.2 imaging) */ - case GL_COLOR_MATRIX_SGI: - for (i=0;i<16;i++) { - params[i] = (GLdouble) ctx->ColorMatrix.m[i]; - } - break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = (GLdouble) (ctx->ColorStackDepth + 1); + params[0] = (GLfloat)(ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = (GLdouble) MAX_COLOR_STACK_DEPTH; + params[0] = (GLfloat)(MAX_COLOR_STACK_DEPTH); break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[0]; + params[0] = ctx->Pixel.PostColorMatrixScale[0]; break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[1]; + params[0] = ctx->Pixel.PostColorMatrixScale[1]; break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[2]; + params[0] = ctx->Pixel.PostColorMatrixScale[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[3]; + params[0] = ctx->Pixel.PostColorMatrixScale[3]; break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[0]; + params[0] = ctx->Pixel.PostColorMatrixBias[0]; break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[1]; + params[0] = ctx->Pixel.PostColorMatrixBias[1]; break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[2]; + params[0] = ctx->Pixel.PostColorMatrixBias[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[3]; + params[0] = ctx->Pixel.PostColorMatrixBias[3]; break; - - /* GL_EXT_convolution (also in 1.2 imaging) */ - case GL_MAX_CONVOLUTION_WIDTH: - *params = (GLdouble) ctx->Const.MaxConvolutionWidth; + case GL_CONVOLUTION_1D_EXT: + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution1DEnabled); + break; + case GL_CONVOLUTION_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution2DEnabled); break; - case GL_MAX_CONVOLUTION_HEIGHT: - *params = (GLdouble) ctx->Const.MaxConvolutionHeight; + case GL_SEPARABLE_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Separable2DEnabled); break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionScale[0]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionScale[0]; break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionScale[1]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionScale[1]; break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionScale[2]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionScale[2]; break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionScale[3]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionScale[3]; break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionBias[0]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionBias[0]; break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionBias[1]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionBias[1]; break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionBias[2]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionBias[2]; break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: - *params = (GLdouble) ctx->Pixel.PostConvolutionBias[2]; + CHECK_EXT1(EXT_convolution, "GetFloatv"); + params[0] = ctx->Pixel.PostConvolutionBias[3]; + break; + case GL_HISTOGRAM: + CHECK_EXT1(EXT_histogram, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.HistogramEnabled); + break; + case GL_MINMAX: + CHECK_EXT1(EXT_histogram, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MinMaxEnabled); break; - - /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: - *params = (GLdouble) ctx->Pixel.ColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]); break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: - *params = (GLdouble) ctx->Pixel.PostConvolutionColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]); break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: - *params = (GLdouble) ctx->Pixel.PostColorMatrixColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]); break; - - default: - gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" ); - } -} - - - - -void -_mesa_GetFloatv( GLenum pname, GLfloat *params ) -{ - GET_CURRENT_CONTEXT(ctx); - GLuint i; - GLuint texUnit = ctx->Texture.CurrentUnit; - GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; - const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetFloatv"); - - if (!params) - return; - - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetFloatv %s\n", gl_lookup_enum_by_nr(pname)); - - if (ctx->Driver.GetFloatv && (*ctx->Driver.GetFloatv)(ctx, pname, params)) - return; - - switch (pname) { - case GL_ACCUM_RED_BITS: - *params = (GLfloat) ctx->Visual->AccumRedBits; + case GL_TEXTURE_COLOR_TABLE_SGI: + CHECK_EXT1(SGI_texture_color_table, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled); break; - case GL_ACCUM_GREEN_BITS: - *params = (GLfloat) ctx->Visual->AccumGreenBits; + case GL_COLOR_SUM_EXT: + CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.ColorSumEnabled); break; - case GL_ACCUM_BLUE_BITS: - *params = (GLfloat) ctx->Visual->AccumBlueBits; + case GL_CURRENT_SECONDARY_COLOR_EXT: + CHECK_EXT1(EXT_secondary_color, "GetFloatv"); + { + 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_ACCUM_ALPHA_BITS: - *params = (GLfloat) ctx->Visual->AccumAlphaBits; + case GL_SECONDARY_COLOR_ARRAY_EXT: + CHECK_EXT1(EXT_secondary_color, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->SecondaryColor.Enabled); 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]; + case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->SecondaryColor.Type); break; - case GL_ALPHA_BIAS: - *params = ctx->Pixel.AlphaBias; + case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.Stride); break; - case GL_ALPHA_BITS: - *params = (GLfloat) ctx->Visual->AlphaBits; + case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.Size); break; - case GL_ALPHA_SCALE: - *params = ctx->Pixel.AlphaScale; + case GL_CURRENT_FOG_COORDINATE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetFloatv"); + { + FLUSH_CURRENT(ctx, 0); + params[0] = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; + } break; - case GL_ALPHA_TEST: - *params = (GLfloat) ctx->Color.AlphaEnabled; + case GL_FOG_COORDINATE_ARRAY_EXT: + CHECK_EXT1(EXT_fog_coord, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->FogCoord.Enabled); break; - case GL_ALPHA_TEST_FUNC: - *params = ENUM_TO_FLOAT(ctx->Color.AlphaFunc); + case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->FogCoord.Type); break; - case GL_ALPHA_TEST_REF: - *params = (GLfloat) ctx->Color.AlphaRef / 255.0; + case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.ArrayObj->FogCoord.Stride); break; - case GL_ATTRIB_STACK_DEPTH: - *params = (GLfloat) (ctx->AttribStackDepth); + case GL_FOG_COORDINATE_SOURCE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Fog.FogCoordinateSource); break; - case GL_AUTO_NORMAL: - *params = (GLfloat) ctx->Eval.AutoNormal; + case GL_MAX_TEXTURE_LOD_BIAS_EXT: + CHECK_EXT1(EXT_texture_lod_bias, "GetFloatv"); + params[0] = ctx->Const.MaxTextureLodBias; break; - case GL_AUX_BUFFERS: - *params = (GLfloat) ctx->Const.NumAuxBuffers; + case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: + CHECK_EXT1(EXT_texture_filter_anisotropic, "GetFloatv"); + params[0] = ctx->Const.MaxTextureMaxAnisotropy; break; - case GL_BLEND: - *params = (GLfloat) ctx->Color.BlendEnabled; + case GL_MULTISAMPLE_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled); break; - case GL_BLEND_DST: - *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); + case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage); break; - case GL_BLEND_SRC: - *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); + case GL_SAMPLE_ALPHA_TO_ONE_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne); break; - case GL_BLEND_SRC_RGB_EXT: - *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); + case GL_SAMPLE_COVERAGE_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage); break; - case GL_BLEND_DST_RGB_EXT: - *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); + case GL_SAMPLE_COVERAGE_VALUE_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = ctx->Multisample.SampleCoverageValue; break; - case GL_BLEND_SRC_ALPHA_EXT: - *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcA); + case GL_SAMPLE_COVERAGE_INVERT_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert); break; - case GL_BLEND_DST_ALPHA_EXT: - *params = ENUM_TO_FLOAT(ctx->Color.BlendDstA); + case GL_SAMPLE_BUFFERS_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.sampleBuffers); break; - case GL_BLEND_EQUATION_EXT: - *params = ENUM_TO_FLOAT(ctx->Color.BlendEquation); - 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 = ctx->Pixel.BlueBias; + case GL_SAMPLES_ARB: + CHECK_EXT1(ARB_multisample, "GetFloatv"); + params[0] = (GLfloat)(ctx->DrawBuffer->Visual.samples); break; - case GL_BLUE_BITS: - *params = (GLfloat) ctx->Visual->BlueBits; + case GL_RASTER_POSITION_UNCLIPPED_IBM: + CHECK_EXT1(IBM_rasterpos_clip, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RasterPositionUnclipped); break; - case GL_BLUE_SCALE: - *params = ctx->Pixel.BlueScale; + case GL_POINT_SPRITE_NV: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite); break; - case GL_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLfloat) (ctx->ClientAttribStackDepth); + case GL_POINT_SPRITE_R_MODE_NV: + CHECK_EXT1(NV_point_sprite, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteRMode); break; - case GL_CLIP_PLANE0: - case GL_CLIP_PLANE1: - case GL_CLIP_PLANE2: - case GL_CLIP_PLANE3: - case GL_CLIP_PLANE4: - case GL_CLIP_PLANE5: - *params = (GLfloat) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteOrigin); break; - case GL_COLOR_CLEAR_VALUE: - params[0] = (GLfloat) ctx->Color.ClearColor[0]; - params[1] = (GLfloat) ctx->Color.ClearColor[1]; - params[2] = (GLfloat) ctx->Color.ClearColor[2]; - params[3] = (GLfloat) ctx->Color.ClearColor[3]; + case GL_GENERATE_MIPMAP_HINT_SGIS: + CHECK_EXT1(SGIS_generate_mipmap, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap); break; - case GL_COLOR_MATERIAL: - *params = (GLfloat) ctx->Light.ColorMaterialEnabled; + case GL_VERTEX_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = (GLfloat)((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0)); break; - case GL_COLOR_MATERIAL_FACE: - *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace); + case GL_VERTEX_ATTRIB_ARRAY0_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[0].Enabled); break; - case GL_COLOR_MATERIAL_PARAMETER: - *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode); + case GL_VERTEX_ATTRIB_ARRAY1_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[1].Enabled); break; - case GL_COLOR_WRITEMASK: - params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0F : 0.0F; - params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0F : 0.0F; - params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0F : 0.0F; - params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0F : 0.0F; + case GL_VERTEX_ATTRIB_ARRAY2_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[2].Enabled); break; - case GL_CULL_FACE: - *params = (GLfloat) ctx->Polygon.CullFlag; + case GL_VERTEX_ATTRIB_ARRAY3_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[3].Enabled); break; - case GL_CULL_FACE_MODE: - *params = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode); + case GL_VERTEX_ATTRIB_ARRAY4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[4].Enabled); break; - case GL_CURRENT_COLOR: - UBYTE_RGBA_TO_FLOAT_RGBA(params, ctx->Current.ByteColor); + case GL_VERTEX_ATTRIB_ARRAY5_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[5].Enabled); break; - case GL_CURRENT_INDEX: - *params = (GLfloat) ctx->Current.Index; + case GL_VERTEX_ATTRIB_ARRAY6_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[6].Enabled); break; - case GL_CURRENT_NORMAL: - params[0] = ctx->Current.Normal[0]; - params[1] = ctx->Current.Normal[1]; - params[2] = ctx->Current.Normal[2]; + case GL_VERTEX_ATTRIB_ARRAY7_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[7].Enabled); 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 = (GLfloat) 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: - params[0] = ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; - params[1] = ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; - params[2] = ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; - params[3] = ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; - break; - case GL_CURRENT_RASTER_POSITION_VALID: - *params = (GLfloat) ctx->Current.RasterPosValid; - break; - case GL_CURRENT_TEXTURE_COORDS: - params[0] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][0]; - params[1] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][1]; - params[2] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][2]; - params[3] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][3]; - break; - case GL_DEPTH_BIAS: - *params = (GLfloat) ctx->Pixel.DepthBias; - break; - case GL_DEPTH_BITS: - *params = (GLfloat) ctx->Visual->DepthBits; - break; - case GL_DEPTH_CLEAR_VALUE: - *params = (GLfloat) ctx->Depth.Clear; - break; - case GL_DEPTH_FUNC: - *params = ENUM_TO_FLOAT(ctx->Depth.Func); - break; - case GL_DEPTH_RANGE: - params[0] = (GLfloat) ctx->Viewport.Near; - params[1] = (GLfloat) ctx->Viewport.Far; - break; - case GL_DEPTH_SCALE: - *params = (GLfloat) ctx->Pixel.DepthScale; - break; - case GL_DEPTH_TEST: - *params = (GLfloat) ctx->Depth.Test; - break; - case GL_DEPTH_WRITEMASK: - *params = (GLfloat) ctx->Depth.Mask; - break; - case GL_DITHER: - *params = (GLfloat) ctx->Color.DitherFlag; - break; - case GL_DOUBLEBUFFER: - *params = (GLfloat) ctx->Visual->DBflag; - break; - case GL_DRAW_BUFFER: - *params = ENUM_TO_FLOAT(ctx->Color.DrawBuffer); - break; - case GL_EDGE_FLAG: - *params = (GLfloat) ctx->Current.EdgeFlag; - break; - case GL_FEEDBACK_BUFFER_SIZE: - *params = (GLfloat) ctx->Feedback.BufferSize; + case GL_VERTEX_ATTRIB_ARRAY8_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[8].Enabled); break; - case GL_FEEDBACK_BUFFER_TYPE: - *params = ENUM_TO_FLOAT(ctx->Feedback.Type); + case GL_VERTEX_ATTRIB_ARRAY9_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[9].Enabled); break; - case GL_FOG: - *params = (GLfloat) 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 = ctx->Fog.Density; - break; - case GL_FOG_END: - *params = ctx->Fog.End; - break; - case GL_FOG_HINT: - *params = ENUM_TO_FLOAT(ctx->Hint.Fog); - break; - case GL_FOG_INDEX: - *params = ctx->Fog.Index; - break; - case GL_FOG_MODE: - *params = ENUM_TO_FLOAT(ctx->Fog.Mode); - break; - case GL_FOG_START: - *params = ctx->Fog.Start; - break; - case GL_FRONT_FACE: - *params = ENUM_TO_FLOAT(ctx->Polygon.FrontFace); - break; - case GL_GREEN_BIAS: - *params = (GLfloat) ctx->Pixel.GreenBias; + case GL_VERTEX_ATTRIB_ARRAY10_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[10].Enabled); break; - case GL_GREEN_BITS: - *params = (GLfloat) ctx->Visual->GreenBits; + case GL_VERTEX_ATTRIB_ARRAY11_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[11].Enabled); break; - case GL_GREEN_SCALE: - *params = (GLfloat) ctx->Pixel.GreenScale; + case GL_VERTEX_ATTRIB_ARRAY12_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[12].Enabled); break; - case GL_HISTOGRAM: - if (ctx->Extensions.HaveHistogram) { - *params = (GLfloat) ctx->Pixel.HistogramEnabled; - } - else { - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); - return; - } - break; - case GL_INDEX_BITS: - *params = (GLfloat) ctx->Visual->IndexBits; - break; - case GL_INDEX_CLEAR_VALUE: - *params = (GLfloat) ctx->Color.ClearIndex; - break; - case GL_INDEX_MODE: - *params = ctx->Visual->RGBAflag ? 0.0F : 1.0F; - break; - case GL_INDEX_OFFSET: - *params = (GLfloat) ctx->Pixel.IndexOffset; - break; - case GL_INDEX_SHIFT: - *params = (GLfloat) ctx->Pixel.IndexShift; - break; - case GL_INDEX_WRITEMASK: - *params = (GLfloat) ctx->Color.IndexMask; - break; - case GL_LIGHT0: - case GL_LIGHT1: - case GL_LIGHT2: - case GL_LIGHT3: - case GL_LIGHT4: - case GL_LIGHT5: - case GL_LIGHT6: - case GL_LIGHT7: - *params = (GLfloat) ctx->Light.Light[pname-GL_LIGHT0].Enabled; - break; - case GL_LIGHTING: - *params = (GLfloat) 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); + case GL_VERTEX_ATTRIB_ARRAY13_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[13].Enabled); break; - case GL_LIGHT_MODEL_LOCAL_VIEWER: - *params = (GLfloat) ctx->Light.Model.LocalViewer; - break; - case GL_LIGHT_MODEL_TWO_SIDE: - *params = (GLfloat) ctx->Light.Model.TwoSide; - break; - case GL_LINE_SMOOTH: - *params = (GLfloat) ctx->Line.SmoothFlag; - break; - case GL_LINE_SMOOTH_HINT: - *params = ENUM_TO_FLOAT(ctx->Hint.LineSmooth); - break; - case GL_LINE_STIPPLE: - *params = (GLfloat) ctx->Line.StippleFlag; - break; - case GL_LINE_STIPPLE_PATTERN: - *params = (GLfloat) ctx->Line.StipplePattern; + case GL_VERTEX_ATTRIB_ARRAY14_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[14].Enabled); break; - case GL_LINE_STIPPLE_REPEAT: - *params = (GLfloat) ctx->Line.StippleFactor; + case GL_VERTEX_ATTRIB_ARRAY15_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[15].Enabled); break; - case GL_LINE_WIDTH: - *params = (GLfloat) ctx->Line.Width; - break; - case GL_LINE_WIDTH_GRANULARITY: - *params = (GLfloat) ctx->Const.LineWidthGranularity; - break; - case GL_LINE_WIDTH_RANGE: - 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; - break; - case GL_LIST_INDEX: - *params = (GLfloat) ctx->CurrentListNum; - break; - case GL_LIST_MODE: - *params = ctx->ExecuteFlag ? ENUM_TO_FLOAT(GL_COMPILE_AND_EXECUTE) - : ENUM_TO_FLOAT(GL_COMPILE); - break; - case GL_INDEX_LOGIC_OP: - *params = (GLfloat) ctx->Color.IndexLogicOpEnabled; - break; - case GL_COLOR_LOGIC_OP: - *params = (GLfloat) ctx->Color.ColorLogicOpEnabled; - break; - case GL_LOGIC_OP_MODE: - *params = ENUM_TO_FLOAT(ctx->Color.LogicOp); - break; - case GL_MAP1_COLOR_4: - *params = (GLfloat) 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 = (GLfloat) ctx->Eval.MapGrid1un; - break; - case GL_MAP1_INDEX: - *params = (GLfloat) ctx->Eval.Map1Index; - break; - case GL_MAP1_NORMAL: - *params = (GLfloat) ctx->Eval.Map1Normal; - break; - case GL_MAP1_TEXTURE_COORD_1: - *params = (GLfloat) ctx->Eval.Map1TextureCoord1; - break; - case GL_MAP1_TEXTURE_COORD_2: - *params = (GLfloat) ctx->Eval.Map1TextureCoord2; - break; - case GL_MAP1_TEXTURE_COORD_3: - *params = (GLfloat) ctx->Eval.Map1TextureCoord3; - break; - case GL_MAP1_TEXTURE_COORD_4: - *params = (GLfloat) ctx->Eval.Map1TextureCoord4; - break; - case GL_MAP1_VERTEX_3: - *params = (GLfloat) ctx->Eval.Map1Vertex3; - break; - case GL_MAP1_VERTEX_4: - *params = (GLfloat) ctx->Eval.Map1Vertex4; - break; - case GL_MAP2_COLOR_4: - *params = (GLfloat) 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 = (GLfloat) ctx->Eval.Map2Index; - break; - case GL_MAP2_NORMAL: - *params = (GLfloat) ctx->Eval.Map2Normal; - break; - case GL_MAP2_TEXTURE_COORD_1: - *params = ctx->Eval.Map2TextureCoord1; - break; - case GL_MAP2_TEXTURE_COORD_2: - *params = ctx->Eval.Map2TextureCoord2; - break; - case GL_MAP2_TEXTURE_COORD_3: - *params = ctx->Eval.Map2TextureCoord3; - break; - case GL_MAP2_TEXTURE_COORD_4: - *params = ctx->Eval.Map2TextureCoord4; - break; - case GL_MAP2_VERTEX_3: - *params = (GLfloat) ctx->Eval.Map2Vertex3; - break; - case GL_MAP2_VERTEX_4: - *params = (GLfloat) ctx->Eval.Map2Vertex4; - break; - case GL_MAP_COLOR: - *params = (GLfloat) ctx->Pixel.MapColorFlag; - break; - case GL_MAP_STENCIL: - *params = (GLfloat) ctx->Pixel.MapStencilFlag; - break; - case GL_MATRIX_MODE: - *params = ENUM_TO_FLOAT(ctx->Transform.MatrixMode); - break; - case GL_MAX_ATTRIB_STACK_DEPTH: - *params = (GLfloat) MAX_ATTRIB_STACK_DEPTH; - break; - case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLfloat) MAX_CLIENT_ATTRIB_STACK_DEPTH; + case GL_MAP1_VERTEX_ATTRIB0_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[0]); break; - case GL_MAX_CLIP_PLANES: - *params = (GLfloat) MAX_CLIP_PLANES; - break; - case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ - *params = (GLfloat) VB_MAX; + case GL_MAP1_VERTEX_ATTRIB1_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[1]); break; - case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ - *params = (GLfloat) VB_MAX; + case GL_MAP1_VERTEX_ATTRIB2_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[2]); break; - case GL_MAX_EVAL_ORDER: - *params = (GLfloat) MAX_EVAL_ORDER; - break; - case GL_MAX_LIGHTS: - *params = (GLfloat) MAX_LIGHTS; - break; - case GL_MAX_LIST_NESTING: - *params = (GLfloat) MAX_LIST_NESTING; - break; - case GL_MAX_MODELVIEW_STACK_DEPTH: - *params = (GLfloat) MAX_MODELVIEW_STACK_DEPTH; - break; - case GL_MAX_NAME_STACK_DEPTH: - *params = (GLfloat) MAX_NAME_STACK_DEPTH; - break; - case GL_MAX_PIXEL_MAP_TABLE: - *params = (GLfloat) MAX_PIXEL_MAP_TABLE; - break; - case GL_MAX_PROJECTION_STACK_DEPTH: - *params = (GLfloat) MAX_PROJECTION_STACK_DEPTH; - break; - case GL_MAX_TEXTURE_SIZE: - case GL_MAX_3D_TEXTURE_SIZE: - *params = (GLfloat) ctx->Const.MaxTextureSize; - break; - case GL_MAX_TEXTURE_STACK_DEPTH: - *params = (GLfloat) MAX_TEXTURE_STACK_DEPTH; - break; - case GL_MAX_VIEWPORT_DIMS: - params[0] = (GLfloat) MAX_WIDTH; - params[1] = (GLfloat) MAX_HEIGHT; + case GL_MAP1_VERTEX_ATTRIB3_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[3]); break; - case GL_MINMAX: - *params = (GLfloat) ctx->Pixel.MinMaxEnabled; + case GL_MAP1_VERTEX_ATTRIB4_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[4]); break; - case GL_MODELVIEW_MATRIX: - for (i=0;i<16;i++) { - params[i] = ctx->ModelView.m[i]; - } - break; - case GL_MODELVIEW_STACK_DEPTH: - *params = (GLfloat) (ctx->ModelViewStackDepth + 1); - break; - case GL_NAME_STACK_DEPTH: - *params = (GLfloat) ctx->Select.NameStackDepth; - break; - case GL_NORMALIZE: - *params = (GLfloat) ctx->Transform.Normalize; - break; - case GL_PACK_ALIGNMENT: - *params = (GLfloat) ctx->Pack.Alignment; - break; - case GL_PACK_LSB_FIRST: - *params = (GLfloat) ctx->Pack.LsbFirst; - break; - case GL_PACK_ROW_LENGTH: - *params = (GLfloat) ctx->Pack.RowLength; - break; - case GL_PACK_SKIP_PIXELS: - *params = (GLfloat) ctx->Pack.SkipPixels; - break; - case GL_PACK_SKIP_ROWS: - *params = (GLfloat) ctx->Pack.SkipRows; - break; - case GL_PACK_SWAP_BYTES: - *params = (GLfloat) ctx->Pack.SwapBytes; - break; - case GL_PACK_SKIP_IMAGES_EXT: - *params = (GLfloat) ctx->Pack.SkipImages; + case GL_MAP1_VERTEX_ATTRIB5_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[5]); break; - case GL_PACK_IMAGE_HEIGHT_EXT: - *params = (GLfloat) ctx->Pack.ImageHeight; + case GL_MAP1_VERTEX_ATTRIB6_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[6]); break; - case GL_PERSPECTIVE_CORRECTION_HINT: - *params = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection); - break; - case GL_PIXEL_MAP_A_TO_A_SIZE: - *params = (GLfloat) ctx->Pixel.MapAtoAsize; - break; - case GL_PIXEL_MAP_B_TO_B_SIZE: - *params = (GLfloat) ctx->Pixel.MapBtoBsize; - break; - case GL_PIXEL_MAP_G_TO_G_SIZE: - *params = (GLfloat) ctx->Pixel.MapGtoGsize; - break; - case GL_PIXEL_MAP_I_TO_A_SIZE: - *params = (GLfloat) ctx->Pixel.MapItoAsize; - break; - case GL_PIXEL_MAP_I_TO_B_SIZE: - *params = (GLfloat) ctx->Pixel.MapItoBsize; - break; - case GL_PIXEL_MAP_I_TO_G_SIZE: - *params = (GLfloat) ctx->Pixel.MapItoGsize; - break; - case GL_PIXEL_MAP_I_TO_I_SIZE: - *params = (GLfloat) ctx->Pixel.MapItoIsize; - break; - case GL_PIXEL_MAP_I_TO_R_SIZE: - *params = (GLfloat) ctx->Pixel.MapItoRsize; - break; - case GL_PIXEL_MAP_R_TO_R_SIZE: - *params = (GLfloat) ctx->Pixel.MapRtoRsize; - break; - case GL_PIXEL_MAP_S_TO_S_SIZE: - *params = (GLfloat) ctx->Pixel.MapStoSsize; - break; - case GL_POINT_SIZE: - *params = (GLfloat) ctx->Point.UserSize; + case GL_MAP1_VERTEX_ATTRIB7_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[7]); break; - case GL_POINT_SIZE_GRANULARITY: - *params = (GLfloat) ctx->Const.PointSizeGranularity; - break; - case GL_POINT_SIZE_RANGE: - 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; - break; - case GL_POINT_SMOOTH_HINT: - *params = ENUM_TO_FLOAT(ctx->Hint.PointSmooth); - break; - case GL_POINT_SIZE_MIN_EXT: - *params = (GLfloat) (ctx->Point.MinSize); - break; - case GL_POINT_SIZE_MAX_EXT: - *params = (GLfloat) (ctx->Point.MaxSize); - break; - case GL_POINT_FADE_THRESHOLD_SIZE_EXT: - *params = (GLfloat) (ctx->Point.Threshold); - break; - case GL_DISTANCE_ATTENUATION_EXT: - params[0] = (GLfloat) (ctx->Point.Params[0]); - params[1] = (GLfloat) (ctx->Point.Params[1]); - params[2] = (GLfloat) (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; -#ifdef GL_EXT_polygon_offset - case GL_POLYGON_OFFSET_BIAS_EXT: - *params = ctx->Polygon.OffsetUnits; + case GL_MAP1_VERTEX_ATTRIB8_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[8]); break; -#endif - case GL_POLYGON_OFFSET_FACTOR: - *params = ctx->Polygon.OffsetFactor; + case GL_MAP1_VERTEX_ATTRIB9_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[9]); break; - case GL_POLYGON_OFFSET_UNITS: - *params = ctx->Polygon.OffsetUnits; + case GL_MAP1_VERTEX_ATTRIB10_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[10]); break; - case GL_POLYGON_SMOOTH: - *params = (GLfloat) ctx->Polygon.SmoothFlag; - break; - case GL_POLYGON_SMOOTH_HINT: - *params = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth); - break; - case GL_POLYGON_STIPPLE: - *params = (GLfloat) ctx->Polygon.StippleFlag; - break; - case GL_PROJECTION_MATRIX: - for (i=0;i<16;i++) { - params[i] = ctx->ProjectionMatrix.m[i]; - } - break; - case GL_PROJECTION_STACK_DEPTH: - *params = (GLfloat) (ctx->ProjectionStackDepth + 1); - break; - case GL_READ_BUFFER: - *params = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer); - break; - case GL_RED_BIAS: - *params = ctx->Pixel.RedBias; + case GL_MAP1_VERTEX_ATTRIB11_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[11]); break; - case GL_RED_BITS: - *params = (GLfloat) ctx->Visual->RedBits; + case GL_MAP1_VERTEX_ATTRIB12_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[12]); break; - case GL_RED_SCALE: - *params = ctx->Pixel.RedScale; + case GL_MAP1_VERTEX_ATTRIB13_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[13]); break; - case GL_RENDER_MODE: - *params = ENUM_TO_FLOAT(ctx->RenderMode); - break; - case GL_RGBA_MODE: - *params = (GLfloat) ctx->Visual->RGBAflag; - 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 = (GLfloat) ctx->Scissor.Enabled; - break; - case GL_SELECTION_BUFFER_SIZE: - *params = (GLfloat) ctx->Select.BufferSize; + case GL_MAP1_VERTEX_ATTRIB14_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[14]); break; - case GL_SHADE_MODEL: - *params = ENUM_TO_FLOAT(ctx->Light.ShadeModel); - break; - case GL_SHARED_TEXTURE_PALETTE_EXT: - *params = (GLfloat) ctx->Texture.SharedPalette; + case GL_MAP1_VERTEX_ATTRIB15_4_NV: + CHECK_EXT1(NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[15]); break; - case GL_STENCIL_BITS: - *params = (GLfloat) ctx->Visual->StencilBits; + case GL_FRAGMENT_PROGRAM_NV: + CHECK_EXT1(NV_fragment_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled); break; - case GL_STENCIL_CLEAR_VALUE: - *params = (GLfloat) ctx->Stencil.Clear; - break; - case GL_STENCIL_FAIL: - *params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc); - break; - case GL_STENCIL_FUNC: - *params = ENUM_TO_FLOAT(ctx->Stencil.Function); - break; - case GL_STENCIL_PASS_DEPTH_FAIL: - *params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc); - break; - case GL_STENCIL_PASS_DEPTH_PASS: - *params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc); - break; - case GL_STENCIL_REF: - *params = (GLfloat) ctx->Stencil.Ref; - break; - case GL_STENCIL_TEST: - *params = (GLfloat) ctx->Stencil.Enabled; - break; - case GL_STENCIL_VALUE_MASK: - *params = (GLfloat) ctx->Stencil.ValueMask; - break; - case GL_STENCIL_WRITEMASK: - *params = (GLfloat) ctx->Stencil.WriteMask; - break; - case GL_STEREO: - *params = (GLfloat) ctx->Visual->StereoFlag; - break; - case GL_SUBPIXEL_BITS: - *params = (GLfloat) ctx->Const.SubPixelBits; - break; - case GL_TEXTURE_1D: - *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0; - break; - case GL_TEXTURE_2D: - *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0; - break; - case GL_TEXTURE_3D: - *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0; - break; - case GL_TEXTURE_BINDING_1D: - *params = (GLfloat) textureUnit->CurrentD[1]->Name; - break; - case GL_TEXTURE_BINDING_2D: - *params = (GLfloat) textureUnit->CurrentD[2]->Name; - break; - case GL_TEXTURE_BINDING_3D: - *params = (GLfloat) textureUnit->CurrentD[2]->Name; - break; - case GL_TEXTURE_ENV_COLOR: - params[0] = textureUnit->EnvColor[0]; - params[1] = textureUnit->EnvColor[1]; - params[2] = textureUnit->EnvColor[2]; - params[3] = textureUnit->EnvColor[3]; - break; - case GL_TEXTURE_ENV_MODE: - *params = ENUM_TO_FLOAT(textureUnit->EnvMode); - break; - case GL_TEXTURE_GEN_S: - *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0; - break; - case GL_TEXTURE_GEN_T: - *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0; - break; - case GL_TEXTURE_GEN_R: - *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0; - break; - case GL_TEXTURE_GEN_Q: - *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0; - break; - case GL_TEXTURE_MATRIX: - for (i=0;i<16;i++) { - params[i] = ctx->TextureMatrix[texTransformUnit].m[i]; - } - break; - case GL_TEXTURE_STACK_DEPTH: - *params = (GLfloat) (ctx->TextureStackDepth[texTransformUnit] + 1); - break; - case GL_UNPACK_ALIGNMENT: - *params = (GLfloat) ctx->Unpack.Alignment; - break; - case GL_UNPACK_LSB_FIRST: - *params = (GLfloat) ctx->Unpack.LsbFirst; - break; - case GL_UNPACK_ROW_LENGTH: - *params = (GLfloat) ctx->Unpack.RowLength; - break; - case GL_UNPACK_SKIP_PIXELS: - *params = (GLfloat) ctx->Unpack.SkipPixels; - break; - case GL_UNPACK_SKIP_ROWS: - *params = (GLfloat) ctx->Unpack.SkipRows; - break; - case GL_UNPACK_SWAP_BYTES: - *params = (GLfloat) ctx->Unpack.SwapBytes; - break; - case GL_UNPACK_SKIP_IMAGES_EXT: - *params = (GLfloat) ctx->Unpack.SkipImages; + case GL_FRAGMENT_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_fragment_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0); break; - case GL_UNPACK_IMAGE_HEIGHT_EXT: - *params = (GLfloat) ctx->Unpack.ImageHeight; + case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: + CHECK_EXT1(NV_fragment_program, "GetFloatv"); + params[0] = (GLfloat)(MAX_NV_FRAGMENT_PROGRAM_PARAMS); 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 = (GLfloat) ctx->Pixel.ZoomX; - break; - case GL_ZOOM_Y: - *params = (GLfloat) ctx->Pixel.ZoomY; - break; - case GL_VERTEX_ARRAY: - *params = (GLfloat) ctx->Array.Vertex.Enabled; + case GL_TEXTURE_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV)); break; - case GL_VERTEX_ARRAY_SIZE: - *params = (GLfloat) ctx->Array.Vertex.Size; + case GL_TEXTURE_BINDING_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); + params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name); break; - case GL_VERTEX_ARRAY_TYPE: - *params = ENUM_TO_FLOAT(ctx->Array.Vertex.Type); + case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxTextureRectSize); break; - case GL_VERTEX_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.Vertex.Stride; + case GL_STENCIL_TEST_TWO_SIDE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.TestTwoSide); break; - case GL_VERTEX_ARRAY_COUNT_EXT: - *params = 0.0; + case GL_ACTIVE_STENCIL_FACE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; - case GL_NORMAL_ARRAY: - *params = (GLfloat) ctx->Array.Normal.Enabled; + case GL_MAX_SHININESS_NV: + CHECK_EXT1(NV_light_max_exponent, "GetFloatv"); + params[0] = ctx->Const.MaxShininess; break; - case GL_NORMAL_ARRAY_TYPE: - *params = ENUM_TO_FLOAT(ctx->Array.Normal.Type); + case GL_MAX_SPOT_EXPONENT_NV: + CHECK_EXT1(NV_light_max_exponent, "GetFloatv"); + params[0] = ctx->Const.MaxSpotExponent; break; - case GL_NORMAL_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.Normal.Stride; + case GL_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name); break; - case GL_NORMAL_ARRAY_COUNT_EXT: - *params = 0.0; + 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_COLOR_ARRAY: - *params = (GLfloat) ctx->Array.Color.Enabled; + 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_SIZE: - *params = (GLfloat) ctx->Array.Color.Size; + 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_COLOR_ARRAY_TYPE: - *params = ENUM_TO_FLOAT(ctx->Array.Color.Type); + 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_COLOR_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.Color.Stride; + 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_COLOR_ARRAY_COUNT_EXT: - *params = 0.0; + 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_INDEX_ARRAY: - *params = (GLfloat) ctx->Array.Index.Enabled; + 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_INDEX_ARRAY_TYPE: - *params = ENUM_TO_FLOAT(ctx->Array.Index.Type); + 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_INDEX_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.Index.Stride; + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name); break; - case GL_INDEX_ARRAY_COUNT_EXT: - *params = 0.0; + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + CHECK_EXT1(EXT_pixel_buffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Pack.BufferObj->Name); break; - case GL_TEXTURE_COORD_ARRAY: - *params = (GLfloat) ctx->Array.TexCoord[texUnit].Enabled; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXT1(EXT_pixel_buffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Unpack.BufferObj->Name); break; - case GL_TEXTURE_COORD_ARRAY_SIZE: - *params = (GLfloat) ctx->Array.TexCoord[texUnit].Size; + case GL_VERTEX_PROGRAM_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.Enabled); break; - case GL_TEXTURE_COORD_ARRAY_TYPE: - *params = ENUM_TO_FLOAT(ctx->Array.TexCoord[texUnit].Type); + case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.PointSizeEnabled); break; - case GL_TEXTURE_COORD_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.TexCoord[texUnit].Stride; + case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.TwoSideEnabled); break; - case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: - *params = 0.0; + case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxProgramMatrixStackDepth); break; - case GL_EDGE_FLAG_ARRAY: - *params = (GLfloat) ctx->Array.EdgeFlag.Enabled; + case GL_MAX_PROGRAM_MATRICES_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxProgramMatrices); break; - case GL_EDGE_FLAG_ARRAY_STRIDE: - *params = (GLfloat) ctx->Array.EdgeFlag.Stride; + case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->CurrentStack->Depth + 1); break; - case GL_EDGE_FLAG_ARRAY_COUNT_EXT: - *params = 0.0; + case GL_CURRENT_MATRIX_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetFloatv"); + { + 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; - - /* GL_ARB_multitexture */ - case GL_MAX_TEXTURE_UNITS_ARB: - *params = (GLfloat) ctx->Const.MaxTextureUnits; + case GL_TRANSPOSE_CURRENT_MATRIX_ARB: + CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetFloatv"); + { + 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_ACTIVE_TEXTURE_ARB: - *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); + case GL_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXT1(ARB_vertex_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.VertexProgram.MaxAttribs); break; - case GL_CLIENT_ACTIVE_TEXTURE_ARB: - *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); + case GL_PROGRAM_ERROR_POSITION_ARB: + CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Program.ErrorPos); break; - - /* GL_ARB_texture_cube_map */ - case GL_TEXTURE_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLfloat) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); - return; - case GL_TEXTURE_BINDING_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLfloat) textureUnit->CurrentCubeMap->Name; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); - return; - case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLfloat) ctx->Const.MaxCubeTextureSize; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); - return; - - /* GL_ARB_texture_compression */ - case GL_TEXTURE_COMPRESSION_HINT_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLfloat) ctx->Hint.TextureCompression; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); + case GL_FRAGMENT_PROGRAM_ARB: + CHECK_EXT1(ARB_fragment_program, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled); break; - case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLfloat) ctx->Const.NumCompressedTextureFormats; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); + case GL_MAX_TEXTURE_COORDS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxTextureCoordUnits); break; - case GL_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - GLuint i; - for (i = 0; i < ctx->Const.NumCompressedTextureFormats; i++) - params[i] = (GLfloat) ctx->Const.CompressedTextureFormats[i]; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); + case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxTextureImageUnits); break; - - /* GL_PGI_misc_hints */ - case GL_STRICT_DEPTHFUNC_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_NICEST); - break; - case GL_STRICT_LIGHTING_HINT_PGI: - *params = ENUM_TO_FLOAT(ctx->Hint.StrictLighting); - break; - case GL_STRICT_SCISSOR_HINT_PGI: - case GL_FULL_STIPPLE_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_TRUE); - break; - case GL_CONSERVE_MEMORY_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_FALSE); - break; - case GL_ALWAYS_FAST_HINT_PGI: - *params = (GLfloat) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_FALSE && - ctx->Hint.AllowDrawMem == GL_FALSE); - break; - case GL_ALWAYS_SOFT_HINT_PGI: - *params = (GLfloat) (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_TRUE && - ctx->Hint.AllowDrawMem == GL_TRUE); - break; - case GL_ALLOW_DRAW_OBJ_HINT_PGI: - *params = (GLfloat) GL_TRUE; - break; - case GL_ALLOW_DRAW_WIN_HINT_PGI: - *params = (GLfloat) ctx->Hint.AllowDrawWin; - break; - case GL_ALLOW_DRAW_FRG_HINT_PGI: - *params = (GLfloat) ctx->Hint.AllowDrawFrg; - break; - case GL_ALLOW_DRAW_MEM_HINT_PGI: - *params = (GLfloat) ctx->Hint.AllowDrawMem; - break; - case GL_CLIP_NEAR_HINT_PGI: - case GL_CLIP_FAR_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_TRUE); - break; - case GL_WIDE_LINE_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_DONT_CARE); - break; - case GL_BACK_NORMALS_HINT_PGI: - *params = ENUM_TO_FLOAT(GL_TRUE); - break; - case GL_NATIVE_GRAPHICS_HANDLE_PGI: - *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: - gl_matrix_transposef(params, ctx->ColorMatrix.m); + case GL_DEPTH_BOUNDS_TEST_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.BoundsTest); break; - case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: - gl_matrix_transposef(params, ctx->ModelView.m); + case GL_DEPTH_BOUNDS_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetFloatv"); + params[0] = ctx->Depth.BoundsMin; + params[1] = ctx->Depth.BoundsMax; break; - case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: - gl_matrix_transposef(params, ctx->ProjectionMatrix.m); + case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.CallbackEnabled); break; - case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: - gl_matrix_transposef(params, ctx->TextureMatrix[texTransformUnit].m); + case GL_VERTEX_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.CallbackEnabled); break; - - /* GL_HP_occlusion_test */ - case GL_OCCLUSION_TEST_HP: - if (ctx->Extensions.HaveHpOcclusionTest) { - *params = (GLfloat) ctx->Depth.OcclusionTest; + case GL_FRAGMENT_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetFloatv"); + params[0] = (GLfloat)(ctx->FragmentProgram.CurrentPosition); + break; + case GL_VERTEX_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetFloatv"); + 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) { + _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); + return; } - else { - gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" ); + buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; + params[0] = ENUM_TO_FLOAT(buffer); } - return; - case GL_OCCLUSION_TEST_RESULT_HP: - if (ctx->Extensions.HaveHpOcclusionTest) { - if (ctx->Depth.OcclusionTest) - *params = (GLfloat) ctx->OcclusionResult; - else - *params = (GLfloat) ctx->OcclusionResultSaved; - /* reset flag now */ - ctx->OcclusionResult = GL_FALSE; - ctx->OcclusionResultSaved = GL_FALSE; + break; + case GL_DRAW_BUFFER2_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); + { + GLenum buffer; + if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { + _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); + return; } - else { - gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" ); + buffer = ctx->DrawBuffer->ColorDrawBuffer[2]; + params[0] = ENUM_TO_FLOAT(buffer); } - return; - - /* GL_SGIS_pixel_texture */ - case GL_PIXEL_TEXTURE_SGIS: - *params = (GLfloat) ctx->Pixel.PixelTextureEnabled; break; - - /* GL_SGIX_pixel_texture */ - case GL_PIXEL_TEX_GEN_SGIX: - *params = (GLfloat) ctx->Pixel.PixelTextureEnabled; + case GL_DRAW_BUFFER3_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); + { + 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->DrawBuffer->ColorDrawBuffer[3]; + params[0] = ENUM_TO_FLOAT(buffer); + } break; - case GL_PIXEL_TEX_GEN_MODE_SGIX: - *params = (GLfloat) pixel_texgen_mode(ctx); + case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: + CHECK_EXT1(OES_read_format, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.ColorReadType); break; - - /* GL_SGI_color_matrix (also in 1.2 imaging) */ - case GL_COLOR_MATRIX_SGI: - for (i=0;i<16;i++) { - params[i] = ctx->ColorMatrix.m[i]; - } - break; - case GL_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = (GLfloat) (ctx->ColorStackDepth + 1); + case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: + CHECK_EXT1(OES_read_format, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.ColorReadFormat); break; - case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = (GLfloat) MAX_COLOR_STACK_DEPTH; + case GL_NUM_FRAGMENT_REGISTERS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(6); break; - case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: - *params = ctx->Pixel.PostColorMatrixScale[0]; + case GL_NUM_FRAGMENT_CONSTANTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(8); break; - case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: - *params = ctx->Pixel.PostColorMatrixScale[1]; + case GL_NUM_PASSES_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(2); break; - case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: - *params = ctx->Pixel.PostColorMatrixScale[2]; + case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(8); break; - case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: - *params = ctx->Pixel.PostColorMatrixScale[3]; + case GL_NUM_INSTRUCTIONS_TOTAL_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(16); break; - case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: - *params = ctx->Pixel.PostColorMatrixBias[0]; + case GL_COLOR_ALPHA_PAIRING_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = BOOLEAN_TO_FLOAT(GL_TRUE); break; - case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: - *params = ctx->Pixel.PostColorMatrixBias[1]; + case GL_NUM_LOOPBACK_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(3); break; - case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: - *params = ctx->Pixel.PostColorMatrixBias[2]; + case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(3); break; - case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: - *params = ctx->Pixel.PostColorMatrixBias[3]; + case GL_STENCIL_BACK_FUNC: + params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[1]); break; - - /* GL_EXT_convolution (also in 1.2 imaging) */ - case GL_MAX_CONVOLUTION_WIDTH: - *params = (GLfloat) ctx->Const.MaxConvolutionWidth; + case GL_STENCIL_BACK_VALUE_MASK: + params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]); break; - case GL_MAX_CONVOLUTION_HEIGHT: - *params = (GLfloat) ctx->Const.MaxConvolutionHeight; + case GL_STENCIL_BACK_WRITEMASK: + params[0] = (GLfloat)(ctx->Stencil.WriteMask[1]); break; - case GL_POST_CONVOLUTION_RED_SCALE_EXT: - *params = ctx->Pixel.PostConvolutionScale[0]; + case GL_STENCIL_BACK_REF: + params[0] = (GLfloat)(ctx->Stencil.Ref[1]); break; - case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: - *params = ctx->Pixel.PostConvolutionScale[1]; + case GL_STENCIL_BACK_FAIL: + params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[1]); break; - case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: - *params = ctx->Pixel.PostConvolutionScale[2]; + case GL_STENCIL_BACK_PASS_DEPTH_FAIL: + params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[1]); break; - case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: - *params = ctx->Pixel.PostConvolutionScale[3]; + case GL_STENCIL_BACK_PASS_DEPTH_PASS: + params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[1]); break; - case GL_POST_CONVOLUTION_RED_BIAS_EXT: - *params = ctx->Pixel.PostConvolutionBias[0]; + case GL_FRAMEBUFFER_BINDING_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->DrawBuffer->Name); break; - case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: - *params = ctx->Pixel.PostConvolutionBias[1]; + case GL_RENDERBUFFER_BINDING_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0); break; - case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: - *params = ctx->Pixel.PostConvolutionBias[2]; + case GL_MAX_COLOR_ATTACHMENTS_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxColorAttachments); break; - case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: - *params = ctx->Pixel.PostConvolutionBias[2]; + case GL_MAX_RENDERBUFFER_SIZE_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize); break; - - /* GL_SGI_color_table (also in 1.2 imaging */ - case GL_COLOR_TABLE_SGI: - *params = (GLfloat) ctx->Pixel.ColorTableEnabled; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: + CHECK_EXT1(ARB_fragment_shader, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents); break; - case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: - *params = (GLfloat) ctx->Pixel.PostConvolutionColorTableEnabled; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXT1(ARB_fragment_shader, "GetFloatv"); + params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative); break; - case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: - *params = (GLfloat) ctx->Pixel.PostColorMatrixColorTableEnabled; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.VertexProgram.MaxUniformComponents); + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxVaryingFloats); + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); + params[0] = (GLfloat)(ctx->Const.MaxVertexTextureImageUnits); + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); + params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS); break; - default: - gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" ); + _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname); } } - - - -void +void GLAPIENTRY _mesa_GetIntegerv( GLenum pname, GLint *params ) { GET_CURRENT_CONTEXT(ctx); - GLuint i; - GLuint texUnit = ctx->Texture.CurrentUnit; - GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; - const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetIntegerv"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetIntegerv %s\n", gl_lookup_enum_by_nr(pname)); + if (ctx->NewState) + _mesa_update_state(ctx); - if (ctx->Driver.GetIntegerv - && (*ctx->Driver.GetIntegerv)(ctx, pname, params)) + if (ctx->Driver.GetIntegerv && + ctx->Driver.GetIntegerv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: - *params = (GLint) ctx->Visual->AccumRedBits; + params[0] = ctx->DrawBuffer->Visual.accumRedBits; break; case GL_ACCUM_GREEN_BITS: - *params = (GLint) ctx->Visual->AccumGreenBits; + params[0] = ctx->DrawBuffer->Visual.accumGreenBits; break; case GL_ACCUM_BLUE_BITS: - *params = (GLint) ctx->Visual->AccumBlueBits; + params[0] = ctx->DrawBuffer->Visual.accumBlueBits; break; case GL_ACCUM_ALPHA_BITS: - *params = (GLint) ctx->Visual->AccumAlphaBits; + 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] ); + 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 = (GLint) ctx->Pixel.AlphaBias; + params[0] = IROUND(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: - *params = ctx->Visual->AlphaBits; + params[0] = ctx->DrawBuffer->Visual.alphaBits; break; case GL_ALPHA_SCALE: - *params = (GLint) ctx->Pixel.AlphaScale; + params[0] = IROUND(ctx->Pixel.AlphaScale); break; case GL_ALPHA_TEST: - *params = (GLint) ctx->Color.AlphaEnabled; - break; - case GL_ALPHA_TEST_REF: - *params = FLOAT_TO_INT( (GLfloat) ctx->Color.AlphaRef / 255.0 ); + params[0] = BOOLEAN_TO_INT(ctx->Color.AlphaEnabled); break; case GL_ALPHA_TEST_FUNC: - *params = (GLint) ctx->Color.AlphaFunc; + 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 = (GLint) (ctx->AttribStackDepth); + params[0] = ctx->AttribStackDepth; break; case GL_AUTO_NORMAL: - *params = (GLint) ctx->Eval.AutoNormal; + params[0] = BOOLEAN_TO_INT(ctx->Eval.AutoNormal); break; case GL_AUX_BUFFERS: - *params = (GLint) ctx->Const.NumAuxBuffers; + params[0] = ctx->DrawBuffer->Visual.numAuxBuffers; break; case GL_BLEND: - *params = (GLint) ctx->Color.BlendEnabled; + params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled); break; case GL_BLEND_DST: - *params = (GLint) ctx->Color.BlendDstRGB; + params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: - *params = (GLint) ctx->Color.BlendSrcRGB; + params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: - *params = (GLint) ctx->Color.BlendSrcRGB; + params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: - *params = (GLint) ctx->Color.BlendDstRGB; + params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: - *params = (GLint) ctx->Color.BlendSrcA; + params[0] = ENUM_TO_INT(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: - *params = (GLint) ctx->Color.BlendDstA; + 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_EQUATION_EXT: - *params = (GLint) ctx->Color.BlendEquation; - 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; + 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 = (GLint) ctx->Pixel.BlueBias; + params[0] = IROUND(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: - *params = (GLint) ctx->Visual->BlueBits; + params[0] = ctx->DrawBuffer->Visual.blueBits; break; case GL_BLUE_SCALE: - *params = (GLint) ctx->Pixel.BlueScale; + params[0] = IROUND(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLint) (ctx->ClientAttribStackDepth); + 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: - i = (GLint) (pname - GL_CLIP_PLANE0); - *params = (GLint) ctx->Transform.ClipEnabled[i]; + 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] ); + 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 = (GLint) ctx->Light.ColorMaterialEnabled; + params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled); break; case GL_COLOR_MATERIAL_FACE: - *params = (GLint) ctx->Light.ColorMaterialFace; + params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: - *params = (GLint) ctx->Light.ColorMaterialMode; + params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0; @@ -3658,1123 +3867,1706 @@ _mesa_GetIntegerv( GLenum pname, GLint *params ) params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0; break; case GL_CULL_FACE: - *params = (GLint) ctx->Polygon.CullFlag; + params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag); break; case GL_CULL_FACE_MODE: - *params = (GLint) ctx->Polygon.CullFaceMode; + params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: - params[0] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[0] ) ); - params[1] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[1] ) ); - params[2] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[2] ) ); - params[3] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[3] ) ); + { + 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: - *params = (GLint) ctx->Current.Index; + { + FLUSH_CURRENT(ctx, 0); + params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]); + } break; case GL_CURRENT_NORMAL: - params[0] = FLOAT_TO_INT( ctx->Current.Normal[0] ); - params[1] = FLOAT_TO_INT( ctx->Current.Normal[1] ); - params[2] = FLOAT_TO_INT( ctx->Current.Normal[2] ); + { + 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; + 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] = (GLint) ctx->Current.RasterDistance; - break; + params[0] = IROUND(ctx->Current.RasterDistance); + break; case GL_CURRENT_RASTER_INDEX: - *params = (GLint) ctx->Current.RasterIndex; - break; + params[0] = IROUND(ctx->Current.RasterIndex); + break; case GL_CURRENT_RASTER_POSITION: - params[0] = (GLint) ctx->Current.RasterPos[0]; - params[1] = (GLint) ctx->Current.RasterPos[1]; - params[2] = (GLint) ctx->Current.RasterPos[2]; - params[3] = (GLint) ctx->Current.RasterPos[3]; - break; + 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_SECONDARY_COLOR: + params[0] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[0]); + params[1] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[1]); + params[2] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[2]); + params[3] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[3]); + break; case GL_CURRENT_RASTER_TEXTURE_COORDS: - params[0] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; - params[1] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; - params[2] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; - params[3] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; - break; + { + 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 = (GLint) ctx->Current.RasterPosValid; - break; + params[0] = BOOLEAN_TO_INT(ctx->Current.RasterPosValid); + break; case GL_CURRENT_TEXTURE_COORDS: - params[0] = (GLint) ctx->Current.Texcoord[texTransformUnit][0]; - params[1] = (GLint) ctx->Current.Texcoord[texTransformUnit][1]; - params[2] = (GLint) ctx->Current.Texcoord[texTransformUnit][2]; - params[3] = (GLint) ctx->Current.Texcoord[texTransformUnit][3]; - break; + { + 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 = (GLint) ctx->Pixel.DepthBias; - break; + params[0] = IROUND(ctx->Pixel.DepthBias); + break; case GL_DEPTH_BITS: - *params = ctx->Visual->DepthBits; - break; + params[0] = ctx->DrawBuffer->Visual.depthBits; + break; case GL_DEPTH_CLEAR_VALUE: - *params = (GLint) ctx->Depth.Clear; - break; + params[0] = IROUND(ctx->Depth.Clear); + break; case GL_DEPTH_FUNC: - *params = (GLint) ctx->Depth.Func; - break; + params[0] = ENUM_TO_INT(ctx->Depth.Func); + break; case GL_DEPTH_RANGE: - params[0] = (GLint) ctx->Viewport.Near; - params[1] = (GLint) ctx->Viewport.Far; - break; + params[0] = FLOAT_TO_INT(ctx->Viewport.Near); + params[1] = FLOAT_TO_INT(ctx->Viewport.Far); + break; case GL_DEPTH_SCALE: - *params = (GLint) ctx->Pixel.DepthScale; - break; + params[0] = IROUND(ctx->Pixel.DepthScale); + break; case GL_DEPTH_TEST: - *params = (GLint) ctx->Depth.Test; - break; + params[0] = BOOLEAN_TO_INT(ctx->Depth.Test); + break; case GL_DEPTH_WRITEMASK: - *params = (GLint) ctx->Depth.Mask; - break; + params[0] = BOOLEAN_TO_INT(ctx->Depth.Mask); + break; case GL_DITHER: - *params = (GLint) ctx->Color.DitherFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Color.DitherFlag); + break; case GL_DOUBLEBUFFER: - *params = (GLint) ctx->Visual->DBflag; - break; + params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.doubleBufferMode); + break; case GL_DRAW_BUFFER: - *params = (GLint) ctx->Color.DrawBuffer; - break; + params[0] = ENUM_TO_INT(ctx->DrawBuffer->ColorDrawBuffer[0]); + break; case GL_EDGE_FLAG: - *params = (GLint) ctx->Current.EdgeFlag; - break; + { + FLUSH_CURRENT(ctx, 0); + params[0] = BOOLEAN_TO_INT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0)); + } + break; case GL_FEEDBACK_BUFFER_SIZE: - *params = ctx->Feedback.BufferSize; + params[0] = ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: - *params = ctx->Feedback.Type; + params[0] = ENUM_TO_INT(ctx->Feedback.Type); break; case GL_FOG: - *params = (GLint) ctx->Fog.Enabled; - break; + 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; + 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 = (GLint) ctx->Fog.Density; - break; + params[0] = IROUND(ctx->Fog.Density); + break; case GL_FOG_END: - *params = (GLint) ctx->Fog.End; - break; + params[0] = IROUND(ctx->Fog.End); + break; case GL_FOG_HINT: - *params = (GLint) ctx->Hint.Fog; - break; + params[0] = ENUM_TO_INT(ctx->Hint.Fog); + break; case GL_FOG_INDEX: - *params = (GLint) ctx->Fog.Index; - break; + params[0] = IROUND(ctx->Fog.Index); + break; case GL_FOG_MODE: - *params = (GLint) ctx->Fog.Mode; - break; + params[0] = ENUM_TO_INT(ctx->Fog.Mode); + break; case GL_FOG_START: - *params = (GLint) ctx->Fog.Start; - break; + params[0] = IROUND(ctx->Fog.Start); + break; case GL_FRONT_FACE: - *params = (GLint) ctx->Polygon.FrontFace; - break; + params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace); + break; case GL_GREEN_BIAS: - *params = (GLint) ctx->Pixel.GreenBias; + params[0] = IROUND(ctx->Pixel.GreenBias); break; case GL_GREEN_BITS: - *params = (GLint) ctx->Visual->GreenBits; + params[0] = ctx->DrawBuffer->Visual.greenBits; break; case GL_GREEN_SCALE: - *params = (GLint) ctx->Pixel.GreenScale; + params[0] = IROUND(ctx->Pixel.GreenScale); break; - case GL_HISTOGRAM: - if (ctx->Extensions.HaveHistogram) { - *params = (GLint) ctx->Pixel.HistogramEnabled; - } - else { - gl_error(ctx, GL_INVALID_ENUM, "glGetFloatv"); - return; - } - break; case GL_INDEX_BITS: - *params = (GLint) ctx->Visual->IndexBits; + params[0] = ctx->DrawBuffer->Visual.indexBits; break; case GL_INDEX_CLEAR_VALUE: - *params = (GLint) ctx->Color.ClearIndex; + params[0] = ctx->Color.ClearIndex; break; case GL_INDEX_MODE: - *params = ctx->Visual->RGBAflag ? 0 : 1; - break; + params[0] = BOOLEAN_TO_INT(!ctx->DrawBuffer->Visual.rgbMode); + break; case GL_INDEX_OFFSET: - *params = ctx->Pixel.IndexOffset; - break; + params[0] = ctx->Pixel.IndexOffset; + break; case GL_INDEX_SHIFT: - *params = ctx->Pixel.IndexShift; - break; + params[0] = ctx->Pixel.IndexShift; + break; case GL_INDEX_WRITEMASK: - *params = (GLint) ctx->Color.IndexMask; - break; + 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 = (GLint) ctx->Light.Light[pname-GL_LIGHT0].Enabled; - break; + params[0] = BOOLEAN_TO_INT(ctx->Light.Light[7].Enabled); + break; case GL_LIGHTING: - *params = (GLint) ctx->Light.Enabled; - break; + 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; + 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] = (GLint) ctx->Light.Model.ColorControl; + params[0] = ENUM_TO_INT(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: - *params = (GLint) ctx->Light.Model.LocalViewer; - break; + params[0] = BOOLEAN_TO_INT(ctx->Light.Model.LocalViewer); + break; case GL_LIGHT_MODEL_TWO_SIDE: - *params = (GLint) ctx->Light.Model.TwoSide; - break; + params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide); + break; case GL_LINE_SMOOTH: - *params = (GLint) ctx->Line.SmoothFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Line.SmoothFlag); + break; case GL_LINE_SMOOTH_HINT: - *params = (GLint) ctx->Hint.LineSmooth; - break; + params[0] = ENUM_TO_INT(ctx->Hint.LineSmooth); + break; case GL_LINE_STIPPLE: - *params = (GLint) ctx->Line.StippleFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Line.StippleFlag); + break; case GL_LINE_STIPPLE_PATTERN: - *params = (GLint) ctx->Line.StipplePattern; + params[0] = ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: - *params = (GLint) ctx->Line.StippleFactor; + params[0] = ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: - *params = (GLint) ctx->Line.Width; - break; + params[0] = IROUND(ctx->Line.Width); + break; case GL_LINE_WIDTH_GRANULARITY: - *params = (GLint) ctx->Const.LineWidthGranularity; - break; + params[0] = IROUND(ctx->Const.LineWidthGranularity); + break; case GL_LINE_WIDTH_RANGE: - params[0] = (GLint) ctx->Const.MinLineWidthAA; - params[1] = (GLint) ctx->Const.MaxLineWidthAA; - break; + params[0] = IROUND(ctx->Const.MinLineWidthAA); + params[1] = IROUND(ctx->Const.MaxLineWidthAA); + break; case GL_ALIASED_LINE_WIDTH_RANGE: - params[0] = (GLint) ctx->Const.MinLineWidth; - params[1] = (GLint) ctx->Const.MaxLineWidth; - break; + params[0] = IROUND(ctx->Const.MinLineWidth); + params[1] = IROUND(ctx->Const.MaxLineWidth); + break; case GL_LIST_BASE: - *params = (GLint) ctx->List.ListBase; - break; + params[0] = ctx->List.ListBase; + break; case GL_LIST_INDEX: - *params = (GLint) ctx->CurrentListNum; - break; + params[0] = ctx->ListState.CurrentListNum; + break; case GL_LIST_MODE: - *params = ctx->ExecuteFlag ? (GLint) GL_COMPILE_AND_EXECUTE - : (GLint) GL_COMPILE; - break; + { + 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 = (GLint) ctx->Color.IndexLogicOpEnabled; - break; + params[0] = BOOLEAN_TO_INT(ctx->Color.IndexLogicOpEnabled); + break; case GL_COLOR_LOGIC_OP: - *params = (GLint) ctx->Color.ColorLogicOpEnabled; - break; + params[0] = BOOLEAN_TO_INT(ctx->Color.ColorLogicOpEnabled); + break; case GL_LOGIC_OP_MODE: - *params = (GLint) ctx->Color.LogicOp; + params[0] = ENUM_TO_INT(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: - *params = (GLint) ctx->Eval.Map1Color4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Color4); + break; case GL_MAP1_GRID_DOMAIN: - params[0] = (GLint) ctx->Eval.MapGrid1u1; - params[1] = (GLint) ctx->Eval.MapGrid1u2; - break; + params[0] = IROUND(ctx->Eval.MapGrid1u1); + params[1] = IROUND(ctx->Eval.MapGrid1u2); + break; case GL_MAP1_GRID_SEGMENTS: - *params = (GLint) ctx->Eval.MapGrid1un; - break; + params[0] = ctx->Eval.MapGrid1un; + break; case GL_MAP1_INDEX: - *params = (GLint) ctx->Eval.Map1Index; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Index); + break; case GL_MAP1_NORMAL: - *params = (GLint) ctx->Eval.Map1Normal; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Normal); + break; case GL_MAP1_TEXTURE_COORD_1: - *params = (GLint) ctx->Eval.Map1TextureCoord1; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord1); + break; case GL_MAP1_TEXTURE_COORD_2: - *params = (GLint) ctx->Eval.Map1TextureCoord2; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord2); + break; case GL_MAP1_TEXTURE_COORD_3: - *params = (GLint) ctx->Eval.Map1TextureCoord3; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord3); + break; case GL_MAP1_TEXTURE_COORD_4: - *params = (GLint) ctx->Eval.Map1TextureCoord4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord4); + break; case GL_MAP1_VERTEX_3: - *params = (GLint) ctx->Eval.Map1Vertex3; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex3); + break; case GL_MAP1_VERTEX_4: - *params = (GLint) ctx->Eval.Map1Vertex4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex4); + break; case GL_MAP2_COLOR_4: - *params = (GLint) ctx->Eval.Map2Color4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Color4); + break; case GL_MAP2_GRID_DOMAIN: - params[0] = (GLint) ctx->Eval.MapGrid2u1; - params[1] = (GLint) ctx->Eval.MapGrid2u2; - params[2] = (GLint) ctx->Eval.MapGrid2v1; - params[3] = (GLint) ctx->Eval.MapGrid2v2; - break; + 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] = (GLint) ctx->Eval.MapGrid2un; - params[1] = (GLint) ctx->Eval.MapGrid2vn; - break; + params[0] = ctx->Eval.MapGrid2un; + params[1] = ctx->Eval.MapGrid2vn; + break; case GL_MAP2_INDEX: - *params = (GLint) ctx->Eval.Map2Index; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Index); + break; case GL_MAP2_NORMAL: - *params = (GLint) ctx->Eval.Map2Normal; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Normal); + break; case GL_MAP2_TEXTURE_COORD_1: - *params = (GLint) ctx->Eval.Map2TextureCoord1; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord1); + break; case GL_MAP2_TEXTURE_COORD_2: - *params = (GLint) ctx->Eval.Map2TextureCoord2; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord2); + break; case GL_MAP2_TEXTURE_COORD_3: - *params = (GLint) ctx->Eval.Map2TextureCoord3; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord3); + break; case GL_MAP2_TEXTURE_COORD_4: - *params = (GLint) ctx->Eval.Map2TextureCoord4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord4); + break; case GL_MAP2_VERTEX_3: - *params = (GLint) ctx->Eval.Map2Vertex3; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex3); + break; case GL_MAP2_VERTEX_4: - *params = (GLint) ctx->Eval.Map2Vertex4; - break; + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex4); + break; case GL_MAP_COLOR: - *params = (GLint) ctx->Pixel.MapColorFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapColorFlag); + break; case GL_MAP_STENCIL: - *params = (GLint) ctx->Pixel.MapStencilFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapStencilFlag); + break; case GL_MATRIX_MODE: - *params = (GLint) ctx->Transform.MatrixMode; - break; + params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode); + break; case GL_MAX_ATTRIB_STACK_DEPTH: - *params = (GLint) MAX_ATTRIB_STACK_DEPTH; + params[0] = MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: - *params = (GLint) MAX_CLIENT_ATTRIB_STACK_DEPTH; + params[0] = MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: - *params = (GLint) MAX_CLIP_PLANES; + params[0] = ctx->Const.MaxClipPlanes; break; - case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ - *params = VB_MAX; + case GL_MAX_ELEMENTS_VERTICES: + params[0] = ctx->Const.MaxArrayLockSize; break; - case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ - *params = VB_MAX; + case GL_MAX_ELEMENTS_INDICES: + params[0] = ctx->Const.MaxArrayLockSize; break; case GL_MAX_EVAL_ORDER: - *params = (GLint) MAX_EVAL_ORDER; - break; + params[0] = MAX_EVAL_ORDER; + break; case GL_MAX_LIGHTS: - *params = (GLint) MAX_LIGHTS; + params[0] = ctx->Const.MaxLights; break; case GL_MAX_LIST_NESTING: - *params = (GLint) MAX_LIST_NESTING; + params[0] = MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: - *params = (GLint) MAX_MODELVIEW_STACK_DEPTH; + params[0] = MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: - *params = (GLint) MAX_NAME_STACK_DEPTH; - break; + params[0] = MAX_NAME_STACK_DEPTH; + break; case GL_MAX_PIXEL_MAP_TABLE: - *params = (GLint) MAX_PIXEL_MAP_TABLE; - break; + params[0] = MAX_PIXEL_MAP_TABLE; + break; case GL_MAX_PROJECTION_STACK_DEPTH: - *params = (GLint) 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 = ctx->Const.MaxTextureSize; - break; + params[0] = 1 << (ctx->Const.Max3DTextureLevels - 1); + break; case GL_MAX_TEXTURE_STACK_DEPTH: - *params = (GLint) MAX_TEXTURE_STACK_DEPTH; - break; - case GL_MAX_VIEWPORT_DIMS: - params[0] = (GLint) MAX_WIDTH; - params[1] = (GLint) MAX_HEIGHT; + params[0] = MAX_TEXTURE_STACK_DEPTH; break; - case GL_MINMAX: - *params = (GLint) ctx->Pixel.MinMaxEnabled; + case GL_MAX_VIEWPORT_DIMS: + params[0] = ctx->Const.MaxViewportWidth; + params[1] = ctx->Const.MaxViewportHeight; break; case GL_MODELVIEW_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLint) ctx->ModelView.m[i]; - } - break; + { + 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 = (GLint) (ctx->ModelViewStackDepth + 1); - break; + params[0] = ctx->ModelviewMatrixStack.Depth + 1; + break; case GL_NAME_STACK_DEPTH: - *params = (GLint) ctx->Select.NameStackDepth; - break; + params[0] = ctx->Select.NameStackDepth; + break; case GL_NORMALIZE: - *params = (GLint) ctx->Transform.Normalize; - break; + params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize); + break; case GL_PACK_ALIGNMENT: - *params = ctx->Pack.Alignment; - break; + params[0] = ctx->Pack.Alignment; + break; case GL_PACK_LSB_FIRST: - *params = (GLint) ctx->Pack.LsbFirst; - break; + params[0] = BOOLEAN_TO_INT(ctx->Pack.LsbFirst); + break; case GL_PACK_ROW_LENGTH: - *params = ctx->Pack.RowLength; - break; + params[0] = ctx->Pack.RowLength; + break; case GL_PACK_SKIP_PIXELS: - *params = ctx->Pack.SkipPixels; - break; + params[0] = ctx->Pack.SkipPixels; + break; case GL_PACK_SKIP_ROWS: - *params = ctx->Pack.SkipRows; - break; + params[0] = ctx->Pack.SkipRows; + break; case GL_PACK_SWAP_BYTES: - *params = (GLint) ctx->Pack.SwapBytes; - break; + params[0] = BOOLEAN_TO_INT(ctx->Pack.SwapBytes); + break; case GL_PACK_SKIP_IMAGES_EXT: - *params = ctx->Pack.SkipImages; + params[0] = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: - *params = ctx->Pack.ImageHeight; + 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 = (GLint) ctx->Hint.PerspectiveCorrection; - break; + params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection); + break; case GL_PIXEL_MAP_A_TO_A_SIZE: - *params = ctx->Pixel.MapAtoAsize; - break; + params[0] = ctx->PixelMaps.AtoA.Size; + break; case GL_PIXEL_MAP_B_TO_B_SIZE: - *params = ctx->Pixel.MapBtoBsize; - break; + params[0] = ctx->PixelMaps.BtoB.Size; + break; case GL_PIXEL_MAP_G_TO_G_SIZE: - *params = ctx->Pixel.MapGtoGsize; - break; + params[0] = ctx->PixelMaps.GtoG.Size; + break; case GL_PIXEL_MAP_I_TO_A_SIZE: - *params = ctx->Pixel.MapItoAsize; - break; + params[0] = ctx->PixelMaps.ItoA.Size; + break; case GL_PIXEL_MAP_I_TO_B_SIZE: - *params = ctx->Pixel.MapItoBsize; - break; + params[0] = ctx->PixelMaps.ItoB.Size; + break; case GL_PIXEL_MAP_I_TO_G_SIZE: - *params = ctx->Pixel.MapItoGsize; - break; + params[0] = ctx->PixelMaps.ItoG.Size; + break; case GL_PIXEL_MAP_I_TO_I_SIZE: - *params = ctx->Pixel.MapItoIsize; - break; + params[0] = ctx->PixelMaps.ItoI.Size; + break; case GL_PIXEL_MAP_I_TO_R_SIZE: - *params = ctx->Pixel.MapItoRsize; - break; + params[0] = ctx->PixelMaps.ItoR.Size; + break; case GL_PIXEL_MAP_R_TO_R_SIZE: - *params = ctx->Pixel.MapRtoRsize; - break; + params[0] = ctx->PixelMaps.RtoR.Size; + break; case GL_PIXEL_MAP_S_TO_S_SIZE: - *params = ctx->Pixel.MapStoSsize; - break; + params[0] = ctx->PixelMaps.StoS.Size; + break; case GL_POINT_SIZE: - *params = (GLint) ctx->Point.UserSize; + params[0] = IROUND(ctx->Point.Size); break; case GL_POINT_SIZE_GRANULARITY: - *params = (GLint) ctx->Const.PointSizeGranularity; - break; + params[0] = IROUND(ctx->Const.PointSizeGranularity); + break; case GL_POINT_SIZE_RANGE: - params[0] = (GLint) ctx->Const.MinPointSizeAA; - params[1] = (GLint) ctx->Const.MaxPointSizeAA; - break; + params[0] = IROUND(ctx->Const.MinPointSizeAA); + params[1] = IROUND(ctx->Const.MaxPointSizeAA); + break; case GL_ALIASED_POINT_SIZE_RANGE: - params[0] = (GLint) ctx->Const.MinPointSize; - params[1] = (GLint) ctx->Const.MaxPointSize; - break; + params[0] = IROUND(ctx->Const.MinPointSize); + params[1] = IROUND(ctx->Const.MaxPointSize); + break; case GL_POINT_SMOOTH: - *params = (GLint) ctx->Point.SmoothFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Point.SmoothFlag); + break; case GL_POINT_SMOOTH_HINT: - *params = (GLint) ctx->Hint.PointSmooth; - break; + params[0] = ENUM_TO_INT(ctx->Hint.PointSmooth); + break; case GL_POINT_SIZE_MIN_EXT: - *params = (GLint) (ctx->Point.MinSize); - break; + params[0] = IROUND(ctx->Point.MinSize); + break; case GL_POINT_SIZE_MAX_EXT: - *params = (GLint) (ctx->Point.MaxSize); - break; + params[0] = IROUND(ctx->Point.MaxSize); + break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: - *params = (GLint) (ctx->Point.Threshold); - break; + params[0] = IROUND(ctx->Point.Threshold); + break; case GL_DISTANCE_ATTENUATION_EXT: - params[0] = (GLint) (ctx->Point.Params[0]); - params[1] = (GLint) (ctx->Point.Params[1]); - params[2] = (GLint) (ctx->Point.Params[2]); - break; + 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] = (GLint) ctx->Polygon.FrontMode; - params[1] = (GLint) ctx->Polygon.BackMode; - break; - case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ - *params = (GLint) ctx->Polygon.OffsetUnits; + 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 = (GLint) ctx->Polygon.OffsetFactor; + params[0] = IROUND(ctx->Polygon.OffsetFactor ); break; case GL_POLYGON_OFFSET_UNITS: - *params = (GLint) ctx->Polygon.OffsetUnits; + params[0] = IROUND(ctx->Polygon.OffsetUnits ); break; case GL_POLYGON_SMOOTH: - *params = (GLint) ctx->Polygon.SmoothFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag); + break; case GL_POLYGON_SMOOTH_HINT: - *params = (GLint) ctx->Hint.PolygonSmooth; - break; + params[0] = ENUM_TO_INT(ctx->Hint.PolygonSmooth); + break; case GL_POLYGON_STIPPLE: - *params = (GLint) ctx->Polygon.StippleFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->Polygon.StippleFlag); + break; case GL_PROJECTION_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLint) ctx->ProjectionMatrix.m[i]; - } - break; + { + 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 = (GLint) (ctx->ProjectionStackDepth + 1); - break; + params[0] = ctx->ProjectionMatrixStack.Depth + 1; + break; case GL_READ_BUFFER: - *params = (GLint) ctx->Pixel.ReadBuffer; - break; + params[0] = ENUM_TO_INT(ctx->ReadBuffer->ColorReadBuffer); + break; case GL_RED_BIAS: - *params = (GLint) ctx->Pixel.RedBias; + params[0] = IROUND(ctx->Pixel.RedBias); break; case GL_RED_BITS: - *params = (GLint) ctx->Visual->RedBits; + params[0] = ctx->DrawBuffer->Visual.redBits; break; case GL_RED_SCALE: - *params = (GLint) ctx->Pixel.RedScale; + params[0] = IROUND(ctx->Pixel.RedScale); break; case GL_RENDER_MODE: - *params = (GLint) ctx->RenderMode; - break; + 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 = (GLint) ctx->Visual->RGBAflag; - break; + params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.rgbMode); + break; case GL_SCISSOR_BOX: - params[0] = (GLint) ctx->Scissor.X; - params[1] = (GLint) ctx->Scissor.Y; - params[2] = (GLint) ctx->Scissor.Width; - params[3] = (GLint) ctx->Scissor.Height; - break; + 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 = (GLint) ctx->Scissor.Enabled; - break; + params[0] = BOOLEAN_TO_INT(ctx->Scissor.Enabled); + break; case GL_SELECTION_BUFFER_SIZE: - *params = (GLint) ctx->Select.BufferSize; + params[0] = ctx->Select.BufferSize; break; case GL_SHADE_MODEL: - *params = (GLint) ctx->Light.ShadeModel; - break; + params[0] = ENUM_TO_INT(ctx->Light.ShadeModel); + break; case GL_SHARED_TEXTURE_PALETTE_EXT: - *params = (GLint) ctx->Texture.SharedPalette; + params[0] = BOOLEAN_TO_INT(ctx->Texture.SharedPalette); break; case GL_STENCIL_BITS: - *params = ctx->Visual->StencilBits; + params[0] = ctx->DrawBuffer->Visual.stencilBits; break; case GL_STENCIL_CLEAR_VALUE: - *params = (GLint) ctx->Stencil.Clear; - break; + params[0] = ctx->Stencil.Clear; + break; case GL_STENCIL_FAIL: - *params = (GLint) ctx->Stencil.FailFunc; - break; + params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_FUNC: - *params = (GLint) ctx->Stencil.Function; - break; + params[0] = ENUM_TO_INT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_FAIL: - *params = (GLint) ctx->Stencil.ZFailFunc; - break; + params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_PASS_DEPTH_PASS: - *params = (GLint) ctx->Stencil.ZPassFunc; - break; + params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); + break; case GL_STENCIL_REF: - *params = (GLint) ctx->Stencil.Ref; - break; + params[0] = ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; + break; case GL_STENCIL_TEST: - *params = (GLint) ctx->Stencil.Enabled; - break; + params[0] = BOOLEAN_TO_INT(ctx->Stencil.Enabled); + break; case GL_STENCIL_VALUE_MASK: - *params = (GLint) ctx->Stencil.ValueMask; - break; + params[0] = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; + break; case GL_STENCIL_WRITEMASK: - *params = (GLint) ctx->Stencil.WriteMask; - break; + params[0] = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; + break; case GL_STEREO: - *params = (GLint) ctx->Visual->StereoFlag; - break; + params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.stereoMode); + break; case GL_SUBPIXEL_BITS: - *params = ctx->Const.SubPixelBits; - break; + params[0] = ctx->Const.SubPixelBits; + break; case GL_TEXTURE_1D: - *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D)); + break; case GL_TEXTURE_2D: - *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D)); + break; case GL_TEXTURE_3D: - *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D)); + break; case GL_TEXTURE_BINDING_1D: - *params = textureUnit->CurrentD[1]->Name; - break; + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name; + break; case GL_TEXTURE_BINDING_2D: - *params = textureUnit->CurrentD[2]->Name; - break; + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name; + break; case GL_TEXTURE_BINDING_3D: - *params = textureUnit->CurrentD[3]->Name; - break; + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name; + break; case GL_TEXTURE_ENV_COLOR: - params[0] = FLOAT_TO_INT( textureUnit->EnvColor[0] ); - params[1] = FLOAT_TO_INT( textureUnit->EnvColor[1] ); - params[2] = FLOAT_TO_INT( textureUnit->EnvColor[2] ); - params[3] = FLOAT_TO_INT( textureUnit->EnvColor[3] ); - break; + { + 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 = (GLint) textureUnit->EnvMode; - break; + params[0] = ENUM_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode); + break; case GL_TEXTURE_GEN_S: - *params = (textureUnit->TexGenEnabled & S_BIT) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_T: - *params = (textureUnit->TexGenEnabled & T_BIT) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_R: - *params = (textureUnit->TexGenEnabled & R_BIT) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0)); + break; case GL_TEXTURE_GEN_Q: - *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1 : 0; - break; + params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0)); + break; case GL_TEXTURE_MATRIX: - for (i=0;i<16;i++) { - params[i] = (GLint) ctx->TextureMatrix[texTransformUnit].m[i]; - } - break; + { + 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 = (GLint) (ctx->TextureStackDepth[texTransformUnit] + 1); - break; + params[0] = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1; + break; case GL_UNPACK_ALIGNMENT: - *params = ctx->Unpack.Alignment; - break; + params[0] = ctx->Unpack.Alignment; + break; case GL_UNPACK_LSB_FIRST: - *params = (GLint) ctx->Unpack.LsbFirst; - break; + params[0] = BOOLEAN_TO_INT(ctx->Unpack.LsbFirst); + break; case GL_UNPACK_ROW_LENGTH: - *params = ctx->Unpack.RowLength; - break; + params[0] = ctx->Unpack.RowLength; + break; case GL_UNPACK_SKIP_PIXELS: - *params = ctx->Unpack.SkipPixels; - break; + params[0] = ctx->Unpack.SkipPixels; + break; case GL_UNPACK_SKIP_ROWS: - *params = ctx->Unpack.SkipRows; - break; + params[0] = ctx->Unpack.SkipRows; + break; case GL_UNPACK_SWAP_BYTES: - *params = (GLint) ctx->Unpack.SwapBytes; - break; + params[0] = BOOLEAN_TO_INT(ctx->Unpack.SwapBytes); + break; case GL_UNPACK_SKIP_IMAGES_EXT: - *params = ctx->Unpack.SkipImages; + params[0] = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: - *params = ctx->Unpack.ImageHeight; + 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] = (GLint) ctx->Viewport.X; - params[1] = (GLint) ctx->Viewport.Y; - params[2] = (GLint) ctx->Viewport.Width; - params[3] = (GLint) ctx->Viewport.Height; + 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 = (GLint) ctx->Pixel.ZoomX; - break; + params[0] = IROUND(ctx->Pixel.ZoomX); + break; case GL_ZOOM_Y: - *params = (GLint) ctx->Pixel.ZoomY; - break; + params[0] = IROUND(ctx->Pixel.ZoomY); + break; case GL_VERTEX_ARRAY: - *params = (GLint) ctx->Array.Vertex.Enabled; + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Vertex.Enabled); break; case GL_VERTEX_ARRAY_SIZE: - *params = ctx->Array.Vertex.Size; + params[0] = ctx->Array.ArrayObj->Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: - *params = ctx->Array.Vertex.Type; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: - *params = ctx->Array.Vertex.Stride; + params[0] = ctx->Array.ArrayObj->Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; case GL_NORMAL_ARRAY: - *params = (GLint) ctx->Array.Normal.Enabled; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Normal.Enabled); break; case GL_NORMAL_ARRAY_TYPE: - *params = ctx->Array.Normal.Type; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: - *params = ctx->Array.Normal.Stride; + params[0] = ctx->Array.ArrayObj->Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; case GL_COLOR_ARRAY: - *params = (GLint) ctx->Array.Color.Enabled; + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Color.Enabled); break; case GL_COLOR_ARRAY_SIZE: - *params = ctx->Array.Color.Size; + params[0] = ctx->Array.ArrayObj->Color.Size; break; case GL_COLOR_ARRAY_TYPE: - *params = ctx->Array.Color.Type; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Color.Type); break; case GL_COLOR_ARRAY_STRIDE: - *params = ctx->Array.Color.Stride; + params[0] = ctx->Array.ArrayObj->Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; case GL_INDEX_ARRAY: - *params = (GLint) ctx->Array.Index.Enabled; + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Index.Enabled); break; case GL_INDEX_ARRAY_TYPE: - *params = ctx->Array.Index.Type; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: - *params = ctx->Array.Index.Stride; + params[0] = ctx->Array.ArrayObj->Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; case GL_TEXTURE_COORD_ARRAY: - *params = (GLint) ctx->Array.TexCoord[texUnit].Enabled; + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled); break; case GL_TEXTURE_COORD_ARRAY_SIZE: - *params = ctx->Array.TexCoord[texUnit].Size; + params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: - *params = ctx->Array.TexCoord[texUnit].Type; + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: - *params = ctx->Array.TexCoord[texUnit].Stride; + params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; case GL_EDGE_FLAG_ARRAY: - *params = (GLint) ctx->Array.EdgeFlag.Enabled; + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->EdgeFlag.Enabled); break; case GL_EDGE_FLAG_ARRAY_STRIDE: - *params = ctx->Array.EdgeFlag.Stride; + params[0] = ctx->Array.ArrayObj->EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: - *params = 0; + params[0] = 0; break; - - /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: - *params = ctx->Const.MaxTextureUnits; + CHECK_EXT1(ARB_multitexture, "GetIntegerv"); + params[0] = ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: - *params = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; + CHECK_EXT1(ARB_multitexture, "GetIntegerv"); + params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: - *params = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; + CHECK_EXT1(ARB_multitexture, "GetIntegerv"); + params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; break; - - /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = (GLint) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB)); + break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = textureUnit->CurrentCubeMap->Name; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); - return; + CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name; + break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: - if (ctx->Extensions.HaveTextureCubeMap) - *params = ctx->Const.MaxCubeTextureSize; - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); - return; - - /* GL_ARB_texture_compression */ + CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); + params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1)); + break; case GL_TEXTURE_COMPRESSION_HINT_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLint) ctx->Hint.TextureCompression; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); + CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); + params[0] = ctx->Hint.TextureCompression; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - *params = (GLint) ctx->Const.NumCompressedTextureFormats; - } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); + CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); + params[0] = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: - if (ctx->Extensions.HaveTextureCompression) { - GLuint i; - for (i = 0; i < ctx->Const.NumCompressedTextureFormats; i++) - params[i] = (GLint) ctx->Const.CompressedTextureFormats[i]; + CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); + { + 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]); } - else - gl_error(ctx, GL_INVALID_ENUM, "glGetIntegerv"); break; - - /* GL_PGI_misc_hints */ - case GL_STRICT_DEPTHFUNC_HINT_PGI: - *params = (GL_NICEST); - break; - case GL_STRICT_LIGHTING_HINT_PGI: - *params = (ctx->Hint.StrictLighting); - break; - case GL_STRICT_SCISSOR_HINT_PGI: - case GL_FULL_STIPPLE_HINT_PGI: - *params = GL_TRUE; - break; - case GL_CONSERVE_MEMORY_HINT_PGI: - *params = GL_FALSE; - break; - case GL_ALWAYS_FAST_HINT_PGI: - *params = (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_FALSE && - ctx->Hint.AllowDrawMem == GL_FALSE); - break; - case GL_ALWAYS_SOFT_HINT_PGI: - *params = (ctx->Hint.AllowDrawWin == GL_TRUE && - ctx->Hint.AllowDrawFrg == GL_TRUE && - ctx->Hint.AllowDrawMem == GL_TRUE); - break; - case GL_ALLOW_DRAW_OBJ_HINT_PGI: - *params = GL_TRUE; - break; - case GL_ALLOW_DRAW_WIN_HINT_PGI: - *params = ctx->Hint.AllowDrawWin; - break; - case GL_ALLOW_DRAW_FRG_HINT_PGI: - *params = ctx->Hint.AllowDrawFrg; - break; - case GL_ALLOW_DRAW_MEM_HINT_PGI: - *params = ctx->Hint.AllowDrawMem; - break; - case GL_CLIP_NEAR_HINT_PGI: - case GL_CLIP_FAR_HINT_PGI: - *params = GL_TRUE; - break; - case GL_WIDE_LINE_HINT_PGI: - *params = GL_DONT_CARE; - break; - case GL_BACK_NORMALS_HINT_PGI: - *params = GL_TRUE; - break; - 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; - break; + CHECK_EXT1(EXT_compiled_vertex_array, "GetIntegerv"); + params[0] = ctx->Array.LockFirst; + break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: - *params = ctx->Array.LockCount; - break; - - /* GL_ARB_transpose_matrix */ + CHECK_EXT1(EXT_compiled_vertex_array, "GetIntegerv"); + params[0] = ctx->Array.LockCount; + break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ColorMatrix.m); - for (i=0;i<16;i++) { - params[i] = (GLint) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ModelView.m); - for (i=0;i<16;i++) { - params[i] = (GLint) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->ProjectionMatrix.m); - for (i=0;i<16;i++) { - params[i] = (GLint) tm[i]; - } + 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: { - GLfloat tm[16]; - GLuint i; - gl_matrix_transposef(tm, ctx->TextureMatrix[texTransformUnit].m); - for (i=0;i<16;i++) { - params[i] = (GLint) tm[i]; - } + 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; - - /* 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) { - if (ctx->Depth.OcclusionTest) - *params = (GLint) ctx->OcclusionResult; - else - *params = (GLint) ctx->OcclusionResultSaved; - /* reset flag now */ - ctx->OcclusionResult = GL_FALSE; - ctx->OcclusionResultSaved = GL_FALSE; - } - else { - gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" ); + 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]); } - return; - - /* GL_SGIS_pixel_texture */ - case GL_PIXEL_TEXTURE_SGIS: - *params = (GLint) ctx->Pixel.PixelTextureEnabled; - break; - - /* GL_SGIX_pixel_texture */ - case GL_PIXEL_TEX_GEN_SGIX: - *params = (GLint) ctx->Pixel.PixelTextureEnabled; - break; - case GL_PIXEL_TEX_GEN_MODE_SGIX: - *params = (GLint) pixel_texgen_mode(ctx); break; - - /* GL_SGI_color_matrix (also in 1.2 imaging) */ - case GL_COLOR_MATRIX_SGI: - for (i=0;i<16;i++) { - params[i] = (GLint) ctx->ColorMatrix.m[i]; - } - break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = ctx->ColorStackDepth + 1; + params[0] = ctx->ColorMatrixStack.Depth + 1; break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: - *params = MAX_COLOR_STACK_DEPTH; + params[0] = MAX_COLOR_STACK_DEPTH; break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixScale[0]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[0]); break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixScale[1]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[1]); break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixScale[2]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixScale[3]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[3]); break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixBias[0]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[0]); break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixBias[1]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[1]); break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixBias[2]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixBias[3]; + params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[3]); break; - - /* GL_EXT_convolution (also in 1.2 imaging) */ - case GL_MAX_CONVOLUTION_WIDTH: - *params = ctx->Const.MaxConvolutionWidth; + case GL_CONVOLUTION_1D_EXT: + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution1DEnabled); + break; + case GL_CONVOLUTION_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution2DEnabled); break; - case GL_MAX_CONVOLUTION_HEIGHT: - *params = ctx->Const.MaxConvolutionHeight; + case GL_SEPARABLE_2D_EXT: + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.Separable2DEnabled); break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionScale[0]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionScale[0]); break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionScale[1]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionScale[1]); break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionScale[2]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionScale[2]); break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionScale[3]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionScale[3]); break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionBias[0]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionBias[0]); break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionBias[1]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionBias[1]); break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionBias[2]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionBias[2]); break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: - *params = (GLint) ctx->Pixel.PostConvolutionBias[2]; + CHECK_EXT1(EXT_convolution, "GetIntegerv"); + params[0] = IROUND(ctx->Pixel.PostConvolutionBias[3]); + break; + case GL_HISTOGRAM: + CHECK_EXT1(EXT_histogram, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.HistogramEnabled); + break; + case GL_MINMAX: + CHECK_EXT1(EXT_histogram, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.MinMaxEnabled); break; - - /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: - *params = (GLint) ctx->Pixel.ColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]); break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: - *params = (GLint) ctx->Pixel.PostConvolutionColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]); break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: - *params = (GLint) ctx->Pixel.PostColorMatrixColorTableEnabled; + CHECK_EXT1(SGI_color_table, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]); break; - - default: - gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" ); - } -} - - - -void -_mesa_GetPointerv( GLenum pname, GLvoid **params ) -{ - GET_CURRENT_CONTEXT(ctx); - GLuint texUnit = ctx->Texture.CurrentUnit; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetPointerv"); - - if (!params) - return; - - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetPointerv %s\n", gl_lookup_enum_by_nr(pname)); - - if (ctx->Driver.GetPointerv - && (*ctx->Driver.GetPointerv)(ctx, pname, params)) - return; - - switch (pname) { - case GL_VERTEX_ARRAY_POINTER: - *params = ctx->Array.Vertex.Ptr; + case GL_TEXTURE_COLOR_TABLE_SGI: + CHECK_EXT1(SGI_texture_color_table, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled); + break; + case GL_COLOR_SUM_EXT: + CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Fog.ColorSumEnabled); + break; + case GL_CURRENT_SECONDARY_COLOR_EXT: + CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); + { + 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_EXT1(EXT_secondary_color, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->SecondaryColor.Enabled); + break; + case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->SecondaryColor.Type); + break; + case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); + params[0] = ctx->Array.ArrayObj->SecondaryColor.Stride; + break; + case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: + CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); + params[0] = ctx->Array.ArrayObj->SecondaryColor.Size; + break; + case GL_CURRENT_FOG_COORDINATE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); + { + FLUSH_CURRENT(ctx, 0); + params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]); + } + break; + case GL_FOG_COORDINATE_ARRAY_EXT: + CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->FogCoord.Enabled); + break; + case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->FogCoord.Type); + break; + case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); + params[0] = ctx->Array.ArrayObj->FogCoord.Stride; + break; + case GL_FOG_COORDINATE_SOURCE_EXT: + CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Fog.FogCoordinateSource); + break; + case GL_MAX_TEXTURE_LOD_BIAS_EXT: + CHECK_EXT1(EXT_texture_lod_bias, "GetIntegerv"); + params[0] = IROUND(ctx->Const.MaxTextureLodBias); + break; + case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: + CHECK_EXT1(EXT_texture_filter_anisotropic, "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: + CHECK_EXT1(IBM_rasterpos_clip, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Transform.RasterPositionUnclipped); + break; + case GL_POINT_SPRITE_NV: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite); + break; + case GL_POINT_SPRITE_R_MODE_NV: + CHECK_EXT1(NV_point_sprite, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Point.SpriteRMode); + break; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Point.SpriteOrigin); + break; + case GL_GENERATE_MIPMAP_HINT_SGIS: + CHECK_EXT1(SGIS_generate_mipmap, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap); + break; + case GL_VERTEX_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = (ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0); + break; + case GL_VERTEX_ATTRIB_ARRAY0_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[0].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY1_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[1].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY2_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[2].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY3_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[3].Enabled); break; - case GL_NORMAL_ARRAY_POINTER: - *params = ctx->Array.Normal.Ptr; + case GL_VERTEX_ATTRIB_ARRAY4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[4].Enabled); break; - case GL_COLOR_ARRAY_POINTER: - *params = ctx->Array.Color.Ptr; + case GL_VERTEX_ATTRIB_ARRAY5_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[5].Enabled); break; - case GL_INDEX_ARRAY_POINTER: - *params = ctx->Array.Index.Ptr; + case GL_VERTEX_ATTRIB_ARRAY6_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[6].Enabled); break; - case GL_TEXTURE_COORD_ARRAY_POINTER: - *params = ctx->Array.TexCoord[texUnit].Ptr; + case GL_VERTEX_ATTRIB_ARRAY7_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[7].Enabled); break; - case GL_EDGE_FLAG_ARRAY_POINTER: - *params = ctx->Array.EdgeFlag.Ptr; + case GL_VERTEX_ATTRIB_ARRAY8_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[8].Enabled); break; - case GL_FEEDBACK_BUFFER_POINTER: - *params = ctx->Feedback.Buffer; + case GL_VERTEX_ATTRIB_ARRAY9_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[9].Enabled); break; - case GL_SELECTION_BUFFER_POINTER: - *params = ctx->Select.Buffer; + case GL_VERTEX_ATTRIB_ARRAY10_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[10].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY11_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[11].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY12_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[12].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY13_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[13].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY14_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[14].Enabled); + break; + case GL_VERTEX_ATTRIB_ARRAY15_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[15].Enabled); + break; + case GL_MAP1_VERTEX_ATTRIB0_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[0]); + break; + case GL_MAP1_VERTEX_ATTRIB1_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[1]); + break; + case GL_MAP1_VERTEX_ATTRIB2_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[2]); + break; + case GL_MAP1_VERTEX_ATTRIB3_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[3]); + break; + case GL_MAP1_VERTEX_ATTRIB4_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[4]); + break; + case GL_MAP1_VERTEX_ATTRIB5_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[5]); + break; + case GL_MAP1_VERTEX_ATTRIB6_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[6]); + break; + case GL_MAP1_VERTEX_ATTRIB7_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[7]); + break; + case GL_MAP1_VERTEX_ATTRIB8_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[8]); + break; + case GL_MAP1_VERTEX_ATTRIB9_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[9]); + break; + case GL_MAP1_VERTEX_ATTRIB10_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[10]); + break; + case GL_MAP1_VERTEX_ATTRIB11_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[11]); + break; + case GL_MAP1_VERTEX_ATTRIB12_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[12]); + break; + case GL_MAP1_VERTEX_ATTRIB13_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[13]); + break; + case GL_MAP1_VERTEX_ATTRIB14_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[14]); + break; + case GL_MAP1_VERTEX_ATTRIB15_4_NV: + CHECK_EXT1(NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[15]); + break; + case GL_FRAGMENT_PROGRAM_NV: + CHECK_EXT1(NV_fragment_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled); + break; + case GL_FRAGMENT_PROGRAM_BINDING_NV: + CHECK_EXT1(NV_fragment_program, "GetIntegerv"); + params[0] = ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0; + break; + case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: + CHECK_EXT1(NV_fragment_program, "GetIntegerv"); + params[0] = MAX_NV_FRAGMENT_PROGRAM_PARAMS; + break; + case GL_TEXTURE_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV)); + break; + case GL_TEXTURE_BINDING_RECTANGLE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); + params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name; + break; + case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: + CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); + params[0] = ctx->Const.MaxTextureRectSize; + break; + case GL_STENCIL_TEST_TWO_SIDE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Stencil.TestTwoSide); + break; + case GL_ACTIVE_STENCIL_FACE_EXT: + CHECK_EXT1(EXT_stencil_two_side, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); + break; + case GL_MAX_SHININESS_NV: + CHECK_EXT1(NV_light_max_exponent, "GetIntegerv"); + params[0] = IROUND(ctx->Const.MaxShininess); + break; + case GL_MAX_SPOT_EXPONENT_NV: + CHECK_EXT1(NV_light_max_exponent, "GetIntegerv"); + 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: + CHECK_EXT1(EXT_pixel_buffer_object, "GetIntegerv"); + params[0] = ctx->Pack.BufferObj->Name; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXT1(EXT_pixel_buffer_object, "GetIntegerv"); + params[0] = ctx->Unpack.BufferObj->Name; + break; + case GL_VERTEX_PROGRAM_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.Enabled); + break; + case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.PointSizeEnabled); + break; + case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: + CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.TwoSideEnabled); + break; + case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); + params[0] = ctx->Const.MaxProgramMatrixStackDepth; + break; + case GL_MAX_PROGRAM_MATRICES_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); + params[0] = ctx->Const.MaxProgramMatrices; + break; + case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->CurrentStack->Depth + 1); + break; + case GL_CURRENT_MATRIX_ARB: + CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetIntegerv"); + { + 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_TRANSPOSE_CURRENT_MATRIX_ARB: + CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetIntegerv"); + { + 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_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXT1(ARB_vertex_program, "GetIntegerv"); + params[0] = ctx->Const.VertexProgram.MaxAttribs; + break; + case GL_PROGRAM_ERROR_POSITION_ARB: + CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetIntegerv"); + params[0] = ctx->Program.ErrorPos; + break; + case GL_FRAGMENT_PROGRAM_ARB: + CHECK_EXT1(ARB_fragment_program, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled); + break; + case GL_MAX_TEXTURE_COORDS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetIntegerv"); + params[0] = ctx->Const.MaxTextureCoordUnits; + break; + case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetIntegerv"); + params[0] = ctx->Const.MaxTextureImageUnits; + break; + case GL_DEPTH_BOUNDS_TEST_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->Depth.BoundsTest); + break; + case GL_DEPTH_BOUNDS_EXT: + CHECK_EXT1(EXT_depth_bounds_test, "GetIntegerv"); + params[0] = IROUND(ctx->Depth.BoundsMin); + params[1] = IROUND(ctx->Depth.BoundsMax); + break; + case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.CallbackEnabled); + break; + case GL_VERTEX_PROGRAM_CALLBACK_MESA: + CHECK_EXT1(MESA_program_debug, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.CallbackEnabled); + break; + case GL_FRAGMENT_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetIntegerv"); + params[0] = ctx->FragmentProgram.CurrentPosition; + break; + case GL_VERTEX_PROGRAM_POSITION_MESA: + CHECK_EXT1(MESA_program_debug, "GetIntegerv"); + 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) { + _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); + return; + } + buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; + params[0] = ENUM_TO_INT(buffer); + } + break; + case GL_DRAW_BUFFER2_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); + { + 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->DrawBuffer->ColorDrawBuffer[2]; + params[0] = ENUM_TO_INT(buffer); + } + break; + case GL_DRAW_BUFFER3_ARB: + CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); + { + 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->DrawBuffer->ColorDrawBuffer[3]; + params[0] = ENUM_TO_INT(buffer); + } + break; + case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: + CHECK_EXT1(OES_read_format, "GetIntegerv"); + params[0] = ctx->Const.ColorReadType; + break; + case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: + CHECK_EXT1(OES_read_format, "GetIntegerv"); + params[0] = ctx->Const.ColorReadFormat; + break; + case GL_NUM_FRAGMENT_REGISTERS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 6; + break; + case GL_NUM_FRAGMENT_CONSTANTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 8; + break; + case GL_NUM_PASSES_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 2; + break; + case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 8; + break; + case GL_NUM_INSTRUCTIONS_TOTAL_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 16; + break; + case GL_COLOR_ALPHA_PAIRING_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = BOOLEAN_TO_INT(GL_TRUE); + break; + case GL_NUM_LOOPBACK_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + params[0] = 3; + break; + case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: + CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); + 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_WRITEMASK: + params[0] = ctx->Stencil.WriteMask[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_EXT1(EXT_framebuffer_object, "GetIntegerv"); + params[0] = ctx->DrawBuffer->Name; + break; + case GL_RENDERBUFFER_BINDING_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); + params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0; + break; + case GL_MAX_COLOR_ATTACHMENTS_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); + params[0] = ctx->Const.MaxColorAttachments; + break; + case GL_MAX_RENDERBUFFER_SIZE_EXT: + CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); + params[0] = ctx->Const.MaxRenderbufferSize; + break; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: + CHECK_EXT1(ARB_fragment_shader, "GetIntegerv"); + params[0] = ctx->Const.FragmentProgram.MaxUniformComponents; + break; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXT1(ARB_fragment_shader, "GetIntegerv"); + params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative); + break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); + params[0] = ctx->Const.VertexProgram.MaxUniformComponents; + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); + params[0] = ctx->Const.MaxVaryingFloats; + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); + params[0] = ctx->Const.MaxVertexTextureImageUnits; + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); + params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; default: - gl_error( ctx, GL_INVALID_ENUM, "glGetPointerv" ); - return; - } -} - - - -const GLubyte * -_mesa_GetString( GLenum name ) -{ - GET_CURRENT_CONTEXT(ctx); - static const char *vendor = "Brian Paul"; - static const char *renderer = "Mesa"; - static const char *version = "1.2 Mesa 3.5 beta"; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glGetString", 0); - - /* this is a required driver function */ - assert(ctx->Driver.GetString); - { - const GLubyte *str = (*ctx->Driver.GetString)(ctx, name); - if (str) - return str; - - 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 (const GLubyte *) gl_extensions_get_string( ctx ); - default: - gl_error( ctx, GL_INVALID_ENUM, "glGetString" ); - return (const GLubyte *) 0; - } + _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname); } } -/* - * Execute a glGetError command - */ -GLenum -_mesa_GetError( void ) +void GLAPIENTRY +_mesa_GetDoublev( GLenum pname, GLdouble *params ) { - GET_CURRENT_CONTEXT(ctx); - - GLenum e = ctx->ErrorValue; + const GLfloat magic = -1234.5F; + GLfloat values[16]; + GLuint i; - ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL( ctx, "glGetError", (GLenum) 0); + if (!params) + return; - if (MESA_VERBOSE & VERBOSE_API) - fprintf(stderr, "glGetError <-- %s\n", gl_lookup_enum_by_nr(e)); + /* 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; - ctx->ErrorValue = (GLenum) GL_NO_ERROR; - return e; + _mesa_GetFloatv(pname, values); + + for (i = 0; i < 16 && values[i] != magic; i++) + params[i] = (GLdouble) values[i]; }