}
}
return;
+ case STATE_FB_SIZE:
+ value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
+ value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
+ value[2] = 0.0F;
+ value[3] = 0.0F;
+ return;
+
case STATE_ROT_MATRIX_0:
{
const int unit = (int) state[2];
case STATE_PCM_BIAS:
return _NEW_PIXEL;
+ case STATE_FB_SIZE:
+ return _NEW_BUFFERS;
+
default:
/* unknown state indexes are silently ignored and
* no flag set, since it is handled by the driver.
case STATE_SHADOW_AMBIENT:
append(dst, "CompareFailValue");
break;
+ case STATE_FB_SIZE:
+ append(dst, "FbSize");
+ break;
case STATE_ROT_MATRIX_0:
append(dst, "rotMatrixRow0");
break;
STATE_PCM_SCALE, /**< Post color matrix RGBA scale */
STATE_PCM_BIAS, /**< Post color matrix RGBA bias */
STATE_SHADOW_AMBIENT, /**< ARB_shadow_ambient fail value; token[2] is texture unit index */
+ STATE_FB_SIZE, /**< (width-1, height-1, 0, 0) */
STATE_ROT_MATRIX_0, /**< ATI_envmap_bumpmap, rot matrix row 0 */
STATE_ROT_MATRIX_1, /**< ATI_envmap_bumpmap, rot matrix row 1 */
STATE_INTERNAL_DRIVER /* first available state index for drivers (must be last) */