-
-/***
- *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py
- ***/
-
-#include "glheader.h"
-#include "context.h"
-#include "enable.h"
-#include "extensions.h"
-#include "fbobject.h"
-#include "get.h"
-#include "macros.h"
-#include "mtypes.h"
-#include "texcompress.h"
-
-
-#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
-
-#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
-
-#define ENUM_TO_BOOLEAN(E) ( (E) ? GL_TRUE : GL_FALSE )
-#define ENUM_TO_INT(E) ( (GLint) (E) )
-#define ENUM_TO_FLOAT(E) ( (GLfloat) (E) )
-
-#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
-#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
-
-
-/* Check if named extension is enabled, if not generate error and return */
-
-#define CHECK1(E1, str, PNAME) \
- if (!ctx->Extensions.E1) { \
- _mesa_error(ctx, GL_INVALID_VALUE, \
- "glGet" str "v(0x%x)", (int) PNAME); \
- return; \
- }
-
-#define CHECK2(E1, E2, str, PNAME) \
- if (!ctx->Extensions.E1 && !ctx->Extensions.E2) { \
- _mesa_error(ctx, GL_INVALID_VALUE, \
- "glGet" str "v(0x%x)", (int) PNAME); \
- return; \
- }
-
-#define CHECK_EXTENSION_B(EXTNAME, PNAME) \
- CHECK1(EXTNAME, "Boolean", PNAME )
-
-#define CHECK_EXTENSION_I(EXTNAME, PNAME) \
- CHECK1(EXTNAME, "Integer", PNAME )
-
-#define CHECK_EXTENSION_F(EXTNAME, PNAME) \
- CHECK1(EXTNAME, "Float", PNAME )
-
-
-/**
- * Helper routine.
- */
-static GLenum
-pixel_texgen_mode(const GLcontext *ctx)
-{
- if (ctx->Pixel.FragmentRgbSource == GL_CURRENT_RASTER_POSITION) {
- if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
- return GL_RGBA;
- }
- else {
- return GL_RGB;
- }
- }
- else {
- if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
- return GL_ALPHA;
- }
- else {
- return GL_NONE;
- }
- }
-}
-
-void GLAPIENTRY
-_mesa_GetBooleanv( GLenum pname, GLboolean *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!params)
- return;
-
- if (ctx->Driver.GetBooleanv &&
- ctx->Driver.GetBooleanv(ctx, pname, params))
- return;
-
- switch (pname) {
- case GL_ACCUM_RED_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.accumRedBits);
- break;
- case GL_ACCUM_GREEN_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.accumGreenBits);
- break;
- case GL_ACCUM_BLUE_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.accumBlueBits);
- break;
- case GL_ACCUM_ALPHA_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.accumAlphaBits);
- break;
- case GL_ACCUM_CLEAR_VALUE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[3]);
- break;
- case GL_ALPHA_BIAS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaBias);
- break;
- case GL_ALPHA_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.alphaBits);
- break;
- case GL_ALPHA_SCALE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaScale);
- break;
- case GL_ALPHA_TEST:
- params[0] = ctx->Color.AlphaEnabled;
- break;
- case GL_ALPHA_TEST_FUNC:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.AlphaFunc);
- break;
- case GL_ALPHA_TEST_REF:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Color.AlphaRef);
- break;
- case GL_ATTRIB_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->AttribStackDepth);
- break;
- case GL_AUTO_NORMAL:
- params[0] = ctx->Eval.AutoNormal;
- break;
- case GL_AUX_BUFFERS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.numAuxBuffers);
- break;
- case GL_BLEND:
- params[0] = ctx->Color.BlendEnabled;
- break;
- case GL_BLEND_DST:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_SRC_RGB_EXT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_DST_RGB_EXT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC_ALPHA_EXT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcA);
- break;
- case GL_BLEND_DST_ALPHA_EXT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstA);
- break;
- case GL_BLEND_EQUATION:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationRGB );
- break;
- case GL_BLEND_EQUATION_ALPHA_EXT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationA );
- break;
- case GL_BLEND_COLOR_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[3]);
- break;
- case GL_BLUE_BIAS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueBias);
- break;
- case GL_BLUE_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.blueBits);
- break;
- case GL_BLUE_SCALE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueScale);
- break;
- case GL_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->ClientAttribStackDepth);
- break;
- case GL_CLIP_PLANE0:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 0) & 1;
- break;
- case GL_CLIP_PLANE1:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 1) & 1;
- break;
- case GL_CLIP_PLANE2:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 2) & 1;
- break;
- case GL_CLIP_PLANE3:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 3) & 1;
- break;
- case GL_CLIP_PLANE4:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 4) & 1;
- break;
- case GL_CLIP_PLANE5:
- params[0] = (ctx->Transform.ClipPlanesEnabled >> 5) & 1;
- break;
- case GL_COLOR_CLEAR_VALUE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[3]);
- break;
- case GL_COLOR_MATERIAL:
- params[0] = ctx->Light.ColorMaterialEnabled;
- break;
- case GL_COLOR_MATERIAL_FACE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialFace);
- break;
- case GL_COLOR_MATERIAL_PARAMETER:
- params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialMode);
- break;
- case GL_COLOR_WRITEMASK:
- params[0] = INT_TO_BOOLEAN(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
- params[1] = INT_TO_BOOLEAN(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
- params[2] = INT_TO_BOOLEAN(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
- params[3] = INT_TO_BOOLEAN(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
- break;
- case GL_CULL_FACE:
- params[0] = ctx->Polygon.CullFlag;
- break;
- case GL_CULL_FACE_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.CullFaceMode);
- break;
- case GL_CURRENT_COLOR:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
- }
- break;
- case GL_CURRENT_INDEX:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Index);
- }
- break;
- case GL_CURRENT_NORMAL:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
- }
- break;
- case GL_CURRENT_RASTER_COLOR:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[3]);
- break;
- case GL_CURRENT_RASTER_DISTANCE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterDistance);
- break;
- case GL_CURRENT_RASTER_INDEX:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterIndex);
- break;
- case GL_CURRENT_RASTER_POSITION:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[3]);
- break;
- case GL_CURRENT_RASTER_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][3]);
- }
- break;
- case GL_CURRENT_RASTER_POSITION_VALID:
- params[0] = ctx->Current.RasterPosValid;
- break;
- case GL_CURRENT_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
- }
- break;
- case GL_DEPTH_BIAS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthBias);
- break;
- case GL_DEPTH_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.depthBits);
- break;
- case GL_DEPTH_CLEAR_VALUE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);
- break;
- case GL_DEPTH_FUNC:
- params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);
- break;
- case GL_DEPTH_RANGE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Viewport.Near);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Viewport.Far);
- break;
- case GL_DEPTH_SCALE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthScale);
- break;
- case GL_DEPTH_TEST:
- params[0] = ctx->Depth.Test;
- break;
- case GL_DEPTH_WRITEMASK:
- params[0] = ctx->Depth.Mask;
- break;
- case GL_DITHER:
- params[0] = ctx->Color.DitherFlag;
- break;
- case GL_DOUBLEBUFFER:
- params[0] = ctx->Visual.doubleBufferMode;
- break;
- case GL_DRAW_BUFFER:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);
- break;
- case GL_EDGE_FLAG:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.EdgeFlag;
- }
- break;
- case GL_FEEDBACK_BUFFER_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize);
- break;
- case GL_FEEDBACK_BUFFER_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type);
- break;
- case GL_FOG:
- params[0] = ctx->Fog.Enabled;
- break;
- case GL_FOG_COLOR:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);
- break;
- case GL_FOG_DENSITY:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);
- break;
- case GL_FOG_END:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);
- break;
- case GL_FOG_HINT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);
- break;
- case GL_FOG_INDEX:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index);
- break;
- case GL_FOG_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);
- break;
- case GL_FOG_START:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);
- break;
- case GL_FRONT_FACE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);
- break;
- case GL_GREEN_BIAS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias);
- break;
- case GL_GREEN_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.greenBits);
- break;
- case GL_GREEN_SCALE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale);
- break;
- case GL_INDEX_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.indexBits);
- break;
- case GL_INDEX_CLEAR_VALUE:
- params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex);
- break;
- case GL_INDEX_MODE:
- params[0] = !ctx->Visual.rgbMode;
- break;
- case GL_INDEX_OFFSET:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset);
- break;
- case GL_INDEX_SHIFT:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift);
- break;
- case GL_INDEX_WRITEMASK:
- params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask);
- break;
- case GL_LIGHT0:
- params[0] = ctx->Light.Light[0].Enabled;
- break;
- case GL_LIGHT1:
- params[0] = ctx->Light.Light[1].Enabled;
- break;
- case GL_LIGHT2:
- params[0] = ctx->Light.Light[2].Enabled;
- break;
- case GL_LIGHT3:
- params[0] = ctx->Light.Light[3].Enabled;
- break;
- case GL_LIGHT4:
- params[0] = ctx->Light.Light[4].Enabled;
- break;
- case GL_LIGHT5:
- params[0] = ctx->Light.Light[5].Enabled;
- break;
- case GL_LIGHT6:
- params[0] = ctx->Light.Light[6].Enabled;
- break;
- case GL_LIGHT7:
- params[0] = ctx->Light.Light[7].Enabled;
- break;
- case GL_LIGHTING:
- params[0] = ctx->Light.Enabled;
- break;
- case GL_LIGHT_MODEL_AMBIENT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl);
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- params[0] = ctx->Light.Model.LocalViewer;
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- params[0] = ctx->Light.Model.TwoSide;
- break;
- case GL_LINE_SMOOTH:
- params[0] = ctx->Line.SmoothFlag;
- break;
- case GL_LINE_SMOOTH_HINT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);
- break;
- case GL_LINE_STIPPLE:
- params[0] = ctx->Line.StippleFlag;
- break;
- case GL_LINE_STIPPLE_PATTERN:
- params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern);
- break;
- case GL_LINE_STIPPLE_REPEAT:
- params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor);
- break;
- case GL_LINE_WIDTH:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);
- break;
- case GL_LINE_WIDTH_GRANULARITY:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity);
- break;
- case GL_LINE_WIDTH_RANGE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);
- break;
- case GL_ALIASED_LINE_WIDTH_RANGE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);
- break;
- case GL_LIST_BASE:
- params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);
- break;
- case GL_LIST_INDEX:
- params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);
- break;
- case GL_LIST_MODE:
- {
- GLenum mode;
- if (!ctx->CompileFlag)
- mode = 0;
- else if (ctx->ExecuteFlag)
- mode = GL_COMPILE_AND_EXECUTE;
- else
- mode = GL_COMPILE;
- params[0] = ENUM_TO_BOOLEAN(mode);
- }
- break;
- case GL_INDEX_LOGIC_OP:
- params[0] = ctx->Color.IndexLogicOpEnabled;
- break;
- case GL_COLOR_LOGIC_OP:
- params[0] = ctx->Color.ColorLogicOpEnabled;
- break;
- case GL_LOGIC_OP_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);
- break;
- case GL_MAP1_COLOR_4:
- params[0] = ctx->Eval.Map1Color4;
- break;
- case GL_MAP1_GRID_DOMAIN:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2);
- break;
- case GL_MAP1_GRID_SEGMENTS:
- params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un);
- break;
- case GL_MAP1_INDEX:
- params[0] = ctx->Eval.Map1Index;
- break;
- case GL_MAP1_NORMAL:
- params[0] = ctx->Eval.Map1Normal;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- params[0] = ctx->Eval.Map1TextureCoord1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- params[0] = ctx->Eval.Map1TextureCoord2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- params[0] = ctx->Eval.Map1TextureCoord3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- params[0] = ctx->Eval.Map1TextureCoord4;
- break;
- case GL_MAP1_VERTEX_3:
- params[0] = ctx->Eval.Map1Vertex3;
- break;
- case GL_MAP1_VERTEX_4:
- params[0] = ctx->Eval.Map1Vertex4;
- break;
- case GL_MAP2_COLOR_4:
- params[0] = ctx->Eval.Map2Color4;
- break;
- case GL_MAP2_GRID_DOMAIN:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2);
- break;
- case GL_MAP2_GRID_SEGMENTS:
- params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un);
- params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn);
- break;
- case GL_MAP2_INDEX:
- params[0] = ctx->Eval.Map2Index;
- break;
- case GL_MAP2_NORMAL:
- params[0] = ctx->Eval.Map2Normal;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- params[0] = ctx->Eval.Map2TextureCoord1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- params[0] = ctx->Eval.Map2TextureCoord2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- params[0] = ctx->Eval.Map2TextureCoord3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- params[0] = ctx->Eval.Map2TextureCoord4;
- break;
- case GL_MAP2_VERTEX_3:
- params[0] = ctx->Eval.Map2Vertex3;
- break;
- case GL_MAP2_VERTEX_4:
- params[0] = ctx->Eval.Map2Vertex4;
- break;
- case GL_MAP_COLOR:
- params[0] = ctx->Pixel.MapColorFlag;
- break;
- case GL_MAP_STENCIL:
- params[0] = ctx->Pixel.MapStencilFlag;
- break;
- case GL_MATRIX_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);
- break;
- case GL_MAX_ATTRIB_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH);
- break;
- case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH);
- break;
- case GL_MAX_CLIP_PLANES:
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);
- break;
- case GL_MAX_ELEMENTS_VERTICES:
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
- break;
- case GL_MAX_ELEMENTS_INDICES:
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
- break;
- case GL_MAX_EVAL_ORDER:
- params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER);
- break;
- case GL_MAX_LIGHTS:
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);
- break;
- case GL_MAX_LIST_NESTING:
- params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING);
- break;
- case GL_MAX_MODELVIEW_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);
- break;
- case GL_MAX_NAME_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH);
- break;
- case GL_MAX_PIXEL_MAP_TABLE:
- params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE);
- break;
- case GL_MAX_PROJECTION_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);
- break;
- case GL_MAX_TEXTURE_SIZE:
- params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));
- break;
- case GL_MAX_3D_TEXTURE_SIZE:
- params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1));
- break;
- case GL_MAX_TEXTURE_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);
- break;
- case GL_MAX_VIEWPORT_DIMS:
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);
- params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);
- break;
- case GL_MODELVIEW_MATRIX:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_MODELVIEW_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);
- break;
- case GL_NAME_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth);
- break;
- case GL_NORMALIZE:
- params[0] = ctx->Transform.Normalize;
- break;
- case GL_PACK_ALIGNMENT:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);
- break;
- case GL_PACK_LSB_FIRST:
- params[0] = ctx->Pack.LsbFirst;
- break;
- case GL_PACK_ROW_LENGTH:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength);
- break;
- case GL_PACK_SKIP_PIXELS:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels);
- break;
- case GL_PACK_SKIP_ROWS:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows);
- break;
- case GL_PACK_SWAP_BYTES:
- params[0] = ctx->Pack.SwapBytes;
- break;
- case GL_PACK_SKIP_IMAGES_EXT:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages);
- break;
- case GL_PACK_IMAGE_HEIGHT_EXT:
- params[0] = INT_TO_BOOLEAN(ctx->Pack.ImageHeight);
- break;
- case GL_PACK_INVERT_MESA:
- params[0] = ctx->Pack.Invert;
- break;
- case GL_PERSPECTIVE_CORRECTION_HINT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection);
- break;
- case GL_PIXEL_MAP_A_TO_A_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapAtoAsize);
- break;
- case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapBtoBsize);
- break;
- case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapGtoGsize);
- break;
- case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoAsize);
- break;
- case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoBsize);
- break;
- case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoGsize);
- break;
- case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoIsize);
- break;
- case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoRsize);
- break;
- case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapRtoRsize);
- break;
- case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapStoSsize);
- break;
- case GL_POINT_SIZE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);
- break;
- case GL_POINT_SIZE_GRANULARITY:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity);
- break;
- case GL_POINT_SIZE_RANGE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSizeAA);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSizeAA);
- break;
- case GL_ALIASED_POINT_SIZE_RANGE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize);
- break;
- case GL_POINT_SMOOTH:
- params[0] = ctx->Point.SmoothFlag;
- break;
- case GL_POINT_SMOOTH_HINT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth);
- break;
- case GL_POINT_SIZE_MIN_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize);
- break;
- case GL_POINT_SIZE_MAX_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize);
- break;
- case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold);
- break;
- case GL_DISTANCE_ATTENUATION_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Params[0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Point.Params[1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Point.Params[2]);
- break;
- case GL_POLYGON_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontMode);
- params[1] = ENUM_TO_BOOLEAN(ctx->Polygon.BackMode);
- break;
- case GL_POLYGON_OFFSET_BIAS_EXT:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits);
- break;
- case GL_POLYGON_OFFSET_FACTOR:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor );
- break;
- case GL_POLYGON_OFFSET_UNITS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );
- break;
- case GL_POLYGON_SMOOTH:
- params[0] = ctx->Polygon.SmoothFlag;
- break;
- case GL_POLYGON_SMOOTH_HINT:
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth);
- break;
- case GL_POLYGON_STIPPLE:
- params[0] = ctx->Polygon.StippleFlag;
- break;
- case GL_PROJECTION_MATRIX:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_PROJECTION_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1);
- break;
- case GL_READ_BUFFER:
- params[0] = ENUM_TO_BOOLEAN(ctx->Pixel.ReadBuffer);
- break;
- case GL_RED_BIAS:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias);
- break;
- case GL_RED_BITS:
- params[0] = INT_TO_BOOLEAN( ctx->Visual.redBits );
- break;
- case GL_RED_SCALE:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale);
- break;
- case GL_RENDER_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode);
- break;
- case GL_RESCALE_NORMAL:
- params[0] = ctx->Transform.RescaleNormals;
- break;
- case GL_RGBA_MODE:
- params[0] = ctx->Visual.rgbMode;
- break;
- case GL_SCISSOR_BOX:
- params[0] = INT_TO_BOOLEAN(ctx->Scissor.X);
- params[1] = INT_TO_BOOLEAN(ctx->Scissor.Y);
- params[2] = INT_TO_BOOLEAN(ctx->Scissor.Width);
- params[3] = INT_TO_BOOLEAN(ctx->Scissor.Height);
- break;
- case GL_SCISSOR_TEST:
- params[0] = ctx->Scissor.Enabled;
- break;
- case GL_SELECTION_BUFFER_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize);
- break;
- case GL_SHADE_MODEL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel);
- break;
- case GL_SHARED_TEXTURE_PALETTE_EXT:
- params[0] = ctx->Texture.SharedPalette;
- break;
- case GL_STENCIL_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Visual.stencilBits);
- break;
- case GL_STENCIL_CLEAR_VALUE:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear);
- break;
- case GL_STENCIL_FAIL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_FUNC:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_REF:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_TEST:
- params[0] = ctx->Stencil.Enabled;
- break;
- case GL_STENCIL_VALUE_MASK:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_WRITEMASK:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
- break;
- case GL_STEREO:
- params[0] = ctx->Visual.stereoMode;
- break;
- case GL_SUBPIXEL_BITS:
- params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits);
- break;
- case GL_TEXTURE_1D:
- params[0] = _mesa_IsEnabled(GL_TEXTURE_1D);
- break;
- case GL_TEXTURE_2D:
- params[0] = _mesa_IsEnabled(GL_TEXTURE_2D);
- break;
- case GL_TEXTURE_3D:
- params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
- break;
- case GL_TEXTURE_BINDING_1D:
- params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
- break;
- case GL_TEXTURE_BINDING_2D:
- params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);
- break;
- case GL_TEXTURE_BINDING_3D:
- params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
- break;
- case GL_TEXTURE_ENV_COLOR:
- {
- const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
- params[0] = FLOAT_TO_BOOLEAN(color[0]);
- params[1] = FLOAT_TO_BOOLEAN(color[1]);
- params[2] = FLOAT_TO_BOOLEAN(color[2]);
- params[3] = FLOAT_TO_BOOLEAN(color[3]);
- }
- break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
- break;
- case GL_TEXTURE_GEN_S:
- params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);
- break;
- case GL_TEXTURE_GEN_T:
- params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0);
- break;
- case GL_TEXTURE_GEN_R:
- params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0);
- break;
- case GL_TEXTURE_GEN_Q:
- params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0);
- break;
- case GL_TEXTURE_MATRIX:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_TEXTURE_STACK_DEPTH:
- params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
- break;
- case GL_UNPACK_ALIGNMENT:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment);
- break;
- case GL_UNPACK_LSB_FIRST:
- params[0] = ctx->Unpack.LsbFirst;
- break;
- case GL_UNPACK_ROW_LENGTH:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength);
- break;
- case GL_UNPACK_SKIP_PIXELS:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels);
- break;
- case GL_UNPACK_SKIP_ROWS:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows);
- break;
- case GL_UNPACK_SWAP_BYTES:
- params[0] = ctx->Unpack.SwapBytes;
- break;
- case GL_UNPACK_SKIP_IMAGES_EXT:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages);
- break;
- case GL_UNPACK_IMAGE_HEIGHT_EXT:
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.ImageHeight);
- break;
- case GL_UNPACK_CLIENT_STORAGE_APPLE:
- params[0] = ctx->Unpack.ClientStorage;
- break;
- case GL_VIEWPORT:
- params[0] = INT_TO_BOOLEAN(ctx->Viewport.X);
- params[1] = INT_TO_BOOLEAN(ctx->Viewport.Y);
- params[2] = INT_TO_BOOLEAN(ctx->Viewport.Width);
- params[3] = INT_TO_BOOLEAN(ctx->Viewport.Height);
- break;
- case GL_ZOOM_X:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX);
- break;
- case GL_ZOOM_Y:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY);
- break;
- case GL_VERTEX_ARRAY:
- params[0] = ctx->Array.Vertex.Enabled;
- break;
- case GL_VERTEX_ARRAY_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Size);
- break;
- case GL_VERTEX_ARRAY_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.Vertex.Type);
- break;
- case GL_VERTEX_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Stride);
- break;
- case GL_VERTEX_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_NORMAL_ARRAY:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Enabled);
- break;
- case GL_NORMAL_ARRAY_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Type);
- break;
- case GL_NORMAL_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.Stride);
- break;
- case GL_NORMAL_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_COLOR_ARRAY:
- params[0] = ctx->Array.Color.Enabled;
- break;
- case GL_COLOR_ARRAY_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Size);
- break;
- case GL_COLOR_ARRAY_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.Color.Type);
- break;
- case GL_COLOR_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Stride);
- break;
- case GL_COLOR_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_INDEX_ARRAY:
- params[0] = ctx->Array.Index.Enabled;
- break;
- case GL_INDEX_ARRAY_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.Index.Type);
- break;
- case GL_INDEX_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.Index.Stride);
- break;
- case GL_INDEX_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_TEXTURE_COORD_ARRAY:
- params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
- break;
- case GL_TEXTURE_COORD_ARRAY_SIZE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);
- break;
- case GL_TEXTURE_COORD_ARRAY_TYPE:
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
- break;
- case GL_TEXTURE_COORD_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);
- break;
- case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_EDGE_FLAG_ARRAY:
- params[0] = ctx->Array.EdgeFlag.Enabled;
- break;
- case GL_EDGE_FLAG_ARRAY_STRIDE:
- params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.Stride);
- break;
- case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_MAX_TEXTURE_UNITS_ARB:
- CHECK_EXTENSION_B(ARB_multitexture, pname);
- params[0] = INT_TO_BOOLEAN(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
- break;
- case GL_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_B(ARB_multitexture, pname);
- params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
- break;
- case GL_CLIENT_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_B(ARB_multitexture, pname);
- params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
- params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
- break;
- case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
- CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);
- break;
- case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
- CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
- params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
- break;
- case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXTENSION_B(ARB_texture_compression, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);
- break;
- case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_B(ARB_texture_compression, pname);
- params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL));
- break;
- case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_B(ARB_texture_compression, pname);
- {
- GLint formats[100];
- GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
- for (i = 0; i < n; i++)
- params[i] = ENUM_TO_BOOLEAN(formats[i]);
- }
- break;
- case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
- CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst);
- break;
- case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
- CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount);
- break;
- case GL_TRANSPOSE_COLOR_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_OCCLUSION_TEST_HP:
- CHECK_EXTENSION_B(HP_occlusion_test, pname);
- params[0] = ctx->Depth.OcclusionTest;
- break;
- case GL_OCCLUSION_TEST_RESULT_HP:
- CHECK_EXTENSION_B(HP_occlusion_test, pname);
- {
- if (ctx->Depth.OcclusionTest)
- params[0] = ctx->OcclusionResult;
- else
- params[0] = ctx->OcclusionResultSaved;
- /* reset flag now */
- ctx->OcclusionResult = GL_FALSE;
- ctx->OcclusionResultSaved = GL_FALSE;
- return;
- }
- break;
- case GL_PIXEL_TEXTURE_SGIS:
- CHECK_EXTENSION_B(SGIS_pixel_texture, pname);
- params[0] = ctx->Pixel.PixelTextureEnabled;
- break;
- case GL_PIXEL_TEX_GEN_SGIX:
- CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
- params[0] = ctx->Pixel.PixelTextureEnabled;
- break;
- case GL_PIXEL_TEX_GEN_MODE_SGIX:
- CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
- params[0] = ENUM_TO_BOOLEAN(pixel_texgen_mode(ctx));
- break;
- case GL_COLOR_MATRIX_SGI:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1);
- break;
- case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH);
- break;
- case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]);
- break;
- case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]);
- break;
- case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]);
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]);
- break;
- case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]);
- break;
- case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]);
- break;
- case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]);
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]);
- break;
- case GL_CONVOLUTION_1D_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = ctx->Pixel.Convolution1DEnabled;
- break;
- case GL_CONVOLUTION_2D_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = ctx->Pixel.Convolution2DEnabled;
- break;
- case GL_SEPARABLE_2D_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = ctx->Pixel.Separable2DEnabled;
- break;
- case GL_POST_CONVOLUTION_RED_SCALE_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]);
- break;
- case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]);
- break;
- case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]);
- break;
- case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]);
- break;
- case GL_POST_CONVOLUTION_RED_BIAS_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]);
- break;
- case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]);
- break;
- case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]);
- break;
- case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
- CHECK_EXTENSION_B(EXT_convolution, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]);
- break;
- case GL_HISTOGRAM:
- CHECK_EXTENSION_B(EXT_histogram, pname);
- params[0] = ctx->Pixel.HistogramEnabled;
- break;
- case GL_MINMAX:
- CHECK_EXTENSION_B(EXT_histogram, pname);
- params[0] = ctx->Pixel.MinMaxEnabled;
- break;
- case GL_COLOR_TABLE_SGI:
- CHECK_EXTENSION_B(SGI_color_table, pname);
- params[0] = ctx->Pixel.ColorTableEnabled;
- break;
- case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
- CHECK_EXTENSION_B(SGI_color_table, pname);
- params[0] = ctx->Pixel.PostConvolutionColorTableEnabled;
- break;
- case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
- CHECK_EXTENSION_B(SGI_color_table, pname);
- params[0] = ctx->Pixel.PostColorMatrixColorTableEnabled;
- break;
- case GL_TEXTURE_COLOR_TABLE_SGI:
- CHECK_EXTENSION_B(SGI_texture_color_table, pname);
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;
- break;
- case GL_COLOR_SUM_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- params[0] = ctx->Fog.ColorSumEnabled;
- break;
- case GL_CURRENT_SECONDARY_COLOR_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);
- params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);
- params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);
- }
- break;
- case GL_SECONDARY_COLOR_ARRAY_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- params[0] = ctx->Array.SecondaryColor.Enabled;
- break;
- case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.SecondaryColor.Type);
- break;
- case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Stride);
- break;
- case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
- CHECK_EXTENSION_B(EXT_secondary_color, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Size);
- break;
- case GL_CURRENT_FOG_COORDINATE_EXT:
- CHECK_EXTENSION_B(EXT_fog_coord, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);
- }
- break;
- case GL_FOG_COORDINATE_ARRAY_EXT:
- CHECK_EXTENSION_B(EXT_fog_coord, pname);
- params[0] = ctx->Array.FogCoord.Enabled;
- break;
- case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_B(EXT_fog_coord, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Array.FogCoord.Type);
- break;
- case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_B(EXT_fog_coord, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.Stride);
- break;
- case GL_FOG_COORDINATE_SOURCE_EXT:
- CHECK_EXTENSION_B(EXT_fog_coord, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Fog.FogCoordinateSource);
- break;
- case GL_MAX_TEXTURE_LOD_BIAS_EXT:
- CHECK_EXTENSION_B(EXT_texture_lod_bias, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureLodBias);
- break;
- case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- CHECK_EXTENSION_B(EXT_texture_filter_anisotropic, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy);
- break;
- case GL_MULTISAMPLE_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = ctx->Multisample.Enabled;
- break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = ctx->Multisample.SampleAlphaToCoverage;
- break;
- case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = ctx->Multisample.SampleAlphaToOne;
- break;
- case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = ctx->Multisample.SampleCoverage;
- break;
- case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue);
- break;
- case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = ctx->Multisample.SampleCoverageInvert;
- break;
- case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_SAMPLES_ARB:
- CHECK_EXTENSION_B(ARB_multisample, pname);
- params[0] = INT_TO_BOOLEAN(0);
- break;
- case GL_RASTER_POSITION_UNCLIPPED_IBM:
- CHECK_EXTENSION_B(IBM_rasterpos_clip, pname);
- params[0] = ctx->Transform.RasterPositionUnclipped;
- break;
- case GL_POINT_SPRITE_NV:
- CHECK_EXTENSION_B(NV_point_sprite, pname);
- params[0] = ctx->Point.PointSprite;
- break;
- case GL_POINT_SPRITE_R_MODE_NV:
- CHECK_EXTENSION_B(NV_point_sprite, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteRMode);
- break;
- case GL_POINT_SPRITE_COORD_ORIGIN:
- CHECK_EXTENSION_B(NV_point_sprite, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteOrigin);
- break;
- case GL_GENERATE_MIPMAP_HINT_SGIS:
- CHECK_EXTENSION_B(SGIS_generate_mipmap, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap);
- break;
- case GL_VERTEX_PROGRAM_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->VertexProgram.Enabled;
- break;
- case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->VertexProgram.PointSizeEnabled;
- break;
- case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->VertexProgram.TwoSideEnabled;
- break;
- case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrixStackDepth);
- break;
- case GL_MAX_TRACK_MATRICES_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrices);
- break;
- case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->CurrentStack->Depth + 1;
- break;
- case GL_CURRENT_MATRIX_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_VERTEX_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = INT_TO_BOOLEAN((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));
- break;
- case GL_PROGRAM_ERROR_POSITION_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Program.ErrorPos);
- break;
- case GL_VERTEX_ATTRIB_ARRAY0_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[0].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY1_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[1].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY2_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[2].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY3_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[3].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[4].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY5_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[5].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY6_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[6].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY7_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[7].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY8_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[8].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY9_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[9].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY10_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[10].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY11_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[11].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY12_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[12].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY13_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[13].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY14_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[14].Enabled;
- break;
- case GL_VERTEX_ATTRIB_ARRAY15_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Array.VertexAttrib[15].Enabled;
- break;
- case GL_MAP1_VERTEX_ATTRIB0_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[0];
- break;
- case GL_MAP1_VERTEX_ATTRIB1_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[1];
- break;
- case GL_MAP1_VERTEX_ATTRIB2_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[2];
- break;
- case GL_MAP1_VERTEX_ATTRIB3_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[3];
- break;
- case GL_MAP1_VERTEX_ATTRIB4_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[4];
- break;
- case GL_MAP1_VERTEX_ATTRIB5_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[5];
- break;
- case GL_MAP1_VERTEX_ATTRIB6_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[6];
- break;
- case GL_MAP1_VERTEX_ATTRIB7_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[7];
- break;
- case GL_MAP1_VERTEX_ATTRIB8_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[8];
- break;
- case GL_MAP1_VERTEX_ATTRIB9_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[9];
- break;
- case GL_MAP1_VERTEX_ATTRIB10_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[10];
- break;
- case GL_MAP1_VERTEX_ATTRIB11_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[11];
- break;
- case GL_MAP1_VERTEX_ATTRIB12_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[12];
- break;
- case GL_MAP1_VERTEX_ATTRIB13_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[13];
- break;
- case GL_MAP1_VERTEX_ATTRIB14_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[14];
- break;
- case GL_MAP1_VERTEX_ATTRIB15_4_NV:
- CHECK_EXTENSION_B(NV_vertex_program, pname);
- params[0] = ctx->Eval.Map1Attrib[15];
- break;
- case GL_FRAGMENT_PROGRAM_NV:
- CHECK_EXTENSION_B(NV_fragment_program, pname);
- params[0] = ctx->FragmentProgram.Enabled;
- break;
- case GL_MAX_TEXTURE_COORDS_NV:
- CHECK_EXTENSION_B(NV_fragment_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureCoordUnits);
- break;
- case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
- CHECK_EXTENSION_B(NV_fragment_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureImageUnits);
- break;
- case GL_FRAGMENT_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_B(NV_fragment_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);
- break;
- case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
- CHECK_EXTENSION_B(NV_fragment_program, pname);
- params[0] = INT_TO_BOOLEAN(MAX_NV_FRAGMENT_PROGRAM_PARAMS);
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- CHECK_EXTENSION_B(NV_texture_rectangle, pname);
- params[0] = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV);
- break;
- case GL_TEXTURE_BINDING_RECTANGLE_NV:
- CHECK_EXTENSION_B(NV_texture_rectangle, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);
- break;
- case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
- CHECK_EXTENSION_B(NV_texture_rectangle, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureRectSize);
- break;
- case GL_STENCIL_TEST_TWO_SIDE_EXT:
- CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
- params[0] = ctx->Stencil.TestTwoSide;
- break;
- case GL_ACTIVE_STENCIL_FACE_EXT:
- CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
- break;
- case GL_MAX_SHININESS_NV:
- CHECK_EXTENSION_B(NV_light_max_exponent, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxShininess);
- break;
- case GL_MAX_SPOT_EXPONENT_NV:
- CHECK_EXTENSION_B(NV_light_max_exponent, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxSpotExponent);
- break;
- case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name);
- break;
- case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.BufferObj->Name);
- break;
- case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.BufferObj->Name);
- break;
- case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.Color.BufferObj->Name);
- break;
- case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.Index.BufferObj->Name);
- break;
- case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
- break;
- case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.BufferObj->Name);
- break;
- case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.BufferObj->Name);
- break;
- case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.BufferObj->Name);
- break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name);
- break;
- case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Pack.BufferObj->Name);
- break;
- case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Unpack.BufferObj->Name);
- break;
- case GL_MAX_VERTEX_ATTRIBS_ARB:
- CHECK_EXTENSION_B(ARB_vertex_program, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVertexProgramAttribs);
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- CHECK_EXTENSION_B(ARB_fragment_program, pname);
- params[0] = ctx->FragmentProgram.Enabled;
- break;
- case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
- CHECK_EXTENSION_B(ARB_fragment_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
- params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
- params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
- params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
- params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
- params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
- params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
- params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
- params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
- params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
- params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
- params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
- params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
- params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
- params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
- params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
- }
- break;
- case GL_DEPTH_BOUNDS_TEST_EXT:
- CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);
- params[0] = ctx->Depth.BoundsTest;
- break;
- case GL_DEPTH_BOUNDS_EXT:
- CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);
- params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMin);
- params[1] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMax);
- break;
- case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_B(MESA_program_debug, pname);
- params[0] = ctx->FragmentProgram.CallbackEnabled;
- break;
- case GL_VERTEX_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_B(MESA_program_debug, pname);
- params[0] = ctx->VertexProgram.CallbackEnabled;
- break;
- case GL_FRAGMENT_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_B(MESA_program_debug, pname);
- params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.CurrentPosition);
- break;
- case GL_VERTEX_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_B(MESA_program_debug, pname);
- params[0] = INT_TO_BOOLEAN(ctx->VertexProgram.CurrentPosition);
- break;
- case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXTENSION_B(ARB_draw_buffers, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxDrawBuffers);
- break;
- case GL_DRAW_BUFFER0_ARB:
- CHECK_EXTENSION_B(ARB_draw_buffers, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);
- break;
- case GL_DRAW_BUFFER1_ARB:
- CHECK_EXTENSION_B(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[1];
- params[0] = ENUM_TO_BOOLEAN(buffer);
- }
- break;
- case GL_DRAW_BUFFER2_ARB:
- CHECK_EXTENSION_B(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[2];
- params[0] = ENUM_TO_BOOLEAN(buffer);
- }
- break;
- case GL_DRAW_BUFFER3_ARB:
- CHECK_EXTENSION_B(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[3];
- params[0] = ENUM_TO_BOOLEAN(buffer);
- }
- break;
- case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
- CHECK_EXTENSION_B(OES_read_format, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType);
- break;
- case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
- CHECK_EXTENSION_B(OES_read_format, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat);
- break;
- case GL_NUM_FRAGMENT_REGISTERS_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(6);
- break;
- case GL_NUM_FRAGMENT_CONSTANTS_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(8);
- break;
- case GL_NUM_PASSES_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(2);
- break;
- case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(8);
- break;
- case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(16);
- break;
- case GL_COLOR_ALPHA_PAIRING_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = GL_TRUE;
- break;
- case GL_NUM_LOOPBACK_COMPONENTS_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(3);
- break;
- case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
- CHECK_EXTENSION_B(ATI_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(3);
- break;
- case GL_STENCIL_BACK_FUNC:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[1]);
- break;
- case GL_STENCIL_BACK_VALUE_MASK:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[1]);
- break;
- case GL_STENCIL_BACK_REF:
- params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[1]);
- break;
- case GL_STENCIL_BACK_FAIL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[1]);
- break;
- case GL_FRAMEBUFFER_BINDING_EXT:
- CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0);
- break;
- case GL_RENDERBUFFER_BINDING_EXT:
- CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
- break;
- case GL_MAX_COLOR_ATTACHMENTS_EXT:
- CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxColorAttachments);
- break;
- case GL_MAX_RENDERBUFFER_SIZE_EXT:
- CHECK_EXTENSION_B(EXT_framebuffer_object, pname);
- params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
- }
-}
-
-void GLAPIENTRY
-_mesa_GetFloatv( GLenum pname, GLfloat *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!params)
- return;
-
- if (ctx->Driver.GetFloatv &&
- ctx->Driver.GetFloatv(ctx, pname, params))
- return;
-
- switch (pname) {
- case GL_ACCUM_RED_BITS:
- params[0] = (GLfloat)(ctx->Visual.accumRedBits);
- break;
- case GL_ACCUM_GREEN_BITS:
- params[0] = (GLfloat)(ctx->Visual.accumGreenBits);
- break;
- case GL_ACCUM_BLUE_BITS:
- params[0] = (GLfloat)(ctx->Visual.accumBlueBits);
- break;
- case GL_ACCUM_ALPHA_BITS:
- params[0] = (GLfloat)(ctx->Visual.accumAlphaBits);
- break;
- case GL_ACCUM_CLEAR_VALUE:
- params[0] = ctx->Accum.ClearColor[0];
- params[1] = ctx->Accum.ClearColor[1];
- params[2] = ctx->Accum.ClearColor[2];
- params[3] = ctx->Accum.ClearColor[3];
- break;
- case GL_ALPHA_BIAS:
- params[0] = ctx->Pixel.AlphaBias;
- break;
- case GL_ALPHA_BITS:
- params[0] = (GLfloat)(ctx->Visual.alphaBits);
- break;
- case GL_ALPHA_SCALE:
- params[0] = ctx->Pixel.AlphaScale;
- break;
- case GL_ALPHA_TEST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Color.AlphaEnabled);
- break;
- case GL_ALPHA_TEST_FUNC:
- params[0] = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);
- break;
- case GL_ALPHA_TEST_REF:
- params[0] = ctx->Color.AlphaRef;
- break;
- case GL_ATTRIB_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->AttribStackDepth);
- break;
- case GL_AUTO_NORMAL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.AutoNormal);
- break;
- case GL_AUX_BUFFERS:
- params[0] = (GLfloat)(ctx->Visual.numAuxBuffers);
- break;
- case GL_BLEND:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled);
- break;
- case GL_BLEND_DST:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_SRC_RGB_EXT:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_DST_RGB_EXT:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC_ALPHA_EXT:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);
- break;
- case GL_BLEND_DST_ALPHA_EXT:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstA);
- break;
- case GL_BLEND_EQUATION:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationRGB );
- break;
- case GL_BLEND_EQUATION_ALPHA_EXT:
- params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationA );
- break;
- case GL_BLEND_COLOR_EXT:
- params[0] = ctx->Color.BlendColor[0];
- params[1] = ctx->Color.BlendColor[1];
- params[2] = ctx->Color.BlendColor[2];
- params[3] = ctx->Color.BlendColor[3];
- break;
- case GL_BLUE_BIAS:
- params[0] = ctx->Pixel.BlueBias;
- break;
- case GL_BLUE_BITS:
- params[0] = (GLfloat)(ctx->Visual.blueBits);
- break;
- case GL_BLUE_SCALE:
- params[0] = ctx->Pixel.BlueScale;
- break;
- case GL_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->ClientAttribStackDepth);
- break;
- case GL_CLIP_PLANE0:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
- break;
- case GL_CLIP_PLANE1:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
- break;
- case GL_CLIP_PLANE2:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
- break;
- case GL_CLIP_PLANE3:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
- break;
- case GL_CLIP_PLANE4:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
- break;
- case GL_CLIP_PLANE5:
- params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
- break;
- case GL_COLOR_CLEAR_VALUE:
- params[0] = ctx->Color.ClearColor[0];
- params[1] = ctx->Color.ClearColor[1];
- params[2] = ctx->Color.ClearColor[2];
- params[3] = ctx->Color.ClearColor[3];
- break;
- case GL_COLOR_MATERIAL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled);
- break;
- case GL_COLOR_MATERIAL_FACE:
- params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace);
- break;
- case GL_COLOR_MATERIAL_PARAMETER:
- params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode);
- break;
- case GL_COLOR_WRITEMASK:
- params[0] = (GLfloat)(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
- params[1] = (GLfloat)(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
- params[2] = (GLfloat)(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
- params[3] = (GLfloat)(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
- break;
- case GL_CULL_FACE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.CullFlag);
- break;
- case GL_CULL_FACE_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);
- break;
- case GL_CURRENT_COLOR:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0];
- params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1];
- params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2];
- params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3];
- }
- break;
- case GL_CURRENT_INDEX:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.Index;
- }
- break;
- case GL_CURRENT_NORMAL:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0];
- params[1] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1];
- params[2] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2];
- }
- break;
- case GL_CURRENT_RASTER_COLOR:
- params[0] = ctx->Current.RasterColor[0];
- params[1] = ctx->Current.RasterColor[1];
- params[2] = ctx->Current.RasterColor[2];
- params[3] = ctx->Current.RasterColor[3];
- break;
- case GL_CURRENT_RASTER_DISTANCE:
- params[0] = ctx->Current.RasterDistance;
- break;
- case GL_CURRENT_RASTER_INDEX:
- params[0] = ctx->Current.RasterIndex;
- break;
- case GL_CURRENT_RASTER_POSITION:
- params[0] = ctx->Current.RasterPos[0];
- params[1] = ctx->Current.RasterPos[1];
- params[2] = ctx->Current.RasterPos[2];
- params[3] = ctx->Current.RasterPos[3];
- break;
- case GL_CURRENT_RASTER_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = ctx->Current.RasterTexCoords[texUnit][0];
- params[1] = ctx->Current.RasterTexCoords[texUnit][1];
- params[2] = ctx->Current.RasterTexCoords[texUnit][2];
- params[3] = ctx->Current.RasterTexCoords[texUnit][3];
- }
- break;
- case GL_CURRENT_RASTER_POSITION_VALID:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Current.RasterPosValid);
- break;
- case GL_CURRENT_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
- params[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
- params[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
- params[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
- }
- break;
- case GL_DEPTH_BIAS:
- params[0] = ctx->Pixel.DepthBias;
- break;
- case GL_DEPTH_BITS:
- params[0] = (GLfloat)(ctx->Visual.depthBits);
- break;
- case GL_DEPTH_CLEAR_VALUE:
- params[0] = ctx->Depth.Clear;
- break;
- case GL_DEPTH_FUNC:
- params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);
- break;
- case GL_DEPTH_RANGE:
- params[0] = ctx->Viewport.Near;
- params[1] = ctx->Viewport.Far;
- break;
- case GL_DEPTH_SCALE:
- params[0] = ctx->Pixel.DepthScale;
- break;
- case GL_DEPTH_TEST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Test);
- break;
- case GL_DEPTH_WRITEMASK:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Mask);
- break;
- case GL_DITHER:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Color.DitherFlag);
- break;
- case GL_DOUBLEBUFFER:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.doubleBufferMode);
- break;
- case GL_DRAW_BUFFER:
- params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);
- break;
- case GL_EDGE_FLAG:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Current.EdgeFlag);
- }
- break;
- case GL_FEEDBACK_BUFFER_SIZE:
- params[0] = (GLfloat)(ctx->Feedback.BufferSize);
- break;
- case GL_FEEDBACK_BUFFER_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Feedback.Type);
- break;
- case GL_FOG:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.Enabled);
- break;
- case GL_FOG_COLOR:
- params[0] = ctx->Fog.Color[0];
- params[1] = ctx->Fog.Color[1];
- params[2] = ctx->Fog.Color[2];
- params[3] = ctx->Fog.Color[3];
- break;
- case GL_FOG_DENSITY:
- params[0] = ctx->Fog.Density;
- break;
- case GL_FOG_END:
- params[0] = ctx->Fog.End;
- break;
- case GL_FOG_HINT:
- params[0] = ENUM_TO_FLOAT(ctx->Hint.Fog);
- break;
- case GL_FOG_INDEX:
- params[0] = ctx->Fog.Index;
- break;
- case GL_FOG_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Fog.Mode);
- break;
- case GL_FOG_START:
- params[0] = ctx->Fog.Start;
- break;
- case GL_FRONT_FACE:
- params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);
- break;
- case GL_GREEN_BIAS:
- params[0] = ctx->Pixel.GreenBias;
- break;
- case GL_GREEN_BITS:
- params[0] = (GLfloat)(ctx->Visual.greenBits);
- break;
- case GL_GREEN_SCALE:
- params[0] = ctx->Pixel.GreenScale;
- break;
- case GL_INDEX_BITS:
- params[0] = (GLfloat)(ctx->Visual.indexBits);
- break;
- case GL_INDEX_CLEAR_VALUE:
- params[0] = (GLfloat)(ctx->Color.ClearIndex);
- break;
- case GL_INDEX_MODE:
- params[0] = BOOLEAN_TO_FLOAT(!ctx->Visual.rgbMode);
- break;
- case GL_INDEX_OFFSET:
- params[0] = (GLfloat)(ctx->Pixel.IndexOffset);
- break;
- case GL_INDEX_SHIFT:
- params[0] = (GLfloat)(ctx->Pixel.IndexShift);
- break;
- case GL_INDEX_WRITEMASK:
- params[0] = (GLfloat)(ctx->Color.IndexMask);
- break;
- case GL_LIGHT0:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[0].Enabled);
- break;
- case GL_LIGHT1:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[1].Enabled);
- break;
- case GL_LIGHT2:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[2].Enabled);
- break;
- case GL_LIGHT3:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[3].Enabled);
- break;
- case GL_LIGHT4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[4].Enabled);
- break;
- case GL_LIGHT5:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[5].Enabled);
- break;
- case GL_LIGHT6:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[6].Enabled);
- break;
- case GL_LIGHT7:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[7].Enabled);
- break;
- case GL_LIGHTING:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Enabled);
- break;
- case GL_LIGHT_MODEL_AMBIENT:
- params[0] = ctx->Light.Model.Ambient[0];
- params[1] = ctx->Light.Model.Ambient[1];
- params[2] = ctx->Light.Model.Ambient[2];
- params[3] = ctx->Light.Model.Ambient[3];
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl);
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.LocalViewer);
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide);
- break;
- case GL_LINE_SMOOTH:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Line.SmoothFlag);
- break;
- case GL_LINE_SMOOTH_HINT:
- params[0] = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);
- break;
- case GL_LINE_STIPPLE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Line.StippleFlag);
- break;
- case GL_LINE_STIPPLE_PATTERN:
- params[0] = (GLfloat)(ctx->Line.StipplePattern);
- break;
- case GL_LINE_STIPPLE_REPEAT:
- params[0] = (GLfloat)(ctx->Line.StippleFactor);
- break;
- case GL_LINE_WIDTH:
- params[0] = ctx->Line.Width;
- break;
- case GL_LINE_WIDTH_GRANULARITY:
- params[0] = ctx->Const.LineWidthGranularity;
- break;
- case GL_LINE_WIDTH_RANGE:
- params[0] = ctx->Const.MinLineWidthAA;
- params[1] = ctx->Const.MaxLineWidthAA;
- break;
- case GL_ALIASED_LINE_WIDTH_RANGE:
- params[0] = ctx->Const.MinLineWidth;
- params[1] = ctx->Const.MaxLineWidth;
- break;
- case GL_LIST_BASE:
- params[0] = (GLfloat)(ctx->List.ListBase);
- break;
- case GL_LIST_INDEX:
- params[0] = (GLfloat)(ctx->ListState.CurrentListNum);
- break;
- case GL_LIST_MODE:
- {
- GLenum mode;
- if (!ctx->CompileFlag)
- mode = 0;
- else if (ctx->ExecuteFlag)
- mode = GL_COMPILE_AND_EXECUTE;
- else
- mode = GL_COMPILE;
- params[0] = ENUM_TO_FLOAT(mode);
- }
- break;
- case GL_INDEX_LOGIC_OP:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Color.IndexLogicOpEnabled);
- break;
- case GL_COLOR_LOGIC_OP:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Color.ColorLogicOpEnabled);
- break;
- case GL_LOGIC_OP_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Color.LogicOp);
- break;
- case GL_MAP1_COLOR_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Color4);
- break;
- case GL_MAP1_GRID_DOMAIN:
- params[0] = ctx->Eval.MapGrid1u1;
- params[1] = ctx->Eval.MapGrid1u2;
- break;
- case GL_MAP1_GRID_SEGMENTS:
- params[0] = (GLfloat)(ctx->Eval.MapGrid1un);
- break;
- case GL_MAP1_INDEX:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Index);
- break;
- case GL_MAP1_NORMAL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Normal);
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord1);
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord2);
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord3);
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord4);
- break;
- case GL_MAP1_VERTEX_3:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex3);
- break;
- case GL_MAP1_VERTEX_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex4);
- break;
- case GL_MAP2_COLOR_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Color4);
- break;
- case GL_MAP2_GRID_DOMAIN:
- params[0] = ctx->Eval.MapGrid2u1;
- params[1] = ctx->Eval.MapGrid2u2;
- params[2] = ctx->Eval.MapGrid2v1;
- params[3] = ctx->Eval.MapGrid2v2;
- break;
- case GL_MAP2_GRID_SEGMENTS:
- params[0] = (GLfloat)(ctx->Eval.MapGrid2un);
- params[1] = (GLfloat)(ctx->Eval.MapGrid2vn);
- break;
- case GL_MAP2_INDEX:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Index);
- break;
- case GL_MAP2_NORMAL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Normal);
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord1);
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord2);
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord3);
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord4);
- break;
- case GL_MAP2_VERTEX_3:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex3);
- break;
- case GL_MAP2_VERTEX_4:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex4);
- break;
- case GL_MAP_COLOR:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapColorFlag);
- break;
- case GL_MAP_STENCIL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapStencilFlag);
- break;
- case GL_MATRIX_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);
- break;
- case GL_MAX_ATTRIB_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_ATTRIB_STACK_DEPTH);
- break;
- case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_CLIENT_ATTRIB_STACK_DEPTH);
- break;
- case GL_MAX_CLIP_PLANES:
- params[0] = (GLfloat)(ctx->Const.MaxClipPlanes);
- break;
- case GL_MAX_ELEMENTS_VERTICES:
- params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
- break;
- case GL_MAX_ELEMENTS_INDICES:
- params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
- break;
- case GL_MAX_EVAL_ORDER:
- params[0] = (GLfloat)(MAX_EVAL_ORDER);
- break;
- case GL_MAX_LIGHTS:
- params[0] = (GLfloat)(ctx->Const.MaxLights);
- break;
- case GL_MAX_LIST_NESTING:
- params[0] = (GLfloat)(MAX_LIST_NESTING);
- break;
- case GL_MAX_MODELVIEW_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH);
- break;
- case GL_MAX_NAME_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_NAME_STACK_DEPTH);
- break;
- case GL_MAX_PIXEL_MAP_TABLE:
- params[0] = (GLfloat)(MAX_PIXEL_MAP_TABLE);
- break;
- case GL_MAX_PROJECTION_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_PROJECTION_STACK_DEPTH);
- break;
- case GL_MAX_TEXTURE_SIZE:
- params[0] = (GLfloat)(1 << (ctx->Const.MaxTextureLevels - 1));
- break;
- case GL_MAX_3D_TEXTURE_SIZE:
- params[0] = (GLfloat)(1 << (ctx->Const.Max3DTextureLevels - 1));
- break;
- case GL_MAX_TEXTURE_STACK_DEPTH:
- params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH);
- break;
- case GL_MAX_VIEWPORT_DIMS:
- params[0] = (GLfloat)(ctx->Const.MaxViewportWidth);
- params[1] = (GLfloat)(ctx->Const.MaxViewportHeight);
- break;
- case GL_MODELVIEW_MATRIX:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[1];
- params[2] = matrix[2];
- params[3] = matrix[3];
- params[4] = matrix[4];
- params[5] = matrix[5];
- params[6] = matrix[6];
- params[7] = matrix[7];
- params[8] = matrix[8];
- params[9] = matrix[9];
- params[10] = matrix[10];
- params[11] = matrix[11];
- params[12] = matrix[12];
- params[13] = matrix[13];
- params[14] = matrix[14];
- params[15] = matrix[15];
- }
- break;
- case GL_MODELVIEW_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->ModelviewMatrixStack.Depth + 1);
- break;
- case GL_NAME_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->Select.NameStackDepth);
- break;
- case GL_NORMALIZE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize);
- break;
- case GL_PACK_ALIGNMENT:
- params[0] = (GLfloat)(ctx->Pack.Alignment);
- break;
- case GL_PACK_LSB_FIRST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.LsbFirst);
- break;
- case GL_PACK_ROW_LENGTH:
- params[0] = (GLfloat)(ctx->Pack.RowLength);
- break;
- case GL_PACK_SKIP_PIXELS:
- params[0] = (GLfloat)(ctx->Pack.SkipPixels);
- break;
- case GL_PACK_SKIP_ROWS:
- params[0] = (GLfloat)(ctx->Pack.SkipRows);
- break;
- case GL_PACK_SWAP_BYTES:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.SwapBytes);
- break;
- case GL_PACK_SKIP_IMAGES_EXT:
- params[0] = (GLfloat)(ctx->Pack.SkipImages);
- break;
- case GL_PACK_IMAGE_HEIGHT_EXT:
- params[0] = (GLfloat)(ctx->Pack.ImageHeight);
- break;
- case GL_PACK_INVERT_MESA:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.Invert);
- break;
- case GL_PERSPECTIVE_CORRECTION_HINT:
- params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
- break;
- case GL_PIXEL_MAP_A_TO_A_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapAtoAsize);
- break;
- case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapBtoBsize);
- break;
- case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapGtoGsize);
- break;
- case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoAsize);
- break;
- case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoBsize);
- break;
- case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoGsize);
- break;
- case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoIsize);
- break;
- case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapItoRsize);
- break;
- case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapRtoRsize);
- break;
- case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = (GLfloat)(ctx->Pixel.MapStoSsize);
- break;
- case GL_POINT_SIZE:
- params[0] = ctx->Point.Size;
- break;
- case GL_POINT_SIZE_GRANULARITY:
- params[0] = ctx->Const.PointSizeGranularity;
- break;
- case GL_POINT_SIZE_RANGE:
- params[0] = ctx->Const.MinPointSizeAA;
- params[1] = ctx->Const.MaxPointSizeAA;
- break;
- case GL_ALIASED_POINT_SIZE_RANGE:
- params[0] = ctx->Const.MinPointSize;
- params[1] = ctx->Const.MaxPointSize;
- break;
- case GL_POINT_SMOOTH:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Point.SmoothFlag);
- break;
- case GL_POINT_SMOOTH_HINT:
- params[0] = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);
- break;
- case GL_POINT_SIZE_MIN_EXT:
- params[0] = ctx->Point.MinSize;
- break;
- case GL_POINT_SIZE_MAX_EXT:
- params[0] = ctx->Point.MaxSize;
- break;
- case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
- params[0] = ctx->Point.Threshold;
- break;
- case GL_DISTANCE_ATTENUATION_EXT:
- params[0] = ctx->Point.Params[0];
- params[1] = ctx->Point.Params[1];
- params[2] = ctx->Point.Params[2];
- break;
- case GL_POLYGON_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode);
- params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode);
- break;
- case GL_POLYGON_OFFSET_BIAS_EXT:
- params[0] = ctx->Polygon.OffsetUnits;
- break;
- case GL_POLYGON_OFFSET_FACTOR:
- params[0] = ctx->Polygon.OffsetFactor ;
- break;
- case GL_POLYGON_OFFSET_UNITS:
- params[0] = ctx->Polygon.OffsetUnits ;
- break;
- case GL_POLYGON_SMOOTH:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag);
- break;
- case GL_POLYGON_SMOOTH_HINT:
- params[0] = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth);
- break;
- case GL_POLYGON_STIPPLE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.StippleFlag);
- break;
- case GL_PROJECTION_MATRIX:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[1];
- params[2] = matrix[2];
- params[3] = matrix[3];
- params[4] = matrix[4];
- params[5] = matrix[5];
- params[6] = matrix[6];
- params[7] = matrix[7];
- params[8] = matrix[8];
- params[9] = matrix[9];
- params[10] = matrix[10];
- params[11] = matrix[11];
- params[12] = matrix[12];
- params[13] = matrix[13];
- params[14] = matrix[14];
- params[15] = matrix[15];
- }
- break;
- case GL_PROJECTION_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->ProjectionMatrixStack.Depth + 1);
- break;
- case GL_READ_BUFFER:
- params[0] = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer);
- break;
- case GL_RED_BIAS:
- params[0] = ctx->Pixel.RedBias;
- break;
- case GL_RED_BITS:
- params[0] = (GLfloat)( ctx->Visual.redBits );
- break;
- case GL_RED_SCALE:
- params[0] = ctx->Pixel.RedScale;
- break;
- case GL_RENDER_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->RenderMode);
- break;
- case GL_RESCALE_NORMAL:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RescaleNormals);
- break;
- case GL_RGBA_MODE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.rgbMode);
- break;
- case GL_SCISSOR_BOX:
- params[0] = (GLfloat)(ctx->Scissor.X);
- params[1] = (GLfloat)(ctx->Scissor.Y);
- params[2] = (GLfloat)(ctx->Scissor.Width);
- params[3] = (GLfloat)(ctx->Scissor.Height);
- break;
- case GL_SCISSOR_TEST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled);
- break;
- case GL_SELECTION_BUFFER_SIZE:
- params[0] = (GLfloat)(ctx->Select.BufferSize);
- break;
- case GL_SHADE_MODEL:
- params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel);
- break;
- case GL_SHARED_TEXTURE_PALETTE_EXT:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.SharedPalette);
- break;
- case GL_STENCIL_BITS:
- params[0] = (GLfloat)(ctx->Visual.stencilBits);
- break;
- case GL_STENCIL_CLEAR_VALUE:
- params[0] = (GLfloat)(ctx->Stencil.Clear);
- break;
- case GL_STENCIL_FAIL:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_FUNC:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_REF:
- params[0] = (GLfloat)(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_TEST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.Enabled);
- break;
- case GL_STENCIL_VALUE_MASK:
- params[0] = (GLfloat)(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_WRITEMASK:
- params[0] = (GLfloat)(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
- break;
- case GL_STEREO:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.stereoMode);
- break;
- case GL_SUBPIXEL_BITS:
- params[0] = (GLfloat)(ctx->Const.SubPixelBits);
- break;
- case GL_TEXTURE_1D:
- params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D));
- break;
- case GL_TEXTURE_2D:
- params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D));
- break;
- case GL_TEXTURE_3D:
- params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));
- break;
- case GL_TEXTURE_BINDING_1D:
- params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
- break;
- case GL_TEXTURE_BINDING_2D:
- params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);
- break;
- case GL_TEXTURE_BINDING_3D:
- params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
- break;
- case GL_TEXTURE_ENV_COLOR:
- {
- const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
- params[0] = color[0];
- params[1] = color[1];
- params[2] = color[2];
- params[3] = color[3];
- }
- break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
- break;
- case GL_TEXTURE_GEN_S:
- params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_T:
- params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_R:
- params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_Q:
- params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_MATRIX:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = matrix[0];
- params[1] = matrix[1];
- params[2] = matrix[2];
- params[3] = matrix[3];
- params[4] = matrix[4];
- params[5] = matrix[5];
- params[6] = matrix[6];
- params[7] = matrix[7];
- params[8] = matrix[8];
- params[9] = matrix[9];
- params[10] = matrix[10];
- params[11] = matrix[11];
- params[12] = matrix[12];
- params[13] = matrix[13];
- params[14] = matrix[14];
- params[15] = matrix[15];
- }
- break;
- case GL_TEXTURE_STACK_DEPTH:
- params[0] = (GLfloat)(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
- break;
- case GL_UNPACK_ALIGNMENT:
- params[0] = (GLfloat)(ctx->Unpack.Alignment);
- break;
- case GL_UNPACK_LSB_FIRST:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.LsbFirst);
- break;
- case GL_UNPACK_ROW_LENGTH:
- params[0] = (GLfloat)(ctx->Unpack.RowLength);
- break;
- case GL_UNPACK_SKIP_PIXELS:
- params[0] = (GLfloat)(ctx->Unpack.SkipPixels);
- break;
- case GL_UNPACK_SKIP_ROWS:
- params[0] = (GLfloat)(ctx->Unpack.SkipRows);
- break;
- case GL_UNPACK_SWAP_BYTES:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.SwapBytes);
- break;
- case GL_UNPACK_SKIP_IMAGES_EXT:
- params[0] = (GLfloat)(ctx->Unpack.SkipImages);
- break;
- case GL_UNPACK_IMAGE_HEIGHT_EXT:
- params[0] = (GLfloat)(ctx->Unpack.ImageHeight);
- break;
- case GL_UNPACK_CLIENT_STORAGE_APPLE:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.ClientStorage);
- break;
- case GL_VIEWPORT:
- params[0] = (GLfloat)(ctx->Viewport.X);
- params[1] = (GLfloat)(ctx->Viewport.Y);
- params[2] = (GLfloat)(ctx->Viewport.Width);
- params[3] = (GLfloat)(ctx->Viewport.Height);
- break;
- case GL_ZOOM_X:
- params[0] = ctx->Pixel.ZoomX;
- break;
- case GL_ZOOM_Y:
- params[0] = ctx->Pixel.ZoomY;
- break;
- case GL_VERTEX_ARRAY:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Vertex.Enabled);
- break;
- case GL_VERTEX_ARRAY_SIZE:
- params[0] = (GLfloat)(ctx->Array.Vertex.Size);
- break;
- case GL_VERTEX_ARRAY_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Array.Vertex.Type);
- break;
- case GL_VERTEX_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.Vertex.Stride);
- break;
- case GL_VERTEX_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_NORMAL_ARRAY:
- params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Enabled);
- break;
- case GL_NORMAL_ARRAY_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Type);
- break;
- case GL_NORMAL_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.Normal.Stride);
- break;
- case GL_NORMAL_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_COLOR_ARRAY:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Color.Enabled);
- break;
- case GL_COLOR_ARRAY_SIZE:
- params[0] = (GLfloat)(ctx->Array.Color.Size);
- break;
- case GL_COLOR_ARRAY_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Array.Color.Type);
- break;
- case GL_COLOR_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.Color.Stride);
- break;
- case GL_COLOR_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_INDEX_ARRAY:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Index.Enabled);
- break;
- case GL_INDEX_ARRAY_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Array.Index.Type);
- break;
- case GL_INDEX_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.Index.Stride);
- break;
- case GL_INDEX_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_TEXTURE_COORD_ARRAY:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);
- break;
- case GL_TEXTURE_COORD_ARRAY_SIZE:
- params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);
- break;
- case GL_TEXTURE_COORD_ARRAY_TYPE:
- params[0] = ENUM_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
- break;
- case GL_TEXTURE_COORD_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);
- break;
- case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_EDGE_FLAG_ARRAY:
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.EdgeFlag.Enabled);
- break;
- case GL_EDGE_FLAG_ARRAY_STRIDE:
- params[0] = (GLfloat)(ctx->Array.EdgeFlag.Stride);
- break;
- case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
- params[0] = (GLfloat)(0);
- break;
- case GL_MAX_TEXTURE_UNITS_ARB:
- CHECK_EXTENSION_F(ARB_multitexture, pname);
- params[0] = (GLfloat)(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
- break;
- case GL_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_F(ARB_multitexture, pname);
- params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
- break;
- case GL_CLIENT_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_F(ARB_multitexture, pname);
- params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
- params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
- break;
- case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
- CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
- params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);
- break;
- case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
- CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
- params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
- break;
- case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXTENSION_F(ARB_texture_compression, pname);
- params[0] = (GLfloat)(ctx->Hint.TextureCompression);
- break;
- case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_F(ARB_texture_compression, pname);
- params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL));
- break;
- case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_F(ARB_texture_compression, pname);
- {
- GLint formats[100];
- GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
- for (i = 0; i < n; i++)
- params[i] = ENUM_TO_BOOLEAN(formats[i]);
- }
- break;
- case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
- CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
- params[0] = (GLfloat)(ctx->Array.LockFirst);
- break;
- case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
- CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
- params[0] = (GLfloat)(ctx->Array.LockCount);
- break;
- case GL_TRANSPOSE_COLOR_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[4];
- params[2] = matrix[8];
- params[3] = matrix[12];
- params[4] = matrix[1];
- params[5] = matrix[5];
- params[6] = matrix[9];
- params[7] = matrix[13];
- params[8] = matrix[2];
- params[9] = matrix[6];
- params[10] = matrix[10];
- params[11] = matrix[14];
- params[12] = matrix[3];
- params[13] = matrix[7];
- params[14] = matrix[11];
- params[15] = matrix[15];
- }
- break;
- case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[4];
- params[2] = matrix[8];
- params[3] = matrix[12];
- params[4] = matrix[1];
- params[5] = matrix[5];
- params[6] = matrix[9];
- params[7] = matrix[13];
- params[8] = matrix[2];
- params[9] = matrix[6];
- params[10] = matrix[10];
- params[11] = matrix[14];
- params[12] = matrix[3];
- params[13] = matrix[7];
- params[14] = matrix[11];
- params[15] = matrix[15];
- }
- break;
- case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[4];
- params[2] = matrix[8];
- params[3] = matrix[12];
- params[4] = matrix[1];
- params[5] = matrix[5];
- params[6] = matrix[9];
- params[7] = matrix[13];
- params[8] = matrix[2];
- params[9] = matrix[6];
- params[10] = matrix[10];
- params[11] = matrix[14];
- params[12] = matrix[3];
- params[13] = matrix[7];
- params[14] = matrix[11];
- params[15] = matrix[15];
- }
- break;
- case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = matrix[0];
- params[1] = matrix[4];
- params[2] = matrix[8];
- params[3] = matrix[12];
- params[4] = matrix[1];
- params[5] = matrix[5];
- params[6] = matrix[9];
- params[7] = matrix[13];
- params[8] = matrix[2];
- params[9] = matrix[6];
- params[10] = matrix[10];
- params[11] = matrix[14];
- params[12] = matrix[3];
- params[13] = matrix[7];
- params[14] = matrix[11];
- params[15] = matrix[15];
- }
- break;
- case GL_OCCLUSION_TEST_HP:
- CHECK_EXTENSION_F(HP_occlusion_test, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.OcclusionTest);
- break;
- case GL_OCCLUSION_TEST_RESULT_HP:
- CHECK_EXTENSION_F(HP_occlusion_test, pname);
- {
- if (ctx->Depth.OcclusionTest)
- params[0] = ctx->OcclusionResult;
- else
- params[0] = ctx->OcclusionResultSaved;
- /* reset flag now */
- ctx->OcclusionResult = GL_FALSE;
- ctx->OcclusionResultSaved = GL_FALSE;
- return;
- }
- break;
- case GL_PIXEL_TEXTURE_SGIS:
- CHECK_EXTENSION_F(SGIS_pixel_texture, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);
- break;
- case GL_PIXEL_TEX_GEN_SGIX:
- CHECK_EXTENSION_F(SGIX_pixel_texture, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);
- break;
- case GL_PIXEL_TEX_GEN_MODE_SGIX:
- CHECK_EXTENSION_F(SGIX_pixel_texture, pname);
- params[0] = ENUM_TO_FLOAT(pixel_texgen_mode(ctx));
- break;
- case GL_COLOR_MATRIX_SGI:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = matrix[0];
- params[1] = matrix[1];
- params[2] = matrix[2];
- params[3] = matrix[3];
- params[4] = matrix[4];
- params[5] = matrix[5];
- params[6] = matrix[6];
- params[7] = matrix[7];
- params[8] = matrix[8];
- params[9] = matrix[9];
- params[10] = matrix[10];
- params[11] = matrix[11];
- params[12] = matrix[12];
- params[13] = matrix[13];
- params[14] = matrix[14];
- params[15] = matrix[15];
- }
- break;
- case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = (GLfloat)(ctx->ColorMatrixStack.Depth + 1);
- break;
- case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = (GLfloat)(MAX_COLOR_STACK_DEPTH);
- break;
- case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
- params[0] = ctx->Pixel.PostColorMatrixScale[0];
- break;
- case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
- params[0] = ctx->Pixel.PostColorMatrixScale[1];
- break;
- case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
- params[0] = ctx->Pixel.PostColorMatrixScale[2];
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
- params[0] = ctx->Pixel.PostColorMatrixScale[3];
- break;
- case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
- params[0] = ctx->Pixel.PostColorMatrixBias[0];
- break;
- case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
- params[0] = ctx->Pixel.PostColorMatrixBias[1];
- break;
- case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
- params[0] = ctx->Pixel.PostColorMatrixBias[2];
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
- params[0] = ctx->Pixel.PostColorMatrixBias[3];
- break;
- case GL_CONVOLUTION_1D_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution1DEnabled);
- break;
- case GL_CONVOLUTION_2D_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution2DEnabled);
- break;
- case GL_SEPARABLE_2D_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Separable2DEnabled);
- break;
- case GL_POST_CONVOLUTION_RED_SCALE_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionScale[0];
- break;
- case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionScale[1];
- break;
- case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionScale[2];
- break;
- case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionScale[3];
- break;
- case GL_POST_CONVOLUTION_RED_BIAS_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionBias[0];
- break;
- case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionBias[1];
- break;
- case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionBias[2];
- break;
- case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
- CHECK_EXTENSION_F(EXT_convolution, pname);
- params[0] = ctx->Pixel.PostConvolutionBias[3];
- break;
- case GL_HISTOGRAM:
- CHECK_EXTENSION_F(EXT_histogram, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.HistogramEnabled);
- break;
- case GL_MINMAX:
- CHECK_EXTENSION_F(EXT_histogram, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MinMaxEnabled);
- break;
- case GL_COLOR_TABLE_SGI:
- CHECK_EXTENSION_F(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled);
- break;
- case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
- CHECK_EXTENSION_F(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostConvolutionColorTableEnabled);
- break;
- case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
- CHECK_EXTENSION_F(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostColorMatrixColorTableEnabled);
- break;
- case GL_TEXTURE_COLOR_TABLE_SGI:
- CHECK_EXTENSION_F(SGI_texture_color_table, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);
- break;
- case GL_COLOR_SUM_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.ColorSumEnabled);
- break;
- case GL_CURRENT_SECONDARY_COLOR_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0];
- params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1];
- params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2];
- params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3];
- }
- break;
- case GL_SECONDARY_COLOR_ARRAY_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.SecondaryColor.Enabled);
- break;
- case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Array.SecondaryColor.Type);
- break;
- case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- params[0] = (GLfloat)(ctx->Array.SecondaryColor.Stride);
- break;
- case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
- CHECK_EXTENSION_F(EXT_secondary_color, pname);
- params[0] = (GLfloat)(ctx->Array.SecondaryColor.Size);
- break;
- case GL_CURRENT_FOG_COORDINATE_EXT:
- CHECK_EXTENSION_F(EXT_fog_coord, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
- }
- break;
- case GL_FOG_COORDINATE_ARRAY_EXT:
- CHECK_EXTENSION_F(EXT_fog_coord, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.FogCoord.Enabled);
- break;
- case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_F(EXT_fog_coord, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Array.FogCoord.Type);
- break;
- case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_F(EXT_fog_coord, pname);
- params[0] = (GLfloat)(ctx->Array.FogCoord.Stride);
- break;
- case GL_FOG_COORDINATE_SOURCE_EXT:
- CHECK_EXTENSION_F(EXT_fog_coord, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Fog.FogCoordinateSource);
- break;
- case GL_MAX_TEXTURE_LOD_BIAS_EXT:
- CHECK_EXTENSION_F(EXT_texture_lod_bias, pname);
- params[0] = ctx->Const.MaxTextureLodBias;
- break;
- case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- CHECK_EXTENSION_F(EXT_texture_filter_anisotropic, pname);
- params[0] = ctx->Const.MaxTextureMaxAnisotropy;
- break;
- case GL_MULTISAMPLE_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled);
- break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage);
- break;
- case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne);
- break;
- case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage);
- break;
- case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = ctx->Multisample.SampleCoverageValue;
- break;
- case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert);
- break;
- case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = (GLfloat)(0);
- break;
- case GL_SAMPLES_ARB:
- CHECK_EXTENSION_F(ARB_multisample, pname);
- params[0] = (GLfloat)(0);
- break;
- case GL_RASTER_POSITION_UNCLIPPED_IBM:
- CHECK_EXTENSION_F(IBM_rasterpos_clip, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RasterPositionUnclipped);
- break;
- case GL_POINT_SPRITE_NV:
- CHECK_EXTENSION_F(NV_point_sprite, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite);
- break;
- case GL_POINT_SPRITE_R_MODE_NV:
- CHECK_EXTENSION_F(NV_point_sprite, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteRMode);
- break;
- case GL_POINT_SPRITE_COORD_ORIGIN:
- CHECK_EXTENSION_F(NV_point_sprite, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteOrigin);
- break;
- case GL_GENERATE_MIPMAP_HINT_SGIS:
- CHECK_EXTENSION_F(SGIS_generate_mipmap, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap);
- break;
- case GL_VERTEX_PROGRAM_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.Enabled);
- break;
- case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.PointSizeEnabled);
- break;
- case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.TwoSideEnabled);
- break;
- case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = (GLfloat)(ctx->Const.MaxProgramMatrixStackDepth);
- break;
- case GL_MAX_TRACK_MATRICES_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = (GLfloat)(ctx->Const.MaxProgramMatrices);
- break;
- case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->CurrentStack->Depth + 1);
- break;
- case GL_CURRENT_MATRIX_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = matrix[0];
- params[1] = matrix[1];
- params[2] = matrix[2];
- params[3] = matrix[3];
- params[4] = matrix[4];
- params[5] = matrix[5];
- params[6] = matrix[6];
- params[7] = matrix[7];
- params[8] = matrix[8];
- params[9] = matrix[9];
- params[10] = matrix[10];
- params[11] = matrix[11];
- params[12] = matrix[12];
- params[13] = matrix[13];
- params[14] = matrix[14];
- params[15] = matrix[15];
- }
- break;
- case GL_VERTEX_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = (GLfloat)((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));
- break;
- case GL_PROGRAM_ERROR_POSITION_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = (GLfloat)(ctx->Program.ErrorPos);
- break;
- case GL_VERTEX_ATTRIB_ARRAY0_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[0].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY1_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[1].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY2_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[2].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY3_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[3].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[4].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY5_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[5].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY6_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[6].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY7_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[7].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY8_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[8].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY9_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[9].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY10_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[10].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY11_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[11].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY12_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[12].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY13_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[13].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY14_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[14].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY15_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[15].Enabled);
- break;
- case GL_MAP1_VERTEX_ATTRIB0_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[0]);
- break;
- case GL_MAP1_VERTEX_ATTRIB1_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[1]);
- break;
- case GL_MAP1_VERTEX_ATTRIB2_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[2]);
- break;
- case GL_MAP1_VERTEX_ATTRIB3_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[3]);
- break;
- case GL_MAP1_VERTEX_ATTRIB4_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[4]);
- break;
- case GL_MAP1_VERTEX_ATTRIB5_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[5]);
- break;
- case GL_MAP1_VERTEX_ATTRIB6_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[6]);
- break;
- case GL_MAP1_VERTEX_ATTRIB7_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[7]);
- break;
- case GL_MAP1_VERTEX_ATTRIB8_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[8]);
- break;
- case GL_MAP1_VERTEX_ATTRIB9_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[9]);
- break;
- case GL_MAP1_VERTEX_ATTRIB10_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[10]);
- break;
- case GL_MAP1_VERTEX_ATTRIB11_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[11]);
- break;
- case GL_MAP1_VERTEX_ATTRIB12_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[12]);
- break;
- case GL_MAP1_VERTEX_ATTRIB13_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[13]);
- break;
- case GL_MAP1_VERTEX_ATTRIB14_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[14]);
- break;
- case GL_MAP1_VERTEX_ATTRIB15_4_NV:
- CHECK_EXTENSION_F(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[15]);
- break;
- case GL_FRAGMENT_PROGRAM_NV:
- CHECK_EXTENSION_F(NV_fragment_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);
- break;
- case GL_MAX_TEXTURE_COORDS_NV:
- CHECK_EXTENSION_F(NV_fragment_program, pname);
- params[0] = (GLfloat)(ctx->Const.MaxTextureCoordUnits);
- break;
- case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
- CHECK_EXTENSION_F(NV_fragment_program, pname);
- params[0] = (GLfloat)(ctx->Const.MaxTextureImageUnits);
- break;
- case GL_FRAGMENT_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_F(NV_fragment_program, pname);
- params[0] = (GLfloat)(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);
- break;
- case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
- CHECK_EXTENSION_F(NV_fragment_program, pname);
- params[0] = (GLfloat)(MAX_NV_FRAGMENT_PROGRAM_PARAMS);
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- CHECK_EXTENSION_F(NV_texture_rectangle, pname);
- params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));
- break;
- case GL_TEXTURE_BINDING_RECTANGLE_NV:
- CHECK_EXTENSION_F(NV_texture_rectangle, pname);
- params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);
- break;
- case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
- CHECK_EXTENSION_F(NV_texture_rectangle, pname);
- params[0] = (GLfloat)(ctx->Const.MaxTextureRectSize);
- break;
- case GL_STENCIL_TEST_TWO_SIDE_EXT:
- CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.TestTwoSide);
- break;
- case GL_ACTIVE_STENCIL_FACE_EXT:
- CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
- break;
- case GL_MAX_SHININESS_NV:
- CHECK_EXTENSION_F(NV_light_max_exponent, pname);
- params[0] = ctx->Const.MaxShininess;
- break;
- case GL_MAX_SPOT_EXPONENT_NV:
- CHECK_EXTENSION_F(NV_light_max_exponent, pname);
- params[0] = ctx->Const.MaxSpotExponent;
- break;
- case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name);
- break;
- case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.Vertex.BufferObj->Name);
- break;
- case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.Normal.BufferObj->Name);
- break;
- case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.Color.BufferObj->Name);
- break;
- case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.Index.BufferObj->Name);
- break;
- case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
- break;
- case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.EdgeFlag.BufferObj->Name);
- break;
- case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.SecondaryColor.BufferObj->Name);
- break;
- case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.FogCoord.BufferObj->Name);
- break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name);
- break;
- case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Pack.BufferObj->Name);
- break;
- case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);
- params[0] = (GLfloat)(ctx->Unpack.BufferObj->Name);
- break;
- case GL_MAX_VERTEX_ATTRIBS_ARB:
- CHECK_EXTENSION_F(ARB_vertex_program, pname);
- params[0] = (GLfloat)(ctx->Const.MaxVertexProgramAttribs);
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- CHECK_EXTENSION_F(ARB_fragment_program, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);
- break;
- case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
- CHECK_EXTENSION_F(ARB_fragment_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = matrix[0];
- params[1] = matrix[4];
- params[2] = matrix[8];
- params[3] = matrix[12];
- params[4] = matrix[1];
- params[5] = matrix[5];
- params[6] = matrix[9];
- params[7] = matrix[13];
- params[8] = matrix[2];
- params[9] = matrix[6];
- params[10] = matrix[10];
- params[11] = matrix[14];
- params[12] = matrix[3];
- params[13] = matrix[7];
- params[14] = matrix[11];
- params[15] = matrix[15];
- }
- break;
- case GL_DEPTH_BOUNDS_TEST_EXT:
- CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.BoundsTest);
- break;
- case GL_DEPTH_BOUNDS_EXT:
- CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);
- params[0] = ctx->Depth.BoundsMin;
- params[1] = ctx->Depth.BoundsMax;
- break;
- case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_F(MESA_program_debug, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.CallbackEnabled);
- break;
- case GL_VERTEX_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_F(MESA_program_debug, pname);
- params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.CallbackEnabled);
- break;
- case GL_FRAGMENT_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_F(MESA_program_debug, pname);
- params[0] = (GLfloat)(ctx->FragmentProgram.CurrentPosition);
- break;
- case GL_VERTEX_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_F(MESA_program_debug, pname);
- params[0] = (GLfloat)(ctx->VertexProgram.CurrentPosition);
- break;
- case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXTENSION_F(ARB_draw_buffers, pname);
- params[0] = (GLfloat)(ctx->Const.MaxDrawBuffers);
- break;
- case GL_DRAW_BUFFER0_ARB:
- CHECK_EXTENSION_F(ARB_draw_buffers, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);
- break;
- case GL_DRAW_BUFFER1_ARB:
- CHECK_EXTENSION_F(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[1];
- params[0] = ENUM_TO_FLOAT(buffer);
- }
- break;
- case GL_DRAW_BUFFER2_ARB:
- CHECK_EXTENSION_F(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[2];
- params[0] = ENUM_TO_FLOAT(buffer);
- }
- break;
- case GL_DRAW_BUFFER3_ARB:
- CHECK_EXTENSION_F(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[3];
- params[0] = ENUM_TO_FLOAT(buffer);
- }
- break;
- case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
- CHECK_EXTENSION_F(OES_read_format, pname);
- params[0] = (GLfloat)(ctx->Const.ColorReadType);
- break;
- case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
- CHECK_EXTENSION_F(OES_read_format, pname);
- params[0] = (GLfloat)(ctx->Const.ColorReadFormat);
- break;
- case GL_NUM_FRAGMENT_REGISTERS_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(6);
- break;
- case GL_NUM_FRAGMENT_CONSTANTS_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(8);
- break;
- case GL_NUM_PASSES_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(2);
- break;
- case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(8);
- break;
- case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(16);
- break;
- case GL_COLOR_ALPHA_PAIRING_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = BOOLEAN_TO_FLOAT(GL_TRUE);
- break;
- case GL_NUM_LOOPBACK_COMPONENTS_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(3);
- break;
- case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
- CHECK_EXTENSION_F(ATI_fragment_shader, pname);
- params[0] = (GLfloat)(3);
- break;
- case GL_STENCIL_BACK_FUNC:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[1]);
- break;
- case GL_STENCIL_BACK_VALUE_MASK:
- params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]);
- break;
- case GL_STENCIL_BACK_REF:
- params[0] = (GLfloat)(ctx->Stencil.Ref[1]);
- break;
- case GL_STENCIL_BACK_FAIL:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[1]);
- break;
- case GL_FRAMEBUFFER_BINDING_EXT:
- CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
- params[0] = (GLfloat)(ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0);
- break;
- case GL_RENDERBUFFER_BINDING_EXT:
- CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
- params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
- break;
- case GL_MAX_COLOR_ATTACHMENTS_EXT:
- CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
- params[0] = (GLfloat)(ctx->Const.MaxColorAttachments);
- break;
- case GL_MAX_RENDERBUFFER_SIZE_EXT:
- CHECK_EXTENSION_F(EXT_framebuffer_object, pname);
- params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
- }
-}
-
-void GLAPIENTRY
-_mesa_GetIntegerv( GLenum pname, GLint *params )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!params)
- return;
-
- if (ctx->Driver.GetIntegerv &&
- ctx->Driver.GetIntegerv(ctx, pname, params))
- return;
-
- switch (pname) {
- case GL_ACCUM_RED_BITS:
- params[0] = ctx->Visual.accumRedBits;
- break;
- case GL_ACCUM_GREEN_BITS:
- params[0] = ctx->Visual.accumGreenBits;
- break;
- case GL_ACCUM_BLUE_BITS:
- params[0] = ctx->Visual.accumBlueBits;
- break;
- case GL_ACCUM_ALPHA_BITS:
- params[0] = ctx->Visual.accumAlphaBits;
- break;
- case GL_ACCUM_CLEAR_VALUE:
- params[0] = FLOAT_TO_INT(ctx->Accum.ClearColor[0]);
- params[1] = FLOAT_TO_INT(ctx->Accum.ClearColor[1]);
- params[2] = FLOAT_TO_INT(ctx->Accum.ClearColor[2]);
- params[3] = FLOAT_TO_INT(ctx->Accum.ClearColor[3]);
- break;
- case GL_ALPHA_BIAS:
- params[0] = IROUND(ctx->Pixel.AlphaBias);
- break;
- case GL_ALPHA_BITS:
- params[0] = ctx->Visual.alphaBits;
- break;
- case GL_ALPHA_SCALE:
- params[0] = IROUND(ctx->Pixel.AlphaScale);
- break;
- case GL_ALPHA_TEST:
- params[0] = BOOLEAN_TO_INT(ctx->Color.AlphaEnabled);
- break;
- case GL_ALPHA_TEST_FUNC:
- params[0] = ENUM_TO_INT(ctx->Color.AlphaFunc);
- break;
- case GL_ALPHA_TEST_REF:
- params[0] = FLOAT_TO_INT(ctx->Color.AlphaRef);
- break;
- case GL_ATTRIB_STACK_DEPTH:
- params[0] = ctx->AttribStackDepth;
- break;
- case GL_AUTO_NORMAL:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.AutoNormal);
- break;
- case GL_AUX_BUFFERS:
- params[0] = ctx->Visual.numAuxBuffers;
- break;
- case GL_BLEND:
- params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled);
- break;
- case GL_BLEND_DST:
- params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC:
- params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_SRC_RGB_EXT:
- params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
- break;
- case GL_BLEND_DST_RGB_EXT:
- params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
- break;
- case GL_BLEND_SRC_ALPHA_EXT:
- params[0] = ENUM_TO_INT(ctx->Color.BlendSrcA);
- break;
- case GL_BLEND_DST_ALPHA_EXT:
- params[0] = ENUM_TO_INT(ctx->Color.BlendDstA);
- break;
- case GL_BLEND_EQUATION:
- params[0] = ENUM_TO_INT(ctx->Color.BlendEquationRGB );
- break;
- case GL_BLEND_EQUATION_ALPHA_EXT:
- params[0] = ENUM_TO_INT(ctx->Color.BlendEquationA );
- break;
- case GL_BLEND_COLOR_EXT:
- params[0] = FLOAT_TO_INT(ctx->Color.BlendColor[0]);
- params[1] = FLOAT_TO_INT(ctx->Color.BlendColor[1]);
- params[2] = FLOAT_TO_INT(ctx->Color.BlendColor[2]);
- params[3] = FLOAT_TO_INT(ctx->Color.BlendColor[3]);
- break;
- case GL_BLUE_BIAS:
- params[0] = IROUND(ctx->Pixel.BlueBias);
- break;
- case GL_BLUE_BITS:
- params[0] = ctx->Visual.blueBits;
- break;
- case GL_BLUE_SCALE:
- params[0] = IROUND(ctx->Pixel.BlueScale);
- break;
- case GL_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = ctx->ClientAttribStackDepth;
- break;
- case GL_CLIP_PLANE0:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
- break;
- case GL_CLIP_PLANE1:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
- break;
- case GL_CLIP_PLANE2:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
- break;
- case GL_CLIP_PLANE3:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
- break;
- case GL_CLIP_PLANE4:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
- break;
- case GL_CLIP_PLANE5:
- params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
- break;
- case GL_COLOR_CLEAR_VALUE:
- params[0] = FLOAT_TO_INT(ctx->Color.ClearColor[0]);
- params[1] = FLOAT_TO_INT(ctx->Color.ClearColor[1]);
- params[2] = FLOAT_TO_INT(ctx->Color.ClearColor[2]);
- params[3] = FLOAT_TO_INT(ctx->Color.ClearColor[3]);
- break;
- case GL_COLOR_MATERIAL:
- params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled);
- break;
- case GL_COLOR_MATERIAL_FACE:
- params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialFace);
- break;
- case GL_COLOR_MATERIAL_PARAMETER:
- params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialMode);
- break;
- case GL_COLOR_WRITEMASK:
- params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
- params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
- params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
- params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
- break;
- case GL_CULL_FACE:
- params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag);
- break;
- case GL_CULL_FACE_MODE:
- params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode);
- break;
- case GL_CURRENT_COLOR:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
- params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
- params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
- params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
- }
- break;
- case GL_CURRENT_INDEX:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = IROUND(ctx->Current.Index);
- }
- break;
- case GL_CURRENT_NORMAL:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
- params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
- params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
- }
- break;
- case GL_CURRENT_RASTER_COLOR:
- params[0] = FLOAT_TO_INT(ctx->Current.RasterColor[0]);
- params[1] = FLOAT_TO_INT(ctx->Current.RasterColor[1]);
- params[2] = FLOAT_TO_INT(ctx->Current.RasterColor[2]);
- params[3] = FLOAT_TO_INT(ctx->Current.RasterColor[3]);
- break;
- case GL_CURRENT_RASTER_DISTANCE:
- params[0] = IROUND(ctx->Current.RasterDistance);
- break;
- case GL_CURRENT_RASTER_INDEX:
- params[0] = IROUND(ctx->Current.RasterIndex);
- break;
- case GL_CURRENT_RASTER_POSITION:
- params[0] = IROUND(ctx->Current.RasterPos[0]);
- params[1] = IROUND(ctx->Current.RasterPos[1]);
- params[2] = IROUND(ctx->Current.RasterPos[2]);
- params[3] = IROUND(ctx->Current.RasterPos[3]);
- break;
- case GL_CURRENT_RASTER_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = IROUND(ctx->Current.RasterTexCoords[texUnit][0]);
- params[1] = IROUND(ctx->Current.RasterTexCoords[texUnit][1]);
- params[2] = IROUND(ctx->Current.RasterTexCoords[texUnit][2]);
- params[3] = IROUND(ctx->Current.RasterTexCoords[texUnit][3]);
- }
- break;
- case GL_CURRENT_RASTER_POSITION_VALID:
- params[0] = BOOLEAN_TO_INT(ctx->Current.RasterPosValid);
- break;
- case GL_CURRENT_TEXTURE_COORDS:
- {
- const GLuint texUnit = ctx->Texture.CurrentUnit;
- params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
- params[1] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
- params[2] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
- params[3] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
- }
- break;
- case GL_DEPTH_BIAS:
- params[0] = IROUND(ctx->Pixel.DepthBias);
- break;
- case GL_DEPTH_BITS:
- params[0] = ctx->Visual.depthBits;
- break;
- case GL_DEPTH_CLEAR_VALUE:
- params[0] = IROUND(ctx->Depth.Clear);
- break;
- case GL_DEPTH_FUNC:
- params[0] = ENUM_TO_INT(ctx->Depth.Func);
- break;
- case GL_DEPTH_RANGE:
- params[0] = FLOAT_TO_INT(ctx->Viewport.Near);
- params[1] = FLOAT_TO_INT(ctx->Viewport.Far);
- break;
- case GL_DEPTH_SCALE:
- params[0] = IROUND(ctx->Pixel.DepthScale);
- break;
- case GL_DEPTH_TEST:
- params[0] = BOOLEAN_TO_INT(ctx->Depth.Test);
- break;
- case GL_DEPTH_WRITEMASK:
- params[0] = BOOLEAN_TO_INT(ctx->Depth.Mask);
- break;
- case GL_DITHER:
- params[0] = BOOLEAN_TO_INT(ctx->Color.DitherFlag);
- break;
- case GL_DOUBLEBUFFER:
- params[0] = BOOLEAN_TO_INT(ctx->Visual.doubleBufferMode);
- break;
- case GL_DRAW_BUFFER:
- params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);
- break;
- case GL_EDGE_FLAG:
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = BOOLEAN_TO_INT(ctx->Current.EdgeFlag);
- }
- break;
- case GL_FEEDBACK_BUFFER_SIZE:
- params[0] = ctx->Feedback.BufferSize;
- break;
- case GL_FEEDBACK_BUFFER_TYPE:
- params[0] = ENUM_TO_INT(ctx->Feedback.Type);
- break;
- case GL_FOG:
- params[0] = BOOLEAN_TO_INT(ctx->Fog.Enabled);
- break;
- case GL_FOG_COLOR:
- params[0] = FLOAT_TO_INT(ctx->Fog.Color[0]);
- params[1] = FLOAT_TO_INT(ctx->Fog.Color[1]);
- params[2] = FLOAT_TO_INT(ctx->Fog.Color[2]);
- params[3] = FLOAT_TO_INT(ctx->Fog.Color[3]);
- break;
- case GL_FOG_DENSITY:
- params[0] = IROUND(ctx->Fog.Density);
- break;
- case GL_FOG_END:
- params[0] = IROUND(ctx->Fog.End);
- break;
- case GL_FOG_HINT:
- params[0] = ENUM_TO_INT(ctx->Hint.Fog);
- break;
- case GL_FOG_INDEX:
- params[0] = IROUND(ctx->Fog.Index);
- break;
- case GL_FOG_MODE:
- params[0] = ENUM_TO_INT(ctx->Fog.Mode);
- break;
- case GL_FOG_START:
- params[0] = IROUND(ctx->Fog.Start);
- break;
- case GL_FRONT_FACE:
- params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace);
- break;
- case GL_GREEN_BIAS:
- params[0] = IROUND(ctx->Pixel.GreenBias);
- break;
- case GL_GREEN_BITS:
- params[0] = ctx->Visual.greenBits;
- break;
- case GL_GREEN_SCALE:
- params[0] = IROUND(ctx->Pixel.GreenScale);
- break;
- case GL_INDEX_BITS:
- params[0] = ctx->Visual.indexBits;
- break;
- case GL_INDEX_CLEAR_VALUE:
- params[0] = ctx->Color.ClearIndex;
- break;
- case GL_INDEX_MODE:
- params[0] = BOOLEAN_TO_INT(!ctx->Visual.rgbMode);
- break;
- case GL_INDEX_OFFSET:
- params[0] = ctx->Pixel.IndexOffset;
- break;
- case GL_INDEX_SHIFT:
- params[0] = ctx->Pixel.IndexShift;
- break;
- case GL_INDEX_WRITEMASK:
- params[0] = ctx->Color.IndexMask;
- break;
- case GL_LIGHT0:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[0].Enabled);
- break;
- case GL_LIGHT1:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[1].Enabled);
- break;
- case GL_LIGHT2:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[2].Enabled);
- break;
- case GL_LIGHT3:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[3].Enabled);
- break;
- case GL_LIGHT4:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[4].Enabled);
- break;
- case GL_LIGHT5:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[5].Enabled);
- break;
- case GL_LIGHT6:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[6].Enabled);
- break;
- case GL_LIGHT7:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Light[7].Enabled);
- break;
- case GL_LIGHTING:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Enabled);
- break;
- case GL_LIGHT_MODEL_AMBIENT:
- params[0] = FLOAT_TO_INT(ctx->Light.Model.Ambient[0]);
- params[1] = FLOAT_TO_INT(ctx->Light.Model.Ambient[1]);
- params[2] = FLOAT_TO_INT(ctx->Light.Model.Ambient[2]);
- params[3] = FLOAT_TO_INT(ctx->Light.Model.Ambient[3]);
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL:
- params[0] = ENUM_TO_INT(ctx->Light.Model.ColorControl);
- break;
- case GL_LIGHT_MODEL_LOCAL_VIEWER:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Model.LocalViewer);
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide);
- break;
- case GL_LINE_SMOOTH:
- params[0] = BOOLEAN_TO_INT(ctx->Line.SmoothFlag);
- break;
- case GL_LINE_SMOOTH_HINT:
- params[0] = ENUM_TO_INT(ctx->Hint.LineSmooth);
- break;
- case GL_LINE_STIPPLE:
- params[0] = BOOLEAN_TO_INT(ctx->Line.StippleFlag);
- break;
- case GL_LINE_STIPPLE_PATTERN:
- params[0] = ctx->Line.StipplePattern;
- break;
- case GL_LINE_STIPPLE_REPEAT:
- params[0] = ctx->Line.StippleFactor;
- break;
- case GL_LINE_WIDTH:
- params[0] = IROUND(ctx->Line.Width);
- break;
- case GL_LINE_WIDTH_GRANULARITY:
- params[0] = IROUND(ctx->Const.LineWidthGranularity);
- break;
- case GL_LINE_WIDTH_RANGE:
- params[0] = IROUND(ctx->Const.MinLineWidthAA);
- params[1] = IROUND(ctx->Const.MaxLineWidthAA);
- break;
- case GL_ALIASED_LINE_WIDTH_RANGE:
- params[0] = IROUND(ctx->Const.MinLineWidth);
- params[1] = IROUND(ctx->Const.MaxLineWidth);
- break;
- case GL_LIST_BASE:
- params[0] = ctx->List.ListBase;
- break;
- case GL_LIST_INDEX:
- params[0] = ctx->ListState.CurrentListNum;
- break;
- case GL_LIST_MODE:
- {
- GLenum mode;
- if (!ctx->CompileFlag)
- mode = 0;
- else if (ctx->ExecuteFlag)
- mode = GL_COMPILE_AND_EXECUTE;
- else
- mode = GL_COMPILE;
- params[0] = ENUM_TO_INT(mode);
- }
- break;
- case GL_INDEX_LOGIC_OP:
- params[0] = BOOLEAN_TO_INT(ctx->Color.IndexLogicOpEnabled);
- break;
- case GL_COLOR_LOGIC_OP:
- params[0] = BOOLEAN_TO_INT(ctx->Color.ColorLogicOpEnabled);
- break;
- case GL_LOGIC_OP_MODE:
- params[0] = ENUM_TO_INT(ctx->Color.LogicOp);
- break;
- case GL_MAP1_COLOR_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Color4);
- break;
- case GL_MAP1_GRID_DOMAIN:
- params[0] = IROUND(ctx->Eval.MapGrid1u1);
- params[1] = IROUND(ctx->Eval.MapGrid1u2);
- break;
- case GL_MAP1_GRID_SEGMENTS:
- params[0] = ctx->Eval.MapGrid1un;
- break;
- case GL_MAP1_INDEX:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Index);
- break;
- case GL_MAP1_NORMAL:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Normal);
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord1);
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord2);
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord3);
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord4);
- break;
- case GL_MAP1_VERTEX_3:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex3);
- break;
- case GL_MAP1_VERTEX_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex4);
- break;
- case GL_MAP2_COLOR_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Color4);
- break;
- case GL_MAP2_GRID_DOMAIN:
- params[0] = IROUND(ctx->Eval.MapGrid2u1);
- params[1] = IROUND(ctx->Eval.MapGrid2u2);
- params[2] = IROUND(ctx->Eval.MapGrid2v1);
- params[3] = IROUND(ctx->Eval.MapGrid2v2);
- break;
- case GL_MAP2_GRID_SEGMENTS:
- params[0] = ctx->Eval.MapGrid2un;
- params[1] = ctx->Eval.MapGrid2vn;
- break;
- case GL_MAP2_INDEX:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Index);
- break;
- case GL_MAP2_NORMAL:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Normal);
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord1);
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord2);
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord3);
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord4);
- break;
- case GL_MAP2_VERTEX_3:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex3);
- break;
- case GL_MAP2_VERTEX_4:
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex4);
- break;
- case GL_MAP_COLOR:
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapColorFlag);
- break;
- case GL_MAP_STENCIL:
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapStencilFlag);
- break;
- case GL_MATRIX_MODE:
- params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode);
- break;
- case GL_MAX_ATTRIB_STACK_DEPTH:
- params[0] = MAX_ATTRIB_STACK_DEPTH;
- break;
- case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
- params[0] = MAX_CLIENT_ATTRIB_STACK_DEPTH;
- break;
- case GL_MAX_CLIP_PLANES:
- params[0] = ctx->Const.MaxClipPlanes;
- break;
- case GL_MAX_ELEMENTS_VERTICES:
- params[0] = ctx->Const.MaxArrayLockSize;
- break;
- case GL_MAX_ELEMENTS_INDICES:
- params[0] = ctx->Const.MaxArrayLockSize;
- break;
- case GL_MAX_EVAL_ORDER:
- params[0] = MAX_EVAL_ORDER;
- break;
- case GL_MAX_LIGHTS:
- params[0] = ctx->Const.MaxLights;
- break;
- case GL_MAX_LIST_NESTING:
- params[0] = MAX_LIST_NESTING;
- break;
- case GL_MAX_MODELVIEW_STACK_DEPTH:
- params[0] = MAX_MODELVIEW_STACK_DEPTH;
- break;
- case GL_MAX_NAME_STACK_DEPTH:
- params[0] = MAX_NAME_STACK_DEPTH;
- break;
- case GL_MAX_PIXEL_MAP_TABLE:
- params[0] = MAX_PIXEL_MAP_TABLE;
- break;
- case GL_MAX_PROJECTION_STACK_DEPTH:
- params[0] = MAX_PROJECTION_STACK_DEPTH;
- break;
- case GL_MAX_TEXTURE_SIZE:
- params[0] = 1 << (ctx->Const.MaxTextureLevels - 1);
- break;
- case GL_MAX_3D_TEXTURE_SIZE:
- params[0] = 1 << (ctx->Const.Max3DTextureLevels - 1);
- break;
- case GL_MAX_TEXTURE_STACK_DEPTH:
- params[0] = MAX_TEXTURE_STACK_DEPTH;
- break;
- case GL_MAX_VIEWPORT_DIMS:
- params[0] = ctx->Const.MaxViewportWidth;
- params[1] = ctx->Const.MaxViewportHeight;
- break;
- case GL_MODELVIEW_MATRIX:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[1]);
- params[2] = IROUND(matrix[2]);
- params[3] = IROUND(matrix[3]);
- params[4] = IROUND(matrix[4]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[6]);
- params[7] = IROUND(matrix[7]);
- params[8] = IROUND(matrix[8]);
- params[9] = IROUND(matrix[9]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[11]);
- params[12] = IROUND(matrix[12]);
- params[13] = IROUND(matrix[13]);
- params[14] = IROUND(matrix[14]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_MODELVIEW_STACK_DEPTH:
- params[0] = ctx->ModelviewMatrixStack.Depth + 1;
- break;
- case GL_NAME_STACK_DEPTH:
- params[0] = ctx->Select.NameStackDepth;
- break;
- case GL_NORMALIZE:
- params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize);
- break;
- case GL_PACK_ALIGNMENT:
- params[0] = ctx->Pack.Alignment;
- break;
- case GL_PACK_LSB_FIRST:
- params[0] = BOOLEAN_TO_INT(ctx->Pack.LsbFirst);
- break;
- case GL_PACK_ROW_LENGTH:
- params[0] = ctx->Pack.RowLength;
- break;
- case GL_PACK_SKIP_PIXELS:
- params[0] = ctx->Pack.SkipPixels;
- break;
- case GL_PACK_SKIP_ROWS:
- params[0] = ctx->Pack.SkipRows;
- break;
- case GL_PACK_SWAP_BYTES:
- params[0] = BOOLEAN_TO_INT(ctx->Pack.SwapBytes);
- break;
- case GL_PACK_SKIP_IMAGES_EXT:
- params[0] = ctx->Pack.SkipImages;
- break;
- case GL_PACK_IMAGE_HEIGHT_EXT:
- params[0] = ctx->Pack.ImageHeight;
- break;
- case GL_PACK_INVERT_MESA:
- params[0] = BOOLEAN_TO_INT(ctx->Pack.Invert);
- break;
- case GL_PERSPECTIVE_CORRECTION_HINT:
- params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection);
- break;
- case GL_PIXEL_MAP_A_TO_A_SIZE:
- params[0] = ctx->Pixel.MapAtoAsize;
- break;
- case GL_PIXEL_MAP_B_TO_B_SIZE:
- params[0] = ctx->Pixel.MapBtoBsize;
- break;
- case GL_PIXEL_MAP_G_TO_G_SIZE:
- params[0] = ctx->Pixel.MapGtoGsize;
- break;
- case GL_PIXEL_MAP_I_TO_A_SIZE:
- params[0] = ctx->Pixel.MapItoAsize;
- break;
- case GL_PIXEL_MAP_I_TO_B_SIZE:
- params[0] = ctx->Pixel.MapItoBsize;
- break;
- case GL_PIXEL_MAP_I_TO_G_SIZE:
- params[0] = ctx->Pixel.MapItoGsize;
- break;
- case GL_PIXEL_MAP_I_TO_I_SIZE:
- params[0] = ctx->Pixel.MapItoIsize;
- break;
- case GL_PIXEL_MAP_I_TO_R_SIZE:
- params[0] = ctx->Pixel.MapItoRsize;
- break;
- case GL_PIXEL_MAP_R_TO_R_SIZE:
- params[0] = ctx->Pixel.MapRtoRsize;
- break;
- case GL_PIXEL_MAP_S_TO_S_SIZE:
- params[0] = ctx->Pixel.MapStoSsize;
- break;
- case GL_POINT_SIZE:
- params[0] = IROUND(ctx->Point.Size);
- break;
- case GL_POINT_SIZE_GRANULARITY:
- params[0] = IROUND(ctx->Const.PointSizeGranularity);
- break;
- case GL_POINT_SIZE_RANGE:
- params[0] = IROUND(ctx->Const.MinPointSizeAA);
- params[1] = IROUND(ctx->Const.MaxPointSizeAA);
- break;
- case GL_ALIASED_POINT_SIZE_RANGE:
- params[0] = IROUND(ctx->Const.MinPointSize);
- params[1] = IROUND(ctx->Const.MaxPointSize);
- break;
- case GL_POINT_SMOOTH:
- params[0] = BOOLEAN_TO_INT(ctx->Point.SmoothFlag);
- break;
- case GL_POINT_SMOOTH_HINT:
- params[0] = ENUM_TO_INT(ctx->Hint.PointSmooth);
- break;
- case GL_POINT_SIZE_MIN_EXT:
- params[0] = IROUND(ctx->Point.MinSize);
- break;
- case GL_POINT_SIZE_MAX_EXT:
- params[0] = IROUND(ctx->Point.MaxSize);
- break;
- case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
- params[0] = IROUND(ctx->Point.Threshold);
- break;
- case GL_DISTANCE_ATTENUATION_EXT:
- params[0] = IROUND(ctx->Point.Params[0]);
- params[1] = IROUND(ctx->Point.Params[1]);
- params[2] = IROUND(ctx->Point.Params[2]);
- break;
- case GL_POLYGON_MODE:
- params[0] = ENUM_TO_INT(ctx->Polygon.FrontMode);
- params[1] = ENUM_TO_INT(ctx->Polygon.BackMode);
- break;
- case GL_POLYGON_OFFSET_BIAS_EXT:
- params[0] = IROUND(ctx->Polygon.OffsetUnits);
- break;
- case GL_POLYGON_OFFSET_FACTOR:
- params[0] = IROUND(ctx->Polygon.OffsetFactor );
- break;
- case GL_POLYGON_OFFSET_UNITS:
- params[0] = IROUND(ctx->Polygon.OffsetUnits );
- break;
- case GL_POLYGON_SMOOTH:
- params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag);
- break;
- case GL_POLYGON_SMOOTH_HINT:
- params[0] = ENUM_TO_INT(ctx->Hint.PolygonSmooth);
- break;
- case GL_POLYGON_STIPPLE:
- params[0] = BOOLEAN_TO_INT(ctx->Polygon.StippleFlag);
- break;
- case GL_PROJECTION_MATRIX:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[1]);
- params[2] = IROUND(matrix[2]);
- params[3] = IROUND(matrix[3]);
- params[4] = IROUND(matrix[4]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[6]);
- params[7] = IROUND(matrix[7]);
- params[8] = IROUND(matrix[8]);
- params[9] = IROUND(matrix[9]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[11]);
- params[12] = IROUND(matrix[12]);
- params[13] = IROUND(matrix[13]);
- params[14] = IROUND(matrix[14]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_PROJECTION_STACK_DEPTH:
- params[0] = ctx->ProjectionMatrixStack.Depth + 1;
- break;
- case GL_READ_BUFFER:
- params[0] = ENUM_TO_INT(ctx->Pixel.ReadBuffer);
- break;
- case GL_RED_BIAS:
- params[0] = IROUND(ctx->Pixel.RedBias);
- break;
- case GL_RED_BITS:
- params[0] = ctx->Visual.redBits ;
- break;
- case GL_RED_SCALE:
- params[0] = IROUND(ctx->Pixel.RedScale);
- break;
- case GL_RENDER_MODE:
- params[0] = ENUM_TO_INT(ctx->RenderMode);
- break;
- case GL_RESCALE_NORMAL:
- params[0] = BOOLEAN_TO_INT(ctx->Transform.RescaleNormals);
- break;
- case GL_RGBA_MODE:
- params[0] = BOOLEAN_TO_INT(ctx->Visual.rgbMode);
- break;
- case GL_SCISSOR_BOX:
- params[0] = ctx->Scissor.X;
- params[1] = ctx->Scissor.Y;
- params[2] = ctx->Scissor.Width;
- params[3] = ctx->Scissor.Height;
- break;
- case GL_SCISSOR_TEST:
- params[0] = BOOLEAN_TO_INT(ctx->Scissor.Enabled);
- break;
- case GL_SELECTION_BUFFER_SIZE:
- params[0] = ctx->Select.BufferSize;
- break;
- case GL_SHADE_MODEL:
- params[0] = ENUM_TO_INT(ctx->Light.ShadeModel);
- break;
- case GL_SHARED_TEXTURE_PALETTE_EXT:
- params[0] = BOOLEAN_TO_INT(ctx->Texture.SharedPalette);
- break;
- case GL_STENCIL_BITS:
- params[0] = ctx->Visual.stencilBits;
- break;
- case GL_STENCIL_CLEAR_VALUE:
- params[0] = ctx->Stencil.Clear;
- break;
- case GL_STENCIL_FAIL:
- params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_FUNC:
- params[0] = ENUM_TO_INT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
- break;
- case GL_STENCIL_REF:
- params[0] = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
- break;
- case GL_STENCIL_TEST:
- params[0] = BOOLEAN_TO_INT(ctx->Stencil.Enabled);
- break;
- case GL_STENCIL_VALUE_MASK:
- params[0] = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
- break;
- case GL_STENCIL_WRITEMASK:
- params[0] = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
- break;
- case GL_STEREO:
- params[0] = BOOLEAN_TO_INT(ctx->Visual.stereoMode);
- break;
- case GL_SUBPIXEL_BITS:
- params[0] = ctx->Const.SubPixelBits;
- break;
- case GL_TEXTURE_1D:
- params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D));
- break;
- case GL_TEXTURE_2D:
- params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D));
- break;
- case GL_TEXTURE_3D:
- params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));
- break;
- case GL_TEXTURE_BINDING_1D:
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name;
- break;
- case GL_TEXTURE_BINDING_2D:
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name;
- break;
- case GL_TEXTURE_BINDING_3D:
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name;
- break;
- case GL_TEXTURE_ENV_COLOR:
- {
- const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
- params[0] = FLOAT_TO_INT(color[0]);
- params[1] = FLOAT_TO_INT(color[1]);
- params[2] = FLOAT_TO_INT(color[2]);
- params[3] = FLOAT_TO_INT(color[3]);
- }
- break;
- case GL_TEXTURE_ENV_MODE:
- params[0] = ENUM_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
- break;
- case GL_TEXTURE_GEN_S:
- params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_T:
- params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_R:
- params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_GEN_Q:
- params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));
- break;
- case GL_TEXTURE_MATRIX:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[1]);
- params[2] = IROUND(matrix[2]);
- params[3] = IROUND(matrix[3]);
- params[4] = IROUND(matrix[4]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[6]);
- params[7] = IROUND(matrix[7]);
- params[8] = IROUND(matrix[8]);
- params[9] = IROUND(matrix[9]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[11]);
- params[12] = IROUND(matrix[12]);
- params[13] = IROUND(matrix[13]);
- params[14] = IROUND(matrix[14]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_TEXTURE_STACK_DEPTH:
- params[0] = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1;
- break;
- case GL_UNPACK_ALIGNMENT:
- params[0] = ctx->Unpack.Alignment;
- break;
- case GL_UNPACK_LSB_FIRST:
- params[0] = BOOLEAN_TO_INT(ctx->Unpack.LsbFirst);
- break;
- case GL_UNPACK_ROW_LENGTH:
- params[0] = ctx->Unpack.RowLength;
- break;
- case GL_UNPACK_SKIP_PIXELS:
- params[0] = ctx->Unpack.SkipPixels;
- break;
- case GL_UNPACK_SKIP_ROWS:
- params[0] = ctx->Unpack.SkipRows;
- break;
- case GL_UNPACK_SWAP_BYTES:
- params[0] = BOOLEAN_TO_INT(ctx->Unpack.SwapBytes);
- break;
- case GL_UNPACK_SKIP_IMAGES_EXT:
- params[0] = ctx->Unpack.SkipImages;
- break;
- case GL_UNPACK_IMAGE_HEIGHT_EXT:
- params[0] = ctx->Unpack.ImageHeight;
- break;
- case GL_UNPACK_CLIENT_STORAGE_APPLE:
- params[0] = BOOLEAN_TO_INT(ctx->Unpack.ClientStorage);
- break;
- case GL_VIEWPORT:
- params[0] = ctx->Viewport.X;
- params[1] = ctx->Viewport.Y;
- params[2] = ctx->Viewport.Width;
- params[3] = ctx->Viewport.Height;
- break;
- case GL_ZOOM_X:
- params[0] = IROUND(ctx->Pixel.ZoomX);
- break;
- case GL_ZOOM_Y:
- params[0] = IROUND(ctx->Pixel.ZoomY);
- break;
- case GL_VERTEX_ARRAY:
- params[0] = BOOLEAN_TO_INT(ctx->Array.Vertex.Enabled);
- break;
- case GL_VERTEX_ARRAY_SIZE:
- params[0] = ctx->Array.Vertex.Size;
- break;
- case GL_VERTEX_ARRAY_TYPE:
- params[0] = ENUM_TO_INT(ctx->Array.Vertex.Type);
- break;
- case GL_VERTEX_ARRAY_STRIDE:
- params[0] = ctx->Array.Vertex.Stride;
- break;
- case GL_VERTEX_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_NORMAL_ARRAY:
- params[0] = ENUM_TO_INT(ctx->Array.Normal.Enabled);
- break;
- case GL_NORMAL_ARRAY_TYPE:
- params[0] = ENUM_TO_INT(ctx->Array.Normal.Type);
- break;
- case GL_NORMAL_ARRAY_STRIDE:
- params[0] = ctx->Array.Normal.Stride;
- break;
- case GL_NORMAL_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_COLOR_ARRAY:
- params[0] = BOOLEAN_TO_INT(ctx->Array.Color.Enabled);
- break;
- case GL_COLOR_ARRAY_SIZE:
- params[0] = ctx->Array.Color.Size;
- break;
- case GL_COLOR_ARRAY_TYPE:
- params[0] = ENUM_TO_INT(ctx->Array.Color.Type);
- break;
- case GL_COLOR_ARRAY_STRIDE:
- params[0] = ctx->Array.Color.Stride;
- break;
- case GL_COLOR_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_INDEX_ARRAY:
- params[0] = BOOLEAN_TO_INT(ctx->Array.Index.Enabled);
- break;
- case GL_INDEX_ARRAY_TYPE:
- params[0] = ENUM_TO_INT(ctx->Array.Index.Type);
- break;
- case GL_INDEX_ARRAY_STRIDE:
- params[0] = ctx->Array.Index.Stride;
- break;
- case GL_INDEX_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_TEXTURE_COORD_ARRAY:
- params[0] = BOOLEAN_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);
- break;
- case GL_TEXTURE_COORD_ARRAY_SIZE:
- params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size;
- break;
- case GL_TEXTURE_COORD_ARRAY_TYPE:
- params[0] = ENUM_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
- break;
- case GL_TEXTURE_COORD_ARRAY_STRIDE:
- params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride;
- break;
- case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_EDGE_FLAG_ARRAY:
- params[0] = BOOLEAN_TO_INT(ctx->Array.EdgeFlag.Enabled);
- break;
- case GL_EDGE_FLAG_ARRAY_STRIDE:
- params[0] = ctx->Array.EdgeFlag.Stride;
- break;
- case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
- params[0] = 0;
- break;
- case GL_MAX_TEXTURE_UNITS_ARB:
- CHECK_EXTENSION_I(ARB_multitexture, pname);
- params[0] = MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits);
- break;
- case GL_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_I(ARB_multitexture, pname);
- params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
- break;
- case GL_CLIENT_ACTIVE_TEXTURE_ARB:
- CHECK_EXTENSION_I(ARB_multitexture, pname);
- params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
- break;
- case GL_TEXTURE_CUBE_MAP_ARB:
- CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
- params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
- break;
- case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
- CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name;
- break;
- case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
- CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
- params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1));
- break;
- case GL_TEXTURE_COMPRESSION_HINT_ARB:
- CHECK_EXTENSION_I(ARB_texture_compression, pname);
- params[0] = ctx->Hint.TextureCompression;
- break;
- case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_I(ARB_texture_compression, pname);
- params[0] = _mesa_get_compressed_formats(ctx, NULL);
- break;
- case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
- CHECK_EXTENSION_I(ARB_texture_compression, pname);
- {
- GLint formats[100];
- GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
- for (i = 0; i < n; i++)
- params[i] = ENUM_TO_BOOLEAN(formats[i]);
- }
- break;
- case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
- CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
- params[0] = ctx->Array.LockFirst;
- break;
- case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
- CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
- params[0] = ctx->Array.LockCount;
- break;
- case GL_TRANSPOSE_COLOR_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[4]);
- params[2] = IROUND(matrix[8]);
- params[3] = IROUND(matrix[12]);
- params[4] = IROUND(matrix[1]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[9]);
- params[7] = IROUND(matrix[13]);
- params[8] = IROUND(matrix[2]);
- params[9] = IROUND(matrix[6]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[14]);
- params[12] = IROUND(matrix[3]);
- params[13] = IROUND(matrix[7]);
- params[14] = IROUND(matrix[11]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[4]);
- params[2] = IROUND(matrix[8]);
- params[3] = IROUND(matrix[12]);
- params[4] = IROUND(matrix[1]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[9]);
- params[7] = IROUND(matrix[13]);
- params[8] = IROUND(matrix[2]);
- params[9] = IROUND(matrix[6]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[14]);
- params[12] = IROUND(matrix[3]);
- params[13] = IROUND(matrix[7]);
- params[14] = IROUND(matrix[11]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[4]);
- params[2] = IROUND(matrix[8]);
- params[3] = IROUND(matrix[12]);
- params[4] = IROUND(matrix[1]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[9]);
- params[7] = IROUND(matrix[13]);
- params[8] = IROUND(matrix[2]);
- params[9] = IROUND(matrix[6]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[14]);
- params[12] = IROUND(matrix[3]);
- params[13] = IROUND(matrix[7]);
- params[14] = IROUND(matrix[11]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
- {
- const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[4]);
- params[2] = IROUND(matrix[8]);
- params[3] = IROUND(matrix[12]);
- params[4] = IROUND(matrix[1]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[9]);
- params[7] = IROUND(matrix[13]);
- params[8] = IROUND(matrix[2]);
- params[9] = IROUND(matrix[6]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[14]);
- params[12] = IROUND(matrix[3]);
- params[13] = IROUND(matrix[7]);
- params[14] = IROUND(matrix[11]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_OCCLUSION_TEST_HP:
- CHECK_EXTENSION_I(HP_occlusion_test, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Depth.OcclusionTest);
- break;
- case GL_OCCLUSION_TEST_RESULT_HP:
- CHECK_EXTENSION_I(HP_occlusion_test, pname);
- {
- if (ctx->Depth.OcclusionTest)
- params[0] = ctx->OcclusionResult;
- else
- params[0] = ctx->OcclusionResultSaved;
- /* reset flag now */
- ctx->OcclusionResult = GL_FALSE;
- ctx->OcclusionResultSaved = GL_FALSE;
- return;
- }
- break;
- case GL_PIXEL_TEXTURE_SGIS:
- CHECK_EXTENSION_I(SGIS_pixel_texture, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);
- break;
- case GL_PIXEL_TEX_GEN_SGIX:
- CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);
- break;
- case GL_PIXEL_TEX_GEN_MODE_SGIX:
- CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
- params[0] = ENUM_TO_INT(pixel_texgen_mode(ctx));
- break;
- case GL_COLOR_MATRIX_SGI:
- {
- const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[1]);
- params[2] = IROUND(matrix[2]);
- params[3] = IROUND(matrix[3]);
- params[4] = IROUND(matrix[4]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[6]);
- params[7] = IROUND(matrix[7]);
- params[8] = IROUND(matrix[8]);
- params[9] = IROUND(matrix[9]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[11]);
- params[12] = IROUND(matrix[12]);
- params[13] = IROUND(matrix[13]);
- params[14] = IROUND(matrix[14]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = ctx->ColorMatrixStack.Depth + 1;
- break;
- case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
- params[0] = MAX_COLOR_STACK_DEPTH;
- break;
- case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[0]);
- break;
- case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[1]);
- break;
- case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[2]);
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[3]);
- break;
- case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[0]);
- break;
- case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[1]);
- break;
- case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[2]);
- break;
- case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
- params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[3]);
- break;
- case GL_CONVOLUTION_1D_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution1DEnabled);
- break;
- case GL_CONVOLUTION_2D_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution2DEnabled);
- break;
- case GL_SEPARABLE_2D_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.Separable2DEnabled);
- break;
- case GL_POST_CONVOLUTION_RED_SCALE_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionScale[0]);
- break;
- case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionScale[1]);
- break;
- case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionScale[2]);
- break;
- case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionScale[3]);
- break;
- case GL_POST_CONVOLUTION_RED_BIAS_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionBias[0]);
- break;
- case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionBias[1]);
- break;
- case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionBias[2]);
- break;
- case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
- CHECK_EXTENSION_I(EXT_convolution, pname);
- params[0] = IROUND(ctx->Pixel.PostConvolutionBias[3]);
- break;
- case GL_HISTOGRAM:
- CHECK_EXTENSION_I(EXT_histogram, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.HistogramEnabled);
- break;
- case GL_MINMAX:
- CHECK_EXTENSION_I(EXT_histogram, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.MinMaxEnabled);
- break;
- case GL_COLOR_TABLE_SGI:
- CHECK_EXTENSION_I(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled);
- break;
- case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
- CHECK_EXTENSION_I(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostConvolutionColorTableEnabled);
- break;
- case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
- CHECK_EXTENSION_I(SGI_color_table, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostColorMatrixColorTableEnabled);
- break;
- case GL_TEXTURE_COLOR_TABLE_SGI:
- CHECK_EXTENSION_I(SGI_texture_color_table, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);
- break;
- case GL_COLOR_SUM_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Fog.ColorSumEnabled);
- break;
- case GL_CURRENT_SECONDARY_COLOR_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);
- params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);
- params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);
- params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);
- }
- break;
- case GL_SECONDARY_COLOR_ARRAY_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.SecondaryColor.Enabled);
- break;
- case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- params[0] = ENUM_TO_INT(ctx->Array.SecondaryColor.Type);
- break;
- case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- params[0] = ctx->Array.SecondaryColor.Stride;
- break;
- case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:
- CHECK_EXTENSION_I(EXT_secondary_color, pname);
- params[0] = ctx->Array.SecondaryColor.Size;
- break;
- case GL_CURRENT_FOG_COORDINATE_EXT:
- CHECK_EXTENSION_I(EXT_fog_coord, pname);
- {
- FLUSH_CURRENT(ctx, 0);
- params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);
- }
- break;
- case GL_FOG_COORDINATE_ARRAY_EXT:
- CHECK_EXTENSION_I(EXT_fog_coord, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.FogCoord.Enabled);
- break;
- case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:
- CHECK_EXTENSION_I(EXT_fog_coord, pname);
- params[0] = ENUM_TO_INT(ctx->Array.FogCoord.Type);
- break;
- case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:
- CHECK_EXTENSION_I(EXT_fog_coord, pname);
- params[0] = ctx->Array.FogCoord.Stride;
- break;
- case GL_FOG_COORDINATE_SOURCE_EXT:
- CHECK_EXTENSION_I(EXT_fog_coord, pname);
- params[0] = ENUM_TO_INT(ctx->Fog.FogCoordinateSource);
- break;
- case GL_MAX_TEXTURE_LOD_BIAS_EXT:
- CHECK_EXTENSION_I(EXT_texture_lod_bias, pname);
- params[0] = IROUND(ctx->Const.MaxTextureLodBias);
- break;
- case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
- CHECK_EXTENSION_I(EXT_texture_filter_anisotropic, pname);
- params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy);
- break;
- case GL_MULTISAMPLE_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled);
- break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage);
- break;
- case GL_SAMPLE_ALPHA_TO_ONE_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne);
- break;
- case GL_SAMPLE_COVERAGE_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage);
- break;
- case GL_SAMPLE_COVERAGE_VALUE_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = IROUND(ctx->Multisample.SampleCoverageValue);
- break;
- case GL_SAMPLE_COVERAGE_INVERT_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert);
- break;
- case GL_SAMPLE_BUFFERS_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = 0;
- break;
- case GL_SAMPLES_ARB:
- CHECK_EXTENSION_I(ARB_multisample, pname);
- params[0] = 0;
- break;
- case GL_RASTER_POSITION_UNCLIPPED_IBM:
- CHECK_EXTENSION_I(IBM_rasterpos_clip, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Transform.RasterPositionUnclipped);
- break;
- case GL_POINT_SPRITE_NV:
- CHECK_EXTENSION_I(NV_point_sprite, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite);
- break;
- case GL_POINT_SPRITE_R_MODE_NV:
- CHECK_EXTENSION_I(NV_point_sprite, pname);
- params[0] = ENUM_TO_INT(ctx->Point.SpriteRMode);
- break;
- case GL_POINT_SPRITE_COORD_ORIGIN:
- CHECK_EXTENSION_I(NV_point_sprite, pname);
- params[0] = ENUM_TO_INT(ctx->Point.SpriteOrigin);
- break;
- case GL_GENERATE_MIPMAP_HINT_SGIS:
- CHECK_EXTENSION_I(SGIS_generate_mipmap, pname);
- params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap);
- break;
- case GL_VERTEX_PROGRAM_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.Enabled);
- break;
- case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.PointSizeEnabled);
- break;
- case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.TwoSideEnabled);
- break;
- case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = ctx->Const.MaxProgramMatrixStackDepth;
- break;
- case GL_MAX_TRACK_MATRICES_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = ctx->Const.MaxProgramMatrices;
- break;
- case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->CurrentStack->Depth + 1);
- break;
- case GL_CURRENT_MATRIX_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[1]);
- params[2] = IROUND(matrix[2]);
- params[3] = IROUND(matrix[3]);
- params[4] = IROUND(matrix[4]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[6]);
- params[7] = IROUND(matrix[7]);
- params[8] = IROUND(matrix[8]);
- params[9] = IROUND(matrix[9]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[11]);
- params[12] = IROUND(matrix[12]);
- params[13] = IROUND(matrix[13]);
- params[14] = IROUND(matrix[14]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_VERTEX_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = (ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0);
- break;
- case GL_PROGRAM_ERROR_POSITION_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = ctx->Program.ErrorPos;
- break;
- case GL_VERTEX_ATTRIB_ARRAY0_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[0].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY1_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[1].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY2_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[2].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY3_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[3].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[4].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY5_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[5].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY6_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[6].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY7_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[7].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY8_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[8].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY9_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[9].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY10_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[10].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY11_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[11].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY12_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[12].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY13_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[13].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY14_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[14].Enabled);
- break;
- case GL_VERTEX_ATTRIB_ARRAY15_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[15].Enabled);
- break;
- case GL_MAP1_VERTEX_ATTRIB0_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[0]);
- break;
- case GL_MAP1_VERTEX_ATTRIB1_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[1]);
- break;
- case GL_MAP1_VERTEX_ATTRIB2_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[2]);
- break;
- case GL_MAP1_VERTEX_ATTRIB3_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[3]);
- break;
- case GL_MAP1_VERTEX_ATTRIB4_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[4]);
- break;
- case GL_MAP1_VERTEX_ATTRIB5_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[5]);
- break;
- case GL_MAP1_VERTEX_ATTRIB6_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[6]);
- break;
- case GL_MAP1_VERTEX_ATTRIB7_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[7]);
- break;
- case GL_MAP1_VERTEX_ATTRIB8_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[8]);
- break;
- case GL_MAP1_VERTEX_ATTRIB9_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[9]);
- break;
- case GL_MAP1_VERTEX_ATTRIB10_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[10]);
- break;
- case GL_MAP1_VERTEX_ATTRIB11_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[11]);
- break;
- case GL_MAP1_VERTEX_ATTRIB12_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[12]);
- break;
- case GL_MAP1_VERTEX_ATTRIB13_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[13]);
- break;
- case GL_MAP1_VERTEX_ATTRIB14_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[14]);
- break;
- case GL_MAP1_VERTEX_ATTRIB15_4_NV:
- CHECK_EXTENSION_I(NV_vertex_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[15]);
- break;
- case GL_FRAGMENT_PROGRAM_NV:
- CHECK_EXTENSION_I(NV_fragment_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);
- break;
- case GL_MAX_TEXTURE_COORDS_NV:
- CHECK_EXTENSION_I(NV_fragment_program, pname);
- params[0] = ctx->Const.MaxTextureCoordUnits;
- break;
- case GL_MAX_TEXTURE_IMAGE_UNITS_NV:
- CHECK_EXTENSION_I(NV_fragment_program, pname);
- params[0] = ctx->Const.MaxTextureImageUnits;
- break;
- case GL_FRAGMENT_PROGRAM_BINDING_NV:
- CHECK_EXTENSION_I(NV_fragment_program, pname);
- params[0] = ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;
- break;
- case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:
- CHECK_EXTENSION_I(NV_fragment_program, pname);
- params[0] = MAX_NV_FRAGMENT_PROGRAM_PARAMS;
- break;
- case GL_TEXTURE_RECTANGLE_NV:
- CHECK_EXTENSION_I(NV_texture_rectangle, pname);
- params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));
- break;
- case GL_TEXTURE_BINDING_RECTANGLE_NV:
- CHECK_EXTENSION_I(NV_texture_rectangle, pname);
- params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name;
- break;
- case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:
- CHECK_EXTENSION_I(NV_texture_rectangle, pname);
- params[0] = ctx->Const.MaxTextureRectSize;
- break;
- case GL_STENCIL_TEST_TWO_SIDE_EXT:
- CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Stencil.TestTwoSide);
- break;
- case GL_ACTIVE_STENCIL_FACE_EXT:
- CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
- params[0] = ENUM_TO_INT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);
- break;
- case GL_MAX_SHININESS_NV:
- CHECK_EXTENSION_I(NV_light_max_exponent, pname);
- params[0] = IROUND(ctx->Const.MaxShininess);
- break;
- case GL_MAX_SPOT_EXPONENT_NV:
- CHECK_EXTENSION_I(NV_light_max_exponent, pname);
- params[0] = IROUND(ctx->Const.MaxSpotExponent);
- break;
- case GL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.ArrayBufferObj->Name;
- break;
- case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.Vertex.BufferObj->Name;
- break;
- case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.Normal.BufferObj->Name;
- break;
- case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.Color.BufferObj->Name;
- break;
- case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.Index.BufferObj->Name;
- break;
- case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
- break;
- case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.EdgeFlag.BufferObj->Name;
- break;
- case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.SecondaryColor.BufferObj->Name;
- break;
- case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.FogCoord.BufferObj->Name;
- break;
- case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
- CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);
- params[0] = ctx->Array.ElementArrayBufferObj->Name;
- break;
- case GL_PIXEL_PACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);
- params[0] = ctx->Pack.BufferObj->Name;
- break;
- case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:
- CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);
- params[0] = ctx->Unpack.BufferObj->Name;
- break;
- case GL_MAX_VERTEX_ATTRIBS_ARB:
- CHECK_EXTENSION_I(ARB_vertex_program, pname);
- params[0] = ctx->Const.MaxVertexProgramAttribs;
- break;
- case GL_FRAGMENT_PROGRAM_ARB:
- CHECK_EXTENSION_I(ARB_fragment_program, pname);
- params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);
- break;
- case GL_TRANSPOSE_CURRENT_MATRIX_ARB:
- CHECK_EXTENSION_I(ARB_fragment_program, pname);
- {
- const GLfloat *matrix = ctx->CurrentStack->Top->m;
- params[0] = IROUND(matrix[0]);
- params[1] = IROUND(matrix[4]);
- params[2] = IROUND(matrix[8]);
- params[3] = IROUND(matrix[12]);
- params[4] = IROUND(matrix[1]);
- params[5] = IROUND(matrix[5]);
- params[6] = IROUND(matrix[9]);
- params[7] = IROUND(matrix[13]);
- params[8] = IROUND(matrix[2]);
- params[9] = IROUND(matrix[6]);
- params[10] = IROUND(matrix[10]);
- params[11] = IROUND(matrix[14]);
- params[12] = IROUND(matrix[3]);
- params[13] = IROUND(matrix[7]);
- params[14] = IROUND(matrix[11]);
- params[15] = IROUND(matrix[15]);
- }
- break;
- case GL_DEPTH_BOUNDS_TEST_EXT:
- CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);
- params[0] = BOOLEAN_TO_INT(ctx->Depth.BoundsTest);
- break;
- case GL_DEPTH_BOUNDS_EXT:
- CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);
- params[0] = IROUND(ctx->Depth.BoundsMin);
- params[1] = IROUND(ctx->Depth.BoundsMax);
- break;
- case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_I(MESA_program_debug, pname);
- params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.CallbackEnabled);
- break;
- case GL_VERTEX_PROGRAM_CALLBACK_MESA:
- CHECK_EXTENSION_I(MESA_program_debug, pname);
- params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.CallbackEnabled);
- break;
- case GL_FRAGMENT_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_I(MESA_program_debug, pname);
- params[0] = ctx->FragmentProgram.CurrentPosition;
- break;
- case GL_VERTEX_PROGRAM_POSITION_MESA:
- CHECK_EXTENSION_I(MESA_program_debug, pname);
- params[0] = ctx->VertexProgram.CurrentPosition;
- break;
- case GL_MAX_DRAW_BUFFERS_ARB:
- CHECK_EXTENSION_I(ARB_draw_buffers, pname);
- params[0] = ctx->Const.MaxDrawBuffers;
- break;
- case GL_DRAW_BUFFER0_ARB:
- CHECK_EXTENSION_I(ARB_draw_buffers, pname);
- params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);
- break;
- case GL_DRAW_BUFFER1_ARB:
- CHECK_EXTENSION_I(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[1];
- params[0] = ENUM_TO_INT(buffer);
- }
- break;
- case GL_DRAW_BUFFER2_ARB:
- CHECK_EXTENSION_I(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[2];
- params[0] = ENUM_TO_INT(buffer);
- }
- break;
- case GL_DRAW_BUFFER3_ARB:
- CHECK_EXTENSION_I(ARB_draw_buffers, pname);
- {
- GLenum buffer;
- if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");
- return;
- }
- buffer = ctx->Color.DrawBuffer[3];
- params[0] = ENUM_TO_INT(buffer);
- }
- break;
- case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
- CHECK_EXTENSION_I(OES_read_format, pname);
- params[0] = ctx->Const.ColorReadType;
- break;
- case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
- CHECK_EXTENSION_I(OES_read_format, pname);
- params[0] = ctx->Const.ColorReadFormat;
- break;
- case GL_NUM_FRAGMENT_REGISTERS_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 6;
- break;
- case GL_NUM_FRAGMENT_CONSTANTS_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 8;
- break;
- case GL_NUM_PASSES_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 2;
- break;
- case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 8;
- break;
- case GL_NUM_INSTRUCTIONS_TOTAL_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 16;
- break;
- case GL_COLOR_ALPHA_PAIRING_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = BOOLEAN_TO_INT(GL_TRUE);
- break;
- case GL_NUM_LOOPBACK_COMPONENTS_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 3;
- break;
- case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:
- CHECK_EXTENSION_I(ATI_fragment_shader, pname);
- params[0] = 3;
- break;
- case GL_STENCIL_BACK_FUNC:
- params[0] = ENUM_TO_INT(ctx->Stencil.Function[1]);
- break;
- case GL_STENCIL_BACK_VALUE_MASK:
- params[0] = ctx->Stencil.ValueMask[1];
- break;
- case GL_STENCIL_BACK_REF:
- params[0] = ctx->Stencil.Ref[1];
- break;
- case GL_STENCIL_BACK_FAIL:
- params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
- params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[1]);
- break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS:
- params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[1]);
- break;
- case GL_FRAMEBUFFER_BINDING_EXT:
- CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
- params[0] = ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0;
- break;
- case GL_RENDERBUFFER_BINDING_EXT:
- CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
- params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
- break;
- case GL_MAX_COLOR_ATTACHMENTS_EXT:
- CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
- params[0] = ctx->Const.MaxColorAttachments;
- break;
- case GL_MAX_RENDERBUFFER_SIZE_EXT:
- CHECK_EXTENSION_I(EXT_framebuffer_object, pname);
- params[0] = ctx->Const.MaxRenderbufferSize;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
- }
-}
-
-
-void GLAPIENTRY
-_mesa_GetDoublev( GLenum pname, GLdouble *params )
-{
- const GLfloat magic = -1234.5F;
- GLfloat values[16];
- GLuint i;
-
- if (!params)
- return;
-
- /* Init temp array to magic numbers so we can figure out how many values
- * are returned by the GetFloatv() call.
- */
- for (i = 0; i < 16; i++)
- values[i] = magic;
-
- _mesa_GetFloatv(pname, values);
-
- for (i = 0; values[i] != magic && i < 16; i++)
- params[i] = (GLdouble) values[i];
-}
-
+\r
+/***\r
+ *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py\r
+ ***/\r
+\r
+#include "glheader.h"\r
+#include "context.h"\r
+#include "enable.h"\r
+#include "extensions.h"\r
+#include "fbobject.h"\r
+#include "get.h"\r
+#include "macros.h"\r
+#include "mtypes.h"\r
+#include "texcompress.h"\r
+\r
+\r
+#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )\r
+\r
+#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )\r
+\r
+#define ENUM_TO_BOOLEAN(E) ( (E) ? GL_TRUE : GL_FALSE )\r
+#define ENUM_TO_INT(E) ( (GLint) (E) )\r
+#define ENUM_TO_FLOAT(E) ( (GLfloat) (E) )\r
+\r
+#define BOOLEAN_TO_INT(B) ( (GLint) (B) )\r
+#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )\r
+\r
+\r
+/* Check if named extension is enabled, if not generate error and return */\r
+\r
+#define CHECK1(E1, str, PNAME) \\r
+ if (!ctx->Extensions.E1) { \\r
+ _mesa_error(ctx, GL_INVALID_VALUE, \\r
+ "glGet" str "v(0x%x)", (int) PNAME); \\r
+ return; \\r
+ }\r
+ \r
+#define CHECK2(E1, E2, str, PNAME) \\r
+ if (!ctx->Extensions.E1 && !ctx->Extensions.E2) { \\r
+ _mesa_error(ctx, GL_INVALID_VALUE, \\r
+ "glGet" str "v(0x%x)", (int) PNAME); \\r
+ return; \\r
+ }\r
+ \r
+#define CHECK_EXTENSION_B(EXTNAME, PNAME) \\r
+ CHECK1(EXTNAME, "Boolean", PNAME )\r
+\r
+#define CHECK_EXTENSION_I(EXTNAME, PNAME) \\r
+ CHECK1(EXTNAME, "Integer", PNAME )\r
+\r
+#define CHECK_EXTENSION_F(EXTNAME, PNAME) \\r
+ CHECK1(EXTNAME, "Float", PNAME )\r
+\r
+\r
+/**\r
+ * Helper routine.\r
+ */\r
+static GLenum\r
+pixel_texgen_mode(const GLcontext *ctx)\r
+{\r
+ if (ctx->Pixel.FragmentRgbSource == GL_CURRENT_RASTER_POSITION) {\r
+ if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {\r
+ return GL_RGBA;\r
+ }\r
+ else {\r
+ return GL_RGB;\r
+ }\r
+ }\r
+ else {\r
+ if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {\r
+ return GL_ALPHA;\r
+ }\r
+ else {\r
+ return GL_NONE;\r
+ }\r
+ }\r
+}\r
+\r
+void GLAPIENTRY\r
+_mesa_GetBooleanv( GLenum pname, GLboolean *params )\r
+{\r
+ GET_CURRENT_CONTEXT(ctx);\r
+ ASSERT_OUTSIDE_BEGIN_END(ctx);\r
+\r
+ if (!params)\r
+ return;\r
+\r
+ if (ctx->Driver.GetBooleanv &&\r
+ ctx->Driver.GetBooleanv(ctx, pname, params))\r
+ return;\r
+\r
+ switch (pname) {\r
+ case GL_ACCUM_RED_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.accumRedBits);\r
+ break;\r
+ case GL_ACCUM_GREEN_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.accumGreenBits);\r
+ break;\r
+ case GL_ACCUM_BLUE_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.accumBlueBits);\r
+ break;\r
+ case GL_ACCUM_ALPHA_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.accumAlphaBits);\r
+ break;\r
+ case GL_ACCUM_CLEAR_VALUE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[3]);\r
+ break;\r
+ case GL_ALPHA_BIAS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaBias);\r
+ break;\r
+ case GL_ALPHA_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.alphaBits);\r
+ break;\r
+ case GL_ALPHA_SCALE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaScale);\r
+ break;\r
+ case GL_ALPHA_TEST:\r
+ params[0] = ctx->Color.AlphaEnabled;\r
+ break;\r
+ case GL_ALPHA_TEST_FUNC:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.AlphaFunc);\r
+ break;\r
+ case GL_ALPHA_TEST_REF:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.AlphaRef);\r
+ break;\r
+ case GL_ATTRIB_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->AttribStackDepth);\r
+ break;\r
+ case GL_AUTO_NORMAL:\r
+ params[0] = ctx->Eval.AutoNormal;\r
+ break;\r
+ case GL_AUX_BUFFERS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.numAuxBuffers);\r
+ break;\r
+ case GL_BLEND:\r
+ params[0] = ctx->Color.BlendEnabled;\r
+ break;\r
+ case GL_BLEND_DST:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_SRC_RGB_EXT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_DST_RGB_EXT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC_ALPHA_EXT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcA);\r
+ break;\r
+ case GL_BLEND_DST_ALPHA_EXT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstA);\r
+ break;\r
+ case GL_BLEND_EQUATION:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationRGB );\r
+ break;\r
+ case GL_BLEND_EQUATION_ALPHA_EXT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationA );\r
+ break;\r
+ case GL_BLEND_COLOR_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[3]);\r
+ break;\r
+ case GL_BLUE_BIAS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueBias);\r
+ break;\r
+ case GL_BLUE_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.blueBits);\r
+ break;\r
+ case GL_BLUE_SCALE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueScale);\r
+ break;\r
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->ClientAttribStackDepth);\r
+ break;\r
+ case GL_CLIP_PLANE0:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 0) & 1;\r
+ break;\r
+ case GL_CLIP_PLANE1:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 1) & 1;\r
+ break;\r
+ case GL_CLIP_PLANE2:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 2) & 1;\r
+ break;\r
+ case GL_CLIP_PLANE3:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 3) & 1;\r
+ break;\r
+ case GL_CLIP_PLANE4:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 4) & 1;\r
+ break;\r
+ case GL_CLIP_PLANE5:\r
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 5) & 1;\r
+ break;\r
+ case GL_COLOR_CLEAR_VALUE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[3]);\r
+ break;\r
+ case GL_COLOR_MATERIAL:\r
+ params[0] = ctx->Light.ColorMaterialEnabled;\r
+ break;\r
+ case GL_COLOR_MATERIAL_FACE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialFace);\r
+ break;\r
+ case GL_COLOR_MATERIAL_PARAMETER:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialMode);\r
+ break;\r
+ case GL_COLOR_WRITEMASK:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Color.ColorMask[RCOMP] ? 1 : 0);\r
+ params[1] = INT_TO_BOOLEAN(ctx->Color.ColorMask[GCOMP] ? 1 : 0);\r
+ params[2] = INT_TO_BOOLEAN(ctx->Color.ColorMask[BCOMP] ? 1 : 0);\r
+ params[3] = INT_TO_BOOLEAN(ctx->Color.ColorMask[ACOMP] ? 1 : 0);\r
+ break;\r
+ case GL_CULL_FACE:\r
+ params[0] = ctx->Polygon.CullFlag;\r
+ break;\r
+ case GL_CULL_FACE_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.CullFaceMode);\r
+ break;\r
+ case GL_CURRENT_COLOR:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_INDEX:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Index);\r
+ }\r
+ break;\r
+ case GL_CURRENT_NORMAL:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_COLOR:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[3]);\r
+ break;\r
+ case GL_CURRENT_RASTER_DISTANCE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterDistance);\r
+ break;\r
+ case GL_CURRENT_RASTER_INDEX:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterIndex);\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[3]);\r
+ break;\r
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][3]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION_VALID:\r
+ params[0] = ctx->Current.RasterPosValid;\r
+ break;\r
+ case GL_CURRENT_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);\r
+ }\r
+ break;\r
+ case GL_DEPTH_BIAS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthBias);\r
+ break;\r
+ case GL_DEPTH_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.depthBits);\r
+ break;\r
+ case GL_DEPTH_CLEAR_VALUE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);\r
+ break;\r
+ case GL_DEPTH_FUNC:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);\r
+ break;\r
+ case GL_DEPTH_RANGE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Viewport.Near);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Viewport.Far);\r
+ break;\r
+ case GL_DEPTH_SCALE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthScale);\r
+ break;\r
+ case GL_DEPTH_TEST:\r
+ params[0] = ctx->Depth.Test;\r
+ break;\r
+ case GL_DEPTH_WRITEMASK:\r
+ params[0] = ctx->Depth.Mask;\r
+ break;\r
+ case GL_DITHER:\r
+ params[0] = ctx->Color.DitherFlag;\r
+ break;\r
+ case GL_DOUBLEBUFFER:\r
+ params[0] = ctx->Visual.doubleBufferMode;\r
+ break;\r
+ case GL_DRAW_BUFFER:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_EDGE_FLAG:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.EdgeFlag;\r
+ }\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize);\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type);\r
+ break;\r
+ case GL_FOG:\r
+ params[0] = ctx->Fog.Enabled;\r
+ break;\r
+ case GL_FOG_COLOR:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);\r
+ break;\r
+ case GL_FOG_DENSITY:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);\r
+ break;\r
+ case GL_FOG_END:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);\r
+ break;\r
+ case GL_FOG_HINT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);\r
+ break;\r
+ case GL_FOG_INDEX:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index);\r
+ break;\r
+ case GL_FOG_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);\r
+ break;\r
+ case GL_FOG_START:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);\r
+ break;\r
+ case GL_FRONT_FACE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);\r
+ break;\r
+ case GL_GREEN_BIAS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias);\r
+ break;\r
+ case GL_GREEN_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.greenBits);\r
+ break;\r
+ case GL_GREEN_SCALE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale);\r
+ break;\r
+ case GL_INDEX_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.indexBits);\r
+ break;\r
+ case GL_INDEX_CLEAR_VALUE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex);\r
+ break;\r
+ case GL_INDEX_MODE:\r
+ params[0] = !ctx->Visual.rgbMode;\r
+ break;\r
+ case GL_INDEX_OFFSET:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset);\r
+ break;\r
+ case GL_INDEX_SHIFT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift);\r
+ break;\r
+ case GL_INDEX_WRITEMASK:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask);\r
+ break;\r
+ case GL_LIGHT0:\r
+ params[0] = ctx->Light.Light[0].Enabled;\r
+ break;\r
+ case GL_LIGHT1:\r
+ params[0] = ctx->Light.Light[1].Enabled;\r
+ break;\r
+ case GL_LIGHT2:\r
+ params[0] = ctx->Light.Light[2].Enabled;\r
+ break;\r
+ case GL_LIGHT3:\r
+ params[0] = ctx->Light.Light[3].Enabled;\r
+ break;\r
+ case GL_LIGHT4:\r
+ params[0] = ctx->Light.Light[4].Enabled;\r
+ break;\r
+ case GL_LIGHT5:\r
+ params[0] = ctx->Light.Light[5].Enabled;\r
+ break;\r
+ case GL_LIGHT6:\r
+ params[0] = ctx->Light.Light[6].Enabled;\r
+ break;\r
+ case GL_LIGHT7:\r
+ params[0] = ctx->Light.Light[7].Enabled;\r
+ break;\r
+ case GL_LIGHTING:\r
+ params[0] = ctx->Light.Enabled;\r
+ break;\r
+ case GL_LIGHT_MODEL_AMBIENT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);\r
+ break;\r
+ case GL_LIGHT_MODEL_COLOR_CONTROL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl);\r
+ break;\r
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:\r
+ params[0] = ctx->Light.Model.LocalViewer;\r
+ break;\r
+ case GL_LIGHT_MODEL_TWO_SIDE:\r
+ params[0] = ctx->Light.Model.TwoSide;\r
+ break;\r
+ case GL_LINE_SMOOTH:\r
+ params[0] = ctx->Line.SmoothFlag;\r
+ break;\r
+ case GL_LINE_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);\r
+ break;\r
+ case GL_LINE_STIPPLE:\r
+ params[0] = ctx->Line.StippleFlag;\r
+ break;\r
+ case GL_LINE_STIPPLE_PATTERN:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern);\r
+ break;\r
+ case GL_LINE_STIPPLE_REPEAT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor);\r
+ break;\r
+ case GL_LINE_WIDTH:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);\r
+ break;\r
+ case GL_LINE_WIDTH_GRANULARITY:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity);\r
+ break;\r
+ case GL_LINE_WIDTH_RANGE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);\r
+ break;\r
+ case GL_ALIASED_LINE_WIDTH_RANGE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);\r
+ break;\r
+ case GL_LIST_BASE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);\r
+ break;\r
+ case GL_LIST_INDEX:\r
+ params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);\r
+ break;\r
+ case GL_LIST_MODE:\r
+ {\r
+ GLenum mode;\r
+ if (!ctx->CompileFlag)\r
+ mode = 0;\r
+ else if (ctx->ExecuteFlag)\r
+ mode = GL_COMPILE_AND_EXECUTE;\r
+ else\r
+ mode = GL_COMPILE;\r
+ params[0] = ENUM_TO_BOOLEAN(mode);\r
+ }\r
+ break;\r
+ case GL_INDEX_LOGIC_OP:\r
+ params[0] = ctx->Color.IndexLogicOpEnabled;\r
+ break;\r
+ case GL_COLOR_LOGIC_OP:\r
+ params[0] = ctx->Color.ColorLogicOpEnabled;\r
+ break;\r
+ case GL_LOGIC_OP_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);\r
+ break;\r
+ case GL_MAP1_COLOR_4:\r
+ params[0] = ctx->Eval.Map1Color4;\r
+ break;\r
+ case GL_MAP1_GRID_DOMAIN:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2);\r
+ break;\r
+ case GL_MAP1_GRID_SEGMENTS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un);\r
+ break;\r
+ case GL_MAP1_INDEX:\r
+ params[0] = ctx->Eval.Map1Index;\r
+ break;\r
+ case GL_MAP1_NORMAL:\r
+ params[0] = ctx->Eval.Map1Normal;\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_1:\r
+ params[0] = ctx->Eval.Map1TextureCoord1;\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_2:\r
+ params[0] = ctx->Eval.Map1TextureCoord2;\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_3:\r
+ params[0] = ctx->Eval.Map1TextureCoord3;\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_4:\r
+ params[0] = ctx->Eval.Map1TextureCoord4;\r
+ break;\r
+ case GL_MAP1_VERTEX_3:\r
+ params[0] = ctx->Eval.Map1Vertex3;\r
+ break;\r
+ case GL_MAP1_VERTEX_4:\r
+ params[0] = ctx->Eval.Map1Vertex4;\r
+ break;\r
+ case GL_MAP2_COLOR_4:\r
+ params[0] = ctx->Eval.Map2Color4;\r
+ break;\r
+ case GL_MAP2_GRID_DOMAIN:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2);\r
+ break;\r
+ case GL_MAP2_GRID_SEGMENTS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un);\r
+ params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn);\r
+ break;\r
+ case GL_MAP2_INDEX:\r
+ params[0] = ctx->Eval.Map2Index;\r
+ break;\r
+ case GL_MAP2_NORMAL:\r
+ params[0] = ctx->Eval.Map2Normal;\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_1:\r
+ params[0] = ctx->Eval.Map2TextureCoord1;\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_2:\r
+ params[0] = ctx->Eval.Map2TextureCoord2;\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_3:\r
+ params[0] = ctx->Eval.Map2TextureCoord3;\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_4:\r
+ params[0] = ctx->Eval.Map2TextureCoord4;\r
+ break;\r
+ case GL_MAP2_VERTEX_3:\r
+ params[0] = ctx->Eval.Map2Vertex3;\r
+ break;\r
+ case GL_MAP2_VERTEX_4:\r
+ params[0] = ctx->Eval.Map2Vertex4;\r
+ break;\r
+ case GL_MAP_COLOR:\r
+ params[0] = ctx->Pixel.MapColorFlag;\r
+ break;\r
+ case GL_MAP_STENCIL:\r
+ params[0] = ctx->Pixel.MapStencilFlag;\r
+ break;\r
+ case GL_MATRIX_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);\r
+ break;\r
+ case GL_MAX_ATTRIB_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_CLIP_PLANES:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);\r
+ break;\r
+ case GL_MAX_ELEMENTS_VERTICES:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);\r
+ break;\r
+ case GL_MAX_ELEMENTS_INDICES:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);\r
+ break;\r
+ case GL_MAX_EVAL_ORDER:\r
+ params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER);\r
+ break;\r
+ case GL_MAX_LIGHTS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);\r
+ break;\r
+ case GL_MAX_LIST_NESTING:\r
+ params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING);\r
+ break;\r
+ case GL_MAX_MODELVIEW_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_NAME_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_PIXEL_MAP_TABLE:\r
+ params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE);\r
+ break;\r
+ case GL_MAX_PROJECTION_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_TEXTURE_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));\r
+ break;\r
+ case GL_MAX_3D_TEXTURE_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1));\r
+ break;\r
+ case GL_MAX_TEXTURE_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_VIEWPORT_DIMS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);\r
+ params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);\r
+ break;\r
+ case GL_MODELVIEW_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_MODELVIEW_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_NAME_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth);\r
+ break;\r
+ case GL_NORMALIZE:\r
+ params[0] = ctx->Transform.Normalize;\r
+ break;\r
+ case GL_PACK_ALIGNMENT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);\r
+ break;\r
+ case GL_PACK_LSB_FIRST:\r
+ params[0] = ctx->Pack.LsbFirst;\r
+ break;\r
+ case GL_PACK_ROW_LENGTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength);\r
+ break;\r
+ case GL_PACK_SKIP_PIXELS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels);\r
+ break;\r
+ case GL_PACK_SKIP_ROWS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows);\r
+ break;\r
+ case GL_PACK_SWAP_BYTES:\r
+ params[0] = ctx->Pack.SwapBytes;\r
+ break;\r
+ case GL_PACK_SKIP_IMAGES_EXT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages);\r
+ break;\r
+ case GL_PACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.ImageHeight);\r
+ break;\r
+ case GL_PACK_INVERT_MESA:\r
+ params[0] = ctx->Pack.Invert;\r
+ break;\r
+ case GL_PERSPECTIVE_CORRECTION_HINT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection);\r
+ break;\r
+ case GL_PIXEL_MAP_A_TO_A_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapAtoAsize);\r
+ break;\r
+ case GL_PIXEL_MAP_B_TO_B_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapBtoBsize);\r
+ break;\r
+ case GL_PIXEL_MAP_G_TO_G_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapGtoGsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_A_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoAsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_B_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoBsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_G_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoGsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_I_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoIsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_R_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoRsize);\r
+ break;\r
+ case GL_PIXEL_MAP_R_TO_R_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapRtoRsize);\r
+ break;\r
+ case GL_PIXEL_MAP_S_TO_S_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapStoSsize);\r
+ break;\r
+ case GL_POINT_SIZE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);\r
+ break;\r
+ case GL_POINT_SIZE_GRANULARITY:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity);\r
+ break;\r
+ case GL_POINT_SIZE_RANGE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSizeAA);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSizeAA);\r
+ break;\r
+ case GL_ALIASED_POINT_SIZE_RANGE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize);\r
+ break;\r
+ case GL_POINT_SMOOTH:\r
+ params[0] = ctx->Point.SmoothFlag;\r
+ break;\r
+ case GL_POINT_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth);\r
+ break;\r
+ case GL_POINT_SIZE_MIN_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize);\r
+ break;\r
+ case GL_POINT_SIZE_MAX_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize);\r
+ break;\r
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold);\r
+ break;\r
+ case GL_DISTANCE_ATTENUATION_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Params[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Point.Params[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Point.Params[2]);\r
+ break;\r
+ case GL_POLYGON_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontMode);\r
+ params[1] = ENUM_TO_BOOLEAN(ctx->Polygon.BackMode);\r
+ break;\r
+ case GL_POLYGON_OFFSET_BIAS_EXT:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits);\r
+ break;\r
+ case GL_POLYGON_OFFSET_FACTOR:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor );\r
+ break;\r
+ case GL_POLYGON_OFFSET_UNITS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );\r
+ break;\r
+ case GL_POLYGON_SMOOTH:\r
+ params[0] = ctx->Polygon.SmoothFlag;\r
+ break;\r
+ case GL_POLYGON_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth);\r
+ break;\r
+ case GL_POLYGON_STIPPLE:\r
+ params[0] = ctx->Polygon.StippleFlag;\r
+ break;\r
+ case GL_PROJECTION_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_PROJECTION_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_READ_BUFFER:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Pixel.ReadBuffer);\r
+ break;\r
+ case GL_RED_BIAS:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias);\r
+ break;\r
+ case GL_RED_BITS:\r
+ params[0] = INT_TO_BOOLEAN( ctx->Visual.redBits );\r
+ break;\r
+ case GL_RED_SCALE:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale);\r
+ break;\r
+ case GL_RENDER_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode);\r
+ break;\r
+ case GL_RESCALE_NORMAL:\r
+ params[0] = ctx->Transform.RescaleNormals;\r
+ break;\r
+ case GL_RGBA_MODE:\r
+ params[0] = ctx->Visual.rgbMode;\r
+ break;\r
+ case GL_SCISSOR_BOX:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Scissor.X);\r
+ params[1] = INT_TO_BOOLEAN(ctx->Scissor.Y);\r
+ params[2] = INT_TO_BOOLEAN(ctx->Scissor.Width);\r
+ params[3] = INT_TO_BOOLEAN(ctx->Scissor.Height);\r
+ break;\r
+ case GL_SCISSOR_TEST:\r
+ params[0] = ctx->Scissor.Enabled;\r
+ break;\r
+ case GL_SELECTION_BUFFER_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize);\r
+ break;\r
+ case GL_SHADE_MODEL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel);\r
+ break;\r
+ case GL_SHARED_TEXTURE_PALETTE_EXT:\r
+ params[0] = ctx->Texture.SharedPalette;\r
+ break;\r
+ case GL_STENCIL_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Visual.stencilBits);\r
+ break;\r
+ case GL_STENCIL_CLEAR_VALUE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear);\r
+ break;\r
+ case GL_STENCIL_FAIL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_FUNC:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_REF:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_TEST:\r
+ params[0] = ctx->Stencil.Enabled;\r
+ break;\r
+ case GL_STENCIL_VALUE_MASK:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_WRITEMASK:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STEREO:\r
+ params[0] = ctx->Visual.stereoMode;\r
+ break;\r
+ case GL_SUBPIXEL_BITS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits);\r
+ break;\r
+ case GL_TEXTURE_1D:\r
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_1D);\r
+ break;\r
+ case GL_TEXTURE_2D:\r
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_2D);\r
+ break;\r
+ case GL_TEXTURE_3D:\r
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);\r
+ break;\r
+ case GL_TEXTURE_BINDING_1D:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);\r
+ break;\r
+ case GL_TEXTURE_BINDING_2D:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);\r
+ break;\r
+ case GL_TEXTURE_BINDING_3D:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);\r
+ break;\r
+ case GL_TEXTURE_ENV_COLOR:\r
+ {\r
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;\r
+ params[0] = FLOAT_TO_BOOLEAN(color[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(color[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(color[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(color[3]);\r
+ }\r
+ break;\r
+ case GL_TEXTURE_ENV_MODE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);\r
+ break;\r
+ case GL_TEXTURE_GEN_S:\r
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);\r
+ break;\r
+ case GL_TEXTURE_GEN_T:\r
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0);\r
+ break;\r
+ case GL_TEXTURE_GEN_R:\r
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0);\r
+ break;\r
+ case GL_TEXTURE_GEN_Q:\r
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0);\r
+ break;\r
+ case GL_TEXTURE_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TEXTURE_STACK_DEPTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);\r
+ break;\r
+ case GL_UNPACK_ALIGNMENT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment);\r
+ break;\r
+ case GL_UNPACK_LSB_FIRST:\r
+ params[0] = ctx->Unpack.LsbFirst;\r
+ break;\r
+ case GL_UNPACK_ROW_LENGTH:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength);\r
+ break;\r
+ case GL_UNPACK_SKIP_PIXELS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels);\r
+ break;\r
+ case GL_UNPACK_SKIP_ROWS:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows);\r
+ break;\r
+ case GL_UNPACK_SWAP_BYTES:\r
+ params[0] = ctx->Unpack.SwapBytes;\r
+ break;\r
+ case GL_UNPACK_SKIP_IMAGES_EXT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages);\r
+ break;\r
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.ImageHeight);\r
+ break;\r
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:\r
+ params[0] = ctx->Unpack.ClientStorage;\r
+ break;\r
+ case GL_VIEWPORT:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Viewport.X);\r
+ params[1] = INT_TO_BOOLEAN(ctx->Viewport.Y);\r
+ params[2] = INT_TO_BOOLEAN(ctx->Viewport.Width);\r
+ params[3] = INT_TO_BOOLEAN(ctx->Viewport.Height);\r
+ break;\r
+ case GL_ZOOM_X:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX);\r
+ break;\r
+ case GL_ZOOM_Y:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY);\r
+ break;\r
+ case GL_VERTEX_ARRAY:\r
+ params[0] = ctx->Array.Vertex.Enabled;\r
+ break;\r
+ case GL_VERTEX_ARRAY_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Size);\r
+ break;\r
+ case GL_VERTEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Vertex.Type);\r
+ break;\r
+ case GL_VERTEX_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Stride);\r
+ break;\r
+ case GL_VERTEX_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_NORMAL_ARRAY:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Enabled);\r
+ break;\r
+ case GL_NORMAL_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Type);\r
+ break;\r
+ case GL_NORMAL_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.Stride);\r
+ break;\r
+ case GL_NORMAL_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_COLOR_ARRAY:\r
+ params[0] = ctx->Array.Color.Enabled;\r
+ break;\r
+ case GL_COLOR_ARRAY_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Size);\r
+ break;\r
+ case GL_COLOR_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Color.Type);\r
+ break;\r
+ case GL_COLOR_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Stride);\r
+ break;\r
+ case GL_COLOR_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_INDEX_ARRAY:\r
+ params[0] = ctx->Array.Index.Enabled;\r
+ break;\r
+ case GL_INDEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.Index.Type);\r
+ break;\r
+ case GL_INDEX_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Index.Stride);\r
+ break;\r
+ case GL_INDEX_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY:\r
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_SIZE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY:\r
+ params[0] = ctx->Array.EdgeFlag.Enabled;\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_STRIDE:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.Stride);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_MAX_TEXTURE_UNITS_ARB:\r
+ CHECK_EXTENSION_B(ARB_multitexture, pname);\r
+ params[0] = INT_TO_BOOLEAN(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));\r
+ break;\r
+ case GL_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multitexture, pname);\r
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);\r
+ break;\r
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multitexture, pname);\r
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);\r
+ break;\r
+ case GL_TEXTURE_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);\r
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);\r
+ break;\r
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);\r
+ break;\r
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_cube_map, pname);\r
+ params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));\r
+ break;\r
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);\r
+ break;\r
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);\r
+ params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL));\r
+ break;\r
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_B(ARB_texture_compression, pname);\r
+ {\r
+ GLint formats[100];\r
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);\r
+ for (i = 0; i < n; i++)\r
+ params[i] = ENUM_TO_BOOLEAN(formats[i]);\r
+ }\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:\r
+ CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst);\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:\r
+ CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount);\r
+ break;\r
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_OCCLUSION_TEST_HP:\r
+ CHECK_EXTENSION_B(HP_occlusion_test, pname);\r
+ params[0] = ctx->Depth.OcclusionTest;\r
+ break;\r
+ case GL_OCCLUSION_TEST_RESULT_HP:\r
+ CHECK_EXTENSION_B(HP_occlusion_test, pname);\r
+ {\r
+ if (ctx->Depth.OcclusionTest)\r
+ params[0] = ctx->OcclusionResult;\r
+ else\r
+ params[0] = ctx->OcclusionResultSaved;\r
+ /* reset flag now */\r
+ ctx->OcclusionResult = GL_FALSE;\r
+ ctx->OcclusionResultSaved = GL_FALSE;\r
+ return;\r
+ }\r
+ break;\r
+ case GL_PIXEL_TEXTURE_SGIS:\r
+ CHECK_EXTENSION_B(SGIS_pixel_texture, pname);\r
+ params[0] = ctx->Pixel.PixelTextureEnabled;\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_SGIX:\r
+ CHECK_EXTENSION_B(SGIX_pixel_texture, pname);\r
+ params[0] = ctx->Pixel.PixelTextureEnabled;\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:\r
+ CHECK_EXTENSION_B(SGIX_pixel_texture, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(pixel_texgen_mode(ctx));\r
+ break;\r
+ case GL_COLOR_MATRIX_SGI:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]);\r
+ break;\r
+ case GL_CONVOLUTION_1D_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.Convolution1DEnabled;\r
+ break;\r
+ case GL_CONVOLUTION_2D_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.Convolution2DEnabled;\r
+ break;\r
+ case GL_SEPARABLE_2D_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.Separable2DEnabled;\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:\r
+ CHECK_EXTENSION_B(EXT_convolution, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]);\r
+ break;\r
+ case GL_HISTOGRAM:\r
+ CHECK_EXTENSION_B(EXT_histogram, pname);\r
+ params[0] = ctx->Pixel.HistogramEnabled;\r
+ break;\r
+ case GL_MINMAX:\r
+ CHECK_EXTENSION_B(EXT_histogram, pname);\r
+ params[0] = ctx->Pixel.MinMaxEnabled;\r
+ break;\r
+ case GL_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_B(SGI_color_table, pname);\r
+ params[0] = ctx->Pixel.ColorTableEnabled;\r
+ break;\r
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_B(SGI_color_table, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionColorTableEnabled;\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_B(SGI_color_table, pname);\r
+ params[0] = ctx->Pixel.PostColorMatrixColorTableEnabled;\r
+ break;\r
+ case GL_TEXTURE_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_B(SGI_texture_color_table, pname);\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled;\r
+ break;\r
+ case GL_COLOR_SUM_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ params[0] = ctx->Fog.ColorSumEnabled;\r
+ break;\r
+ case GL_CURRENT_SECONDARY_COLOR_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);\r
+ }\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ params[0] = ctx->Array.SecondaryColor.Enabled;\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.SecondaryColor.Type);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Stride);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:\r
+ CHECK_EXTENSION_B(EXT_secondary_color, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.Size);\r
+ break;\r
+ case GL_CURRENT_FOG_COORDINATE_EXT:\r
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);\r
+ }\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_EXT:\r
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);\r
+ params[0] = ctx->Array.FogCoord.Enabled;\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.FogCoord.Type);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.Stride);\r
+ break;\r
+ case GL_FOG_COORDINATE_SOURCE_EXT:\r
+ CHECK_EXTENSION_B(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Fog.FogCoordinateSource);\r
+ break;\r
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:\r
+ CHECK_EXTENSION_B(EXT_texture_lod_bias, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureLodBias);\r
+ break;\r
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:\r
+ CHECK_EXTENSION_B(EXT_texture_filter_anisotropic, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy);\r
+ break;\r
+ case GL_MULTISAMPLE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.Enabled;\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.SampleAlphaToCoverage;\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.SampleAlphaToOne;\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.SampleCoverage;\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.SampleCoverageInvert;\r
+ break;\r
+ case GL_SAMPLE_BUFFERS_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_SAMPLES_ARB:\r
+ CHECK_EXTENSION_B(ARB_multisample, pname);\r
+ params[0] = INT_TO_BOOLEAN(0);\r
+ break;\r
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:\r
+ CHECK_EXTENSION_B(IBM_rasterpos_clip, pname);\r
+ params[0] = ctx->Transform.RasterPositionUnclipped;\r
+ break;\r
+ case GL_POINT_SPRITE_NV:\r
+ CHECK_EXTENSION_B(NV_point_sprite, pname);\r
+ params[0] = ctx->Point.PointSprite;\r
+ break;\r
+ case GL_POINT_SPRITE_R_MODE_NV:\r
+ CHECK_EXTENSION_B(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteRMode);\r
+ break;\r
+ case GL_POINT_SPRITE_COORD_ORIGIN:\r
+ CHECK_EXTENSION_B(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteOrigin);\r
+ break;\r
+ case GL_GENERATE_MIPMAP_HINT_SGIS:\r
+ CHECK_EXTENSION_B(SGIS_generate_mipmap, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->VertexProgram.Enabled;\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->VertexProgram.PointSizeEnabled;\r
+ break;\r
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->VertexProgram.TwoSideEnabled;\r
+ break;\r
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrixStackDepth);\r
+ break;\r
+ case GL_MAX_TRACK_MATRICES_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrices);\r
+ break;\r
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->CurrentStack->Depth + 1;\r
+ break;\r
+ case GL_CURRENT_MATRIX_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_VERTEX_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = INT_TO_BOOLEAN((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));\r
+ break;\r
+ case GL_PROGRAM_ERROR_POSITION_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Program.ErrorPos);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[0].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[1].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[2].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[3].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[4].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[5].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[6].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[7].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[8].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[9].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[10].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[11].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[12].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[13].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[14].Enabled;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Array.VertexAttrib[15].Enabled;\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[0];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[1];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[2];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[3];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[4];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[5];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[6];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[7];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[8];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[9];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[10];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[11];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[12];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[13];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[14];\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:\r
+ CHECK_EXTENSION_B(NV_vertex_program, pname);\r
+ params[0] = ctx->Eval.Map1Attrib[15];\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_NV:\r
+ CHECK_EXTENSION_B(NV_fragment_program, pname);\r
+ params[0] = ctx->FragmentProgram.Enabled;\r
+ break;\r
+ case GL_MAX_TEXTURE_COORDS_NV:\r
+ CHECK_EXTENSION_B(NV_fragment_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureCoordUnits);\r
+ break;\r
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:\r
+ CHECK_EXTENSION_B(NV_fragment_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureImageUnits);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_B(NV_fragment_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);\r
+ break;\r
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:\r
+ CHECK_EXTENSION_B(NV_fragment_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_NV_FRAGMENT_PROGRAM_PARAMS);\r
+ break;\r
+ case GL_TEXTURE_RECTANGLE_NV:\r
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);\r
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV);\r
+ break;\r
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:\r
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);\r
+ break;\r
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:\r
+ CHECK_EXTENSION_B(NV_texture_rectangle, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureRectSize);\r
+ break;\r
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:\r
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);\r
+ params[0] = ctx->Stencil.TestTwoSide;\r
+ break;\r
+ case GL_ACTIVE_STENCIL_FACE_EXT:\r
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);\r
+ break;\r
+ case GL_MAX_SHININESS_NV:\r
+ CHECK_EXTENSION_B(NV_light_max_exponent, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxShininess);\r
+ break;\r
+ case GL_MAX_SPOT_EXPONENT_NV:\r
+ CHECK_EXTENSION_B(NV_light_max_exponent, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxSpotExponent);\r
+ break;\r
+ case GL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name);\r
+ break;\r
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.BufferObj->Name);\r
+ break;\r
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.BufferObj->Name);\r
+ break;\r
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Color.BufferObj->Name);\r
+ break;\r
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.Index.BufferObj->Name);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.BufferObj->Name);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.SecondaryColor.BufferObj->Name);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.FogCoord.BufferObj->Name);\r
+ break;\r
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name);\r
+ break;\r
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.BufferObj->Name);\r
+ break;\r
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.BufferObj->Name);\r
+ break;\r
+ case GL_MAX_VERTEX_ATTRIBS_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_program, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVertexProgramAttribs);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_ARB:\r
+ CHECK_EXTENSION_B(ARB_fragment_program, pname);\r
+ params[0] = ctx->FragmentProgram.Enabled;\r
+ break;\r
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:\r
+ CHECK_EXTENSION_B(ARB_fragment_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);\r
+ params[1] = FLOAT_TO_BOOLEAN(matrix[4]);\r
+ params[2] = FLOAT_TO_BOOLEAN(matrix[8]);\r
+ params[3] = FLOAT_TO_BOOLEAN(matrix[12]);\r
+ params[4] = FLOAT_TO_BOOLEAN(matrix[1]);\r
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);\r
+ params[6] = FLOAT_TO_BOOLEAN(matrix[9]);\r
+ params[7] = FLOAT_TO_BOOLEAN(matrix[13]);\r
+ params[8] = FLOAT_TO_BOOLEAN(matrix[2]);\r
+ params[9] = FLOAT_TO_BOOLEAN(matrix[6]);\r
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);\r
+ params[11] = FLOAT_TO_BOOLEAN(matrix[14]);\r
+ params[12] = FLOAT_TO_BOOLEAN(matrix[3]);\r
+ params[13] = FLOAT_TO_BOOLEAN(matrix[7]);\r
+ params[14] = FLOAT_TO_BOOLEAN(matrix[11]);\r
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_DEPTH_BOUNDS_TEST_EXT:\r
+ CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);\r
+ params[0] = ctx->Depth.BoundsTest;\r
+ break;\r
+ case GL_DEPTH_BOUNDS_EXT:\r
+ CHECK_EXTENSION_B(EXT_depth_bounds_test, pname);\r
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMin);\r
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMax);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_B(MESA_program_debug, pname);\r
+ params[0] = ctx->FragmentProgram.CallbackEnabled;\r
+ break;\r
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_B(MESA_program_debug, pname);\r
+ params[0] = ctx->VertexProgram.CallbackEnabled;\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_B(MESA_program_debug, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.CurrentPosition);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_B(MESA_program_debug, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->VertexProgram.CurrentPosition);\r
+ break;\r
+ case GL_MAX_DRAW_BUFFERS_ARB:\r
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxDrawBuffers);\r
+ break;\r
+ case GL_DRAW_BUFFER0_ARB:\r
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_DRAW_BUFFER1_ARB:\r
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[1];\r
+ params[0] = ENUM_TO_BOOLEAN(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER2_ARB:\r
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[2];\r
+ params[0] = ENUM_TO_BOOLEAN(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER3_ARB:\r
+ CHECK_EXTENSION_B(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[3];\r
+ params[0] = ENUM_TO_BOOLEAN(buffer);\r
+ }\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:\r
+ CHECK_EXTENSION_B(OES_read_format, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType);\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:\r
+ CHECK_EXTENSION_B(OES_read_format, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat);\r
+ break;\r
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(6);\r
+ break;\r
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(8);\r
+ break;\r
+ case GL_NUM_PASSES_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(2);\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(8);\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(16);\r
+ break;\r
+ case GL_COLOR_ALPHA_PAIRING_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = GL_TRUE;\r
+ break;\r
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(3);\r
+ break;\r
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_B(ATI_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(3);\r
+ break;\r
+ case GL_STENCIL_BACK_FUNC:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_VALUE_MASK:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_REF:\r
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_FAIL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[1]);\r
+ break;\r
+ case GL_FRAMEBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0);\r
+ break;\r
+ case GL_RENDERBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);\r
+ break;\r
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:\r
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxColorAttachments);\r
+ break;\r
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:\r
+ CHECK_EXTENSION_B(EXT_framebuffer_object, pname);\r
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);\r
+ break;\r
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_B(ARB_fragment_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_FRAGMENT_UNIFORM_COMPONENTS);\r
+ break;\r
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:\r
+ CHECK_EXTENSION_B(ARB_fragment_shader, pname);\r
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative);\r
+ break;\r
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_VERTEX_UNIFORM_COMPONENTS);\r
+ break;\r
+ case GL_MAX_VARYING_FLOATS_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_VARYING_FLOATS);\r
+ break;\r
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_VERTEX_TEXTURE_IMAGE_UNITS);\r
+ break;\r
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_B(ARB_vertex_shader, pname);\r
+ params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);\r
+ break;\r
+ default:\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);\r
+ }\r
+}\r
+\r
+void GLAPIENTRY\r
+_mesa_GetFloatv( GLenum pname, GLfloat *params )\r
+{\r
+ GET_CURRENT_CONTEXT(ctx);\r
+ ASSERT_OUTSIDE_BEGIN_END(ctx);\r
+\r
+ if (!params)\r
+ return;\r
+\r
+ if (ctx->Driver.GetFloatv &&\r
+ ctx->Driver.GetFloatv(ctx, pname, params))\r
+ return;\r
+\r
+ switch (pname) {\r
+ case GL_ACCUM_RED_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.accumRedBits);\r
+ break;\r
+ case GL_ACCUM_GREEN_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.accumGreenBits);\r
+ break;\r
+ case GL_ACCUM_BLUE_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.accumBlueBits);\r
+ break;\r
+ case GL_ACCUM_ALPHA_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.accumAlphaBits);\r
+ break;\r
+ case GL_ACCUM_CLEAR_VALUE:\r
+ params[0] = ctx->Accum.ClearColor[0];\r
+ params[1] = ctx->Accum.ClearColor[1];\r
+ params[2] = ctx->Accum.ClearColor[2];\r
+ params[3] = ctx->Accum.ClearColor[3];\r
+ break;\r
+ case GL_ALPHA_BIAS:\r
+ params[0] = ctx->Pixel.AlphaBias;\r
+ break;\r
+ case GL_ALPHA_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.alphaBits);\r
+ break;\r
+ case GL_ALPHA_SCALE:\r
+ params[0] = ctx->Pixel.AlphaScale;\r
+ break;\r
+ case GL_ALPHA_TEST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.AlphaEnabled);\r
+ break;\r
+ case GL_ALPHA_TEST_FUNC:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);\r
+ break;\r
+ case GL_ALPHA_TEST_REF:\r
+ params[0] = ctx->Color.AlphaRef;\r
+ break;\r
+ case GL_ATTRIB_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->AttribStackDepth);\r
+ break;\r
+ case GL_AUTO_NORMAL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.AutoNormal);\r
+ break;\r
+ case GL_AUX_BUFFERS:\r
+ params[0] = (GLfloat)(ctx->Visual.numAuxBuffers);\r
+ break;\r
+ case GL_BLEND:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled);\r
+ break;\r
+ case GL_BLEND_DST:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_SRC_RGB_EXT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_DST_RGB_EXT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC_ALPHA_EXT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);\r
+ break;\r
+ case GL_BLEND_DST_ALPHA_EXT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstA);\r
+ break;\r
+ case GL_BLEND_EQUATION:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationRGB );\r
+ break;\r
+ case GL_BLEND_EQUATION_ALPHA_EXT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationA );\r
+ break;\r
+ case GL_BLEND_COLOR_EXT:\r
+ params[0] = ctx->Color.BlendColor[0];\r
+ params[1] = ctx->Color.BlendColor[1];\r
+ params[2] = ctx->Color.BlendColor[2];\r
+ params[3] = ctx->Color.BlendColor[3];\r
+ break;\r
+ case GL_BLUE_BIAS:\r
+ params[0] = ctx->Pixel.BlueBias;\r
+ break;\r
+ case GL_BLUE_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.blueBits);\r
+ break;\r
+ case GL_BLUE_SCALE:\r
+ params[0] = ctx->Pixel.BlueScale;\r
+ break;\r
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->ClientAttribStackDepth);\r
+ break;\r
+ case GL_CLIP_PLANE0:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE1:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE2:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE3:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE4:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE5:\r
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);\r
+ break;\r
+ case GL_COLOR_CLEAR_VALUE:\r
+ params[0] = ctx->Color.ClearColor[0];\r
+ params[1] = ctx->Color.ClearColor[1];\r
+ params[2] = ctx->Color.ClearColor[2];\r
+ params[3] = ctx->Color.ClearColor[3];\r
+ break;\r
+ case GL_COLOR_MATERIAL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled);\r
+ break;\r
+ case GL_COLOR_MATERIAL_FACE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace);\r
+ break;\r
+ case GL_COLOR_MATERIAL_PARAMETER:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode);\r
+ break;\r
+ case GL_COLOR_WRITEMASK:\r
+ params[0] = (GLfloat)(ctx->Color.ColorMask[RCOMP] ? 1 : 0);\r
+ params[1] = (GLfloat)(ctx->Color.ColorMask[GCOMP] ? 1 : 0);\r
+ params[2] = (GLfloat)(ctx->Color.ColorMask[BCOMP] ? 1 : 0);\r
+ params[3] = (GLfloat)(ctx->Color.ColorMask[ACOMP] ? 1 : 0);\r
+ break;\r
+ case GL_CULL_FACE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.CullFlag);\r
+ break;\r
+ case GL_CULL_FACE_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);\r
+ break;\r
+ case GL_CURRENT_COLOR:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0];\r
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1];\r
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2];\r
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3];\r
+ }\r
+ break;\r
+ case GL_CURRENT_INDEX:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.Index;\r
+ }\r
+ break;\r
+ case GL_CURRENT_NORMAL:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0];\r
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1];\r
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2];\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_COLOR:\r
+ params[0] = ctx->Current.RasterColor[0];\r
+ params[1] = ctx->Current.RasterColor[1];\r
+ params[2] = ctx->Current.RasterColor[2];\r
+ params[3] = ctx->Current.RasterColor[3];\r
+ break;\r
+ case GL_CURRENT_RASTER_DISTANCE:\r
+ params[0] = ctx->Current.RasterDistance;\r
+ break;\r
+ case GL_CURRENT_RASTER_INDEX:\r
+ params[0] = ctx->Current.RasterIndex;\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION:\r
+ params[0] = ctx->Current.RasterPos[0];\r
+ params[1] = ctx->Current.RasterPos[1];\r
+ params[2] = ctx->Current.RasterPos[2];\r
+ params[3] = ctx->Current.RasterPos[3];\r
+ break;\r
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = ctx->Current.RasterTexCoords[texUnit][0];\r
+ params[1] = ctx->Current.RasterTexCoords[texUnit][1];\r
+ params[2] = ctx->Current.RasterTexCoords[texUnit][2];\r
+ params[3] = ctx->Current.RasterTexCoords[texUnit][3];\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION_VALID:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Current.RasterPosValid);\r
+ break;\r
+ case GL_CURRENT_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];\r
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];\r
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];\r
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];\r
+ }\r
+ break;\r
+ case GL_DEPTH_BIAS:\r
+ params[0] = ctx->Pixel.DepthBias;\r
+ break;\r
+ case GL_DEPTH_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.depthBits);\r
+ break;\r
+ case GL_DEPTH_CLEAR_VALUE:\r
+ params[0] = ctx->Depth.Clear;\r
+ break;\r
+ case GL_DEPTH_FUNC:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);\r
+ break;\r
+ case GL_DEPTH_RANGE:\r
+ params[0] = ctx->Viewport.Near;\r
+ params[1] = ctx->Viewport.Far;\r
+ break;\r
+ case GL_DEPTH_SCALE:\r
+ params[0] = ctx->Pixel.DepthScale;\r
+ break;\r
+ case GL_DEPTH_TEST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Test);\r
+ break;\r
+ case GL_DEPTH_WRITEMASK:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Mask);\r
+ break;\r
+ case GL_DITHER:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.DitherFlag);\r
+ break;\r
+ case GL_DOUBLEBUFFER:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.doubleBufferMode);\r
+ break;\r
+ case GL_DRAW_BUFFER:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_EDGE_FLAG:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Current.EdgeFlag);\r
+ }\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_SIZE:\r
+ params[0] = (GLfloat)(ctx->Feedback.BufferSize);\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Feedback.Type);\r
+ break;\r
+ case GL_FOG:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.Enabled);\r
+ break;\r
+ case GL_FOG_COLOR:\r
+ params[0] = ctx->Fog.Color[0];\r
+ params[1] = ctx->Fog.Color[1];\r
+ params[2] = ctx->Fog.Color[2];\r
+ params[3] = ctx->Fog.Color[3];\r
+ break;\r
+ case GL_FOG_DENSITY:\r
+ params[0] = ctx->Fog.Density;\r
+ break;\r
+ case GL_FOG_END:\r
+ params[0] = ctx->Fog.End;\r
+ break;\r
+ case GL_FOG_HINT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.Fog);\r
+ break;\r
+ case GL_FOG_INDEX:\r
+ params[0] = ctx->Fog.Index;\r
+ break;\r
+ case GL_FOG_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Fog.Mode);\r
+ break;\r
+ case GL_FOG_START:\r
+ params[0] = ctx->Fog.Start;\r
+ break;\r
+ case GL_FRONT_FACE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);\r
+ break;\r
+ case GL_GREEN_BIAS:\r
+ params[0] = ctx->Pixel.GreenBias;\r
+ break;\r
+ case GL_GREEN_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.greenBits);\r
+ break;\r
+ case GL_GREEN_SCALE:\r
+ params[0] = ctx->Pixel.GreenScale;\r
+ break;\r
+ case GL_INDEX_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.indexBits);\r
+ break;\r
+ case GL_INDEX_CLEAR_VALUE:\r
+ params[0] = (GLfloat)(ctx->Color.ClearIndex);\r
+ break;\r
+ case GL_INDEX_MODE:\r
+ params[0] = BOOLEAN_TO_FLOAT(!ctx->Visual.rgbMode);\r
+ break;\r
+ case GL_INDEX_OFFSET:\r
+ params[0] = (GLfloat)(ctx->Pixel.IndexOffset);\r
+ break;\r
+ case GL_INDEX_SHIFT:\r
+ params[0] = (GLfloat)(ctx->Pixel.IndexShift);\r
+ break;\r
+ case GL_INDEX_WRITEMASK:\r
+ params[0] = (GLfloat)(ctx->Color.IndexMask);\r
+ break;\r
+ case GL_LIGHT0:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[0].Enabled);\r
+ break;\r
+ case GL_LIGHT1:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[1].Enabled);\r
+ break;\r
+ case GL_LIGHT2:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[2].Enabled);\r
+ break;\r
+ case GL_LIGHT3:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[3].Enabled);\r
+ break;\r
+ case GL_LIGHT4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[4].Enabled);\r
+ break;\r
+ case GL_LIGHT5:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[5].Enabled);\r
+ break;\r
+ case GL_LIGHT6:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[6].Enabled);\r
+ break;\r
+ case GL_LIGHT7:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[7].Enabled);\r
+ break;\r
+ case GL_LIGHTING:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Enabled);\r
+ break;\r
+ case GL_LIGHT_MODEL_AMBIENT:\r
+ params[0] = ctx->Light.Model.Ambient[0];\r
+ params[1] = ctx->Light.Model.Ambient[1];\r
+ params[2] = ctx->Light.Model.Ambient[2];\r
+ params[3] = ctx->Light.Model.Ambient[3];\r
+ break;\r
+ case GL_LIGHT_MODEL_COLOR_CONTROL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl);\r
+ break;\r
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.LocalViewer);\r
+ break;\r
+ case GL_LIGHT_MODEL_TWO_SIDE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide);\r
+ break;\r
+ case GL_LINE_SMOOTH:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Line.SmoothFlag);\r
+ break;\r
+ case GL_LINE_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);\r
+ break;\r
+ case GL_LINE_STIPPLE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Line.StippleFlag);\r
+ break;\r
+ case GL_LINE_STIPPLE_PATTERN:\r
+ params[0] = (GLfloat)(ctx->Line.StipplePattern);\r
+ break;\r
+ case GL_LINE_STIPPLE_REPEAT:\r
+ params[0] = (GLfloat)(ctx->Line.StippleFactor);\r
+ break;\r
+ case GL_LINE_WIDTH:\r
+ params[0] = ctx->Line.Width;\r
+ break;\r
+ case GL_LINE_WIDTH_GRANULARITY:\r
+ params[0] = ctx->Const.LineWidthGranularity;\r
+ break;\r
+ case GL_LINE_WIDTH_RANGE:\r
+ params[0] = ctx->Const.MinLineWidthAA;\r
+ params[1] = ctx->Const.MaxLineWidthAA;\r
+ break;\r
+ case GL_ALIASED_LINE_WIDTH_RANGE:\r
+ params[0] = ctx->Const.MinLineWidth;\r
+ params[1] = ctx->Const.MaxLineWidth;\r
+ break;\r
+ case GL_LIST_BASE:\r
+ params[0] = (GLfloat)(ctx->List.ListBase);\r
+ break;\r
+ case GL_LIST_INDEX:\r
+ params[0] = (GLfloat)(ctx->ListState.CurrentListNum);\r
+ break;\r
+ case GL_LIST_MODE:\r
+ {\r
+ GLenum mode;\r
+ if (!ctx->CompileFlag)\r
+ mode = 0;\r
+ else if (ctx->ExecuteFlag)\r
+ mode = GL_COMPILE_AND_EXECUTE;\r
+ else\r
+ mode = GL_COMPILE;\r
+ params[0] = ENUM_TO_FLOAT(mode);\r
+ }\r
+ break;\r
+ case GL_INDEX_LOGIC_OP:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.IndexLogicOpEnabled);\r
+ break;\r
+ case GL_COLOR_LOGIC_OP:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.ColorLogicOpEnabled);\r
+ break;\r
+ case GL_LOGIC_OP_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.LogicOp);\r
+ break;\r
+ case GL_MAP1_COLOR_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Color4);\r
+ break;\r
+ case GL_MAP1_GRID_DOMAIN:\r
+ params[0] = ctx->Eval.MapGrid1u1;\r
+ params[1] = ctx->Eval.MapGrid1u2;\r
+ break;\r
+ case GL_MAP1_GRID_SEGMENTS:\r
+ params[0] = (GLfloat)(ctx->Eval.MapGrid1un);\r
+ break;\r
+ case GL_MAP1_INDEX:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Index);\r
+ break;\r
+ case GL_MAP1_NORMAL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Normal);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_1:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord1);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_2:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord2);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_3:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord3);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord4);\r
+ break;\r
+ case GL_MAP1_VERTEX_3:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex3);\r
+ break;\r
+ case GL_MAP1_VERTEX_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex4);\r
+ break;\r
+ case GL_MAP2_COLOR_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Color4);\r
+ break;\r
+ case GL_MAP2_GRID_DOMAIN:\r
+ params[0] = ctx->Eval.MapGrid2u1;\r
+ params[1] = ctx->Eval.MapGrid2u2;\r
+ params[2] = ctx->Eval.MapGrid2v1;\r
+ params[3] = ctx->Eval.MapGrid2v2;\r
+ break;\r
+ case GL_MAP2_GRID_SEGMENTS:\r
+ params[0] = (GLfloat)(ctx->Eval.MapGrid2un);\r
+ params[1] = (GLfloat)(ctx->Eval.MapGrid2vn);\r
+ break;\r
+ case GL_MAP2_INDEX:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Index);\r
+ break;\r
+ case GL_MAP2_NORMAL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Normal);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_1:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord1);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_2:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord2);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_3:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord3);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord4);\r
+ break;\r
+ case GL_MAP2_VERTEX_3:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex3);\r
+ break;\r
+ case GL_MAP2_VERTEX_4:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex4);\r
+ break;\r
+ case GL_MAP_COLOR:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapColorFlag);\r
+ break;\r
+ case GL_MAP_STENCIL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapStencilFlag);\r
+ break;\r
+ case GL_MATRIX_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);\r
+ break;\r
+ case GL_MAX_ATTRIB_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_ATTRIB_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_CLIENT_ATTRIB_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_CLIP_PLANES:\r
+ params[0] = (GLfloat)(ctx->Const.MaxClipPlanes);\r
+ break;\r
+ case GL_MAX_ELEMENTS_VERTICES:\r
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);\r
+ break;\r
+ case GL_MAX_ELEMENTS_INDICES:\r
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);\r
+ break;\r
+ case GL_MAX_EVAL_ORDER:\r
+ params[0] = (GLfloat)(MAX_EVAL_ORDER);\r
+ break;\r
+ case GL_MAX_LIGHTS:\r
+ params[0] = (GLfloat)(ctx->Const.MaxLights);\r
+ break;\r
+ case GL_MAX_LIST_NESTING:\r
+ params[0] = (GLfloat)(MAX_LIST_NESTING);\r
+ break;\r
+ case GL_MAX_MODELVIEW_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_NAME_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_NAME_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_PIXEL_MAP_TABLE:\r
+ params[0] = (GLfloat)(MAX_PIXEL_MAP_TABLE);\r
+ break;\r
+ case GL_MAX_PROJECTION_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_PROJECTION_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_TEXTURE_SIZE:\r
+ params[0] = (GLfloat)(1 << (ctx->Const.MaxTextureLevels - 1));\r
+ break;\r
+ case GL_MAX_3D_TEXTURE_SIZE:\r
+ params[0] = (GLfloat)(1 << (ctx->Const.Max3DTextureLevels - 1));\r
+ break;\r
+ case GL_MAX_TEXTURE_STACK_DEPTH:\r
+ params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH);\r
+ break;\r
+ case GL_MAX_VIEWPORT_DIMS:\r
+ params[0] = (GLfloat)(ctx->Const.MaxViewportWidth);\r
+ params[1] = (GLfloat)(ctx->Const.MaxViewportHeight);\r
+ break;\r
+ case GL_MODELVIEW_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[1];\r
+ params[2] = matrix[2];\r
+ params[3] = matrix[3];\r
+ params[4] = matrix[4];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[6];\r
+ params[7] = matrix[7];\r
+ params[8] = matrix[8];\r
+ params[9] = matrix[9];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[11];\r
+ params[12] = matrix[12];\r
+ params[13] = matrix[13];\r
+ params[14] = matrix[14];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_MODELVIEW_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->ModelviewMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_NAME_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->Select.NameStackDepth);\r
+ break;\r
+ case GL_NORMALIZE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize);\r
+ break;\r
+ case GL_PACK_ALIGNMENT:\r
+ params[0] = (GLfloat)(ctx->Pack.Alignment);\r
+ break;\r
+ case GL_PACK_LSB_FIRST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.LsbFirst);\r
+ break;\r
+ case GL_PACK_ROW_LENGTH:\r
+ params[0] = (GLfloat)(ctx->Pack.RowLength);\r
+ break;\r
+ case GL_PACK_SKIP_PIXELS:\r
+ params[0] = (GLfloat)(ctx->Pack.SkipPixels);\r
+ break;\r
+ case GL_PACK_SKIP_ROWS:\r
+ params[0] = (GLfloat)(ctx->Pack.SkipRows);\r
+ break;\r
+ case GL_PACK_SWAP_BYTES:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.SwapBytes);\r
+ break;\r
+ case GL_PACK_SKIP_IMAGES_EXT:\r
+ params[0] = (GLfloat)(ctx->Pack.SkipImages);\r
+ break;\r
+ case GL_PACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = (GLfloat)(ctx->Pack.ImageHeight);\r
+ break;\r
+ case GL_PACK_INVERT_MESA:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.Invert);\r
+ break;\r
+ case GL_PERSPECTIVE_CORRECTION_HINT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);\r
+ break;\r
+ case GL_PIXEL_MAP_A_TO_A_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapAtoAsize);\r
+ break;\r
+ case GL_PIXEL_MAP_B_TO_B_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapBtoBsize);\r
+ break;\r
+ case GL_PIXEL_MAP_G_TO_G_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapGtoGsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_A_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapItoAsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_B_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapItoBsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_G_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapItoGsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_I_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapItoIsize);\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_R_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapItoRsize);\r
+ break;\r
+ case GL_PIXEL_MAP_R_TO_R_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapRtoRsize);\r
+ break;\r
+ case GL_PIXEL_MAP_S_TO_S_SIZE:\r
+ params[0] = (GLfloat)(ctx->Pixel.MapStoSsize);\r
+ break;\r
+ case GL_POINT_SIZE:\r
+ params[0] = ctx->Point.Size;\r
+ break;\r
+ case GL_POINT_SIZE_GRANULARITY:\r
+ params[0] = ctx->Const.PointSizeGranularity;\r
+ break;\r
+ case GL_POINT_SIZE_RANGE:\r
+ params[0] = ctx->Const.MinPointSizeAA;\r
+ params[1] = ctx->Const.MaxPointSizeAA;\r
+ break;\r
+ case GL_ALIASED_POINT_SIZE_RANGE:\r
+ params[0] = ctx->Const.MinPointSize;\r
+ params[1] = ctx->Const.MaxPointSize;\r
+ break;\r
+ case GL_POINT_SMOOTH:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.SmoothFlag);\r
+ break;\r
+ case GL_POINT_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);\r
+ break;\r
+ case GL_POINT_SIZE_MIN_EXT:\r
+ params[0] = ctx->Point.MinSize;\r
+ break;\r
+ case GL_POINT_SIZE_MAX_EXT:\r
+ params[0] = ctx->Point.MaxSize;\r
+ break;\r
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:\r
+ params[0] = ctx->Point.Threshold;\r
+ break;\r
+ case GL_DISTANCE_ATTENUATION_EXT:\r
+ params[0] = ctx->Point.Params[0];\r
+ params[1] = ctx->Point.Params[1];\r
+ params[2] = ctx->Point.Params[2];\r
+ break;\r
+ case GL_POLYGON_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode);\r
+ params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode);\r
+ break;\r
+ case GL_POLYGON_OFFSET_BIAS_EXT:\r
+ params[0] = ctx->Polygon.OffsetUnits;\r
+ break;\r
+ case GL_POLYGON_OFFSET_FACTOR:\r
+ params[0] = ctx->Polygon.OffsetFactor ;\r
+ break;\r
+ case GL_POLYGON_OFFSET_UNITS:\r
+ params[0] = ctx->Polygon.OffsetUnits ;\r
+ break;\r
+ case GL_POLYGON_SMOOTH:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag);\r
+ break;\r
+ case GL_POLYGON_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth);\r
+ break;\r
+ case GL_POLYGON_STIPPLE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.StippleFlag);\r
+ break;\r
+ case GL_PROJECTION_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[1];\r
+ params[2] = matrix[2];\r
+ params[3] = matrix[3];\r
+ params[4] = matrix[4];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[6];\r
+ params[7] = matrix[7];\r
+ params[8] = matrix[8];\r
+ params[9] = matrix[9];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[11];\r
+ params[12] = matrix[12];\r
+ params[13] = matrix[13];\r
+ params[14] = matrix[14];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_PROJECTION_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->ProjectionMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_READ_BUFFER:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer);\r
+ break;\r
+ case GL_RED_BIAS:\r
+ params[0] = ctx->Pixel.RedBias;\r
+ break;\r
+ case GL_RED_BITS:\r
+ params[0] = (GLfloat)( ctx->Visual.redBits );\r
+ break;\r
+ case GL_RED_SCALE:\r
+ params[0] = ctx->Pixel.RedScale;\r
+ break;\r
+ case GL_RENDER_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->RenderMode);\r
+ break;\r
+ case GL_RESCALE_NORMAL:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RescaleNormals);\r
+ break;\r
+ case GL_RGBA_MODE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.rgbMode);\r
+ break;\r
+ case GL_SCISSOR_BOX:\r
+ params[0] = (GLfloat)(ctx->Scissor.X);\r
+ params[1] = (GLfloat)(ctx->Scissor.Y);\r
+ params[2] = (GLfloat)(ctx->Scissor.Width);\r
+ params[3] = (GLfloat)(ctx->Scissor.Height);\r
+ break;\r
+ case GL_SCISSOR_TEST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled);\r
+ break;\r
+ case GL_SELECTION_BUFFER_SIZE:\r
+ params[0] = (GLfloat)(ctx->Select.BufferSize);\r
+ break;\r
+ case GL_SHADE_MODEL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel);\r
+ break;\r
+ case GL_SHARED_TEXTURE_PALETTE_EXT:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.SharedPalette);\r
+ break;\r
+ case GL_STENCIL_BITS:\r
+ params[0] = (GLfloat)(ctx->Visual.stencilBits);\r
+ break;\r
+ case GL_STENCIL_CLEAR_VALUE:\r
+ params[0] = (GLfloat)(ctx->Stencil.Clear);\r
+ break;\r
+ case GL_STENCIL_FAIL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_FUNC:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_REF:\r
+ params[0] = (GLfloat)(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_TEST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.Enabled);\r
+ break;\r
+ case GL_STENCIL_VALUE_MASK:\r
+ params[0] = (GLfloat)(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_WRITEMASK:\r
+ params[0] = (GLfloat)(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STEREO:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Visual.stereoMode);\r
+ break;\r
+ case GL_SUBPIXEL_BITS:\r
+ params[0] = (GLfloat)(ctx->Const.SubPixelBits);\r
+ break;\r
+ case GL_TEXTURE_1D:\r
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D));\r
+ break;\r
+ case GL_TEXTURE_2D:\r
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D));\r
+ break;\r
+ case GL_TEXTURE_3D:\r
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));\r
+ break;\r
+ case GL_TEXTURE_BINDING_1D:\r
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);\r
+ break;\r
+ case GL_TEXTURE_BINDING_2D:\r
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);\r
+ break;\r
+ case GL_TEXTURE_BINDING_3D:\r
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);\r
+ break;\r
+ case GL_TEXTURE_ENV_COLOR:\r
+ {\r
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;\r
+ params[0] = color[0];\r
+ params[1] = color[1];\r
+ params[2] = color[2];\r
+ params[3] = color[3];\r
+ }\r
+ break;\r
+ case GL_TEXTURE_ENV_MODE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);\r
+ break;\r
+ case GL_TEXTURE_GEN_S:\r
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_T:\r
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_R:\r
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_Q:\r
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[1];\r
+ params[2] = matrix[2];\r
+ params[3] = matrix[3];\r
+ params[4] = matrix[4];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[6];\r
+ params[7] = matrix[7];\r
+ params[8] = matrix[8];\r
+ params[9] = matrix[9];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[11];\r
+ params[12] = matrix[12];\r
+ params[13] = matrix[13];\r
+ params[14] = matrix[14];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_TEXTURE_STACK_DEPTH:\r
+ params[0] = (GLfloat)(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);\r
+ break;\r
+ case GL_UNPACK_ALIGNMENT:\r
+ params[0] = (GLfloat)(ctx->Unpack.Alignment);\r
+ break;\r
+ case GL_UNPACK_LSB_FIRST:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.LsbFirst);\r
+ break;\r
+ case GL_UNPACK_ROW_LENGTH:\r
+ params[0] = (GLfloat)(ctx->Unpack.RowLength);\r
+ break;\r
+ case GL_UNPACK_SKIP_PIXELS:\r
+ params[0] = (GLfloat)(ctx->Unpack.SkipPixels);\r
+ break;\r
+ case GL_UNPACK_SKIP_ROWS:\r
+ params[0] = (GLfloat)(ctx->Unpack.SkipRows);\r
+ break;\r
+ case GL_UNPACK_SWAP_BYTES:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.SwapBytes);\r
+ break;\r
+ case GL_UNPACK_SKIP_IMAGES_EXT:\r
+ params[0] = (GLfloat)(ctx->Unpack.SkipImages);\r
+ break;\r
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = (GLfloat)(ctx->Unpack.ImageHeight);\r
+ break;\r
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.ClientStorage);\r
+ break;\r
+ case GL_VIEWPORT:\r
+ params[0] = (GLfloat)(ctx->Viewport.X);\r
+ params[1] = (GLfloat)(ctx->Viewport.Y);\r
+ params[2] = (GLfloat)(ctx->Viewport.Width);\r
+ params[3] = (GLfloat)(ctx->Viewport.Height);\r
+ break;\r
+ case GL_ZOOM_X:\r
+ params[0] = ctx->Pixel.ZoomX;\r
+ break;\r
+ case GL_ZOOM_Y:\r
+ params[0] = ctx->Pixel.ZoomY;\r
+ break;\r
+ case GL_VERTEX_ARRAY:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Vertex.Enabled);\r
+ break;\r
+ case GL_VERTEX_ARRAY_SIZE:\r
+ params[0] = (GLfloat)(ctx->Array.Vertex.Size);\r
+ break;\r
+ case GL_VERTEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Vertex.Type);\r
+ break;\r
+ case GL_VERTEX_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.Vertex.Stride);\r
+ break;\r
+ case GL_VERTEX_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_NORMAL_ARRAY:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Enabled);\r
+ break;\r
+ case GL_NORMAL_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Normal.Type);\r
+ break;\r
+ case GL_NORMAL_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.Normal.Stride);\r
+ break;\r
+ case GL_NORMAL_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_COLOR_ARRAY:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Color.Enabled);\r
+ break;\r
+ case GL_COLOR_ARRAY_SIZE:\r
+ params[0] = (GLfloat)(ctx->Array.Color.Size);\r
+ break;\r
+ case GL_COLOR_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Color.Type);\r
+ break;\r
+ case GL_COLOR_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.Color.Stride);\r
+ break;\r
+ case GL_COLOR_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_INDEX_ARRAY:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.Index.Enabled);\r
+ break;\r
+ case GL_INDEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.Index.Type);\r
+ break;\r
+ case GL_INDEX_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.Index.Stride);\r
+ break;\r
+ case GL_INDEX_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_SIZE:\r
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY:\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.EdgeFlag.Enabled);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_STRIDE:\r
+ params[0] = (GLfloat)(ctx->Array.EdgeFlag.Stride);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_MAX_TEXTURE_UNITS_ARB:\r
+ CHECK_EXTENSION_F(ARB_multitexture, pname);\r
+ params[0] = (GLfloat)(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));\r
+ break;\r
+ case GL_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multitexture, pname);\r
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);\r
+ break;\r
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multitexture, pname);\r
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);\r
+ break;\r
+ case GL_TEXTURE_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));\r
+ break;\r
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);\r
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);\r
+ break;\r
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_cube_map, pname);\r
+ params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1)));\r
+ break;\r
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);\r
+ params[0] = (GLfloat)(ctx->Hint.TextureCompression);\r
+ break;\r
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);\r
+ params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL));\r
+ break;\r
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_F(ARB_texture_compression, pname);\r
+ {\r
+ GLint formats[100];\r
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);\r
+ for (i = 0; i < n; i++)\r
+ params[i] = ENUM_TO_BOOLEAN(formats[i]);\r
+ }\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:\r
+ CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);\r
+ params[0] = (GLfloat)(ctx->Array.LockFirst);\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:\r
+ CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);\r
+ params[0] = (GLfloat)(ctx->Array.LockCount);\r
+ break;\r
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[4];\r
+ params[2] = matrix[8];\r
+ params[3] = matrix[12];\r
+ params[4] = matrix[1];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[9];\r
+ params[7] = matrix[13];\r
+ params[8] = matrix[2];\r
+ params[9] = matrix[6];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[14];\r
+ params[12] = matrix[3];\r
+ params[13] = matrix[7];\r
+ params[14] = matrix[11];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[4];\r
+ params[2] = matrix[8];\r
+ params[3] = matrix[12];\r
+ params[4] = matrix[1];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[9];\r
+ params[7] = matrix[13];\r
+ params[8] = matrix[2];\r
+ params[9] = matrix[6];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[14];\r
+ params[12] = matrix[3];\r
+ params[13] = matrix[7];\r
+ params[14] = matrix[11];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[4];\r
+ params[2] = matrix[8];\r
+ params[3] = matrix[12];\r
+ params[4] = matrix[1];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[9];\r
+ params[7] = matrix[13];\r
+ params[8] = matrix[2];\r
+ params[9] = matrix[6];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[14];\r
+ params[12] = matrix[3];\r
+ params[13] = matrix[7];\r
+ params[14] = matrix[11];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[4];\r
+ params[2] = matrix[8];\r
+ params[3] = matrix[12];\r
+ params[4] = matrix[1];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[9];\r
+ params[7] = matrix[13];\r
+ params[8] = matrix[2];\r
+ params[9] = matrix[6];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[14];\r
+ params[12] = matrix[3];\r
+ params[13] = matrix[7];\r
+ params[14] = matrix[11];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_OCCLUSION_TEST_HP:\r
+ CHECK_EXTENSION_F(HP_occlusion_test, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.OcclusionTest);\r
+ break;\r
+ case GL_OCCLUSION_TEST_RESULT_HP:\r
+ CHECK_EXTENSION_F(HP_occlusion_test, pname);\r
+ {\r
+ if (ctx->Depth.OcclusionTest)\r
+ params[0] = ctx->OcclusionResult;\r
+ else\r
+ params[0] = ctx->OcclusionResultSaved;\r
+ /* reset flag now */\r
+ ctx->OcclusionResult = GL_FALSE;\r
+ ctx->OcclusionResultSaved = GL_FALSE;\r
+ return;\r
+ }\r
+ break;\r
+ case GL_PIXEL_TEXTURE_SGIS:\r
+ CHECK_EXTENSION_F(SGIS_pixel_texture, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_SGIX:\r
+ CHECK_EXTENSION_F(SGIX_pixel_texture, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PixelTextureEnabled);\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:\r
+ CHECK_EXTENSION_F(SGIX_pixel_texture, pname);\r
+ params[0] = ENUM_TO_FLOAT(pixel_texgen_mode(ctx));\r
+ break;\r
+ case GL_COLOR_MATRIX_SGI:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[1];\r
+ params[2] = matrix[2];\r
+ params[3] = matrix[3];\r
+ params[4] = matrix[4];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[6];\r
+ params[7] = matrix[7];\r
+ params[8] = matrix[8];\r
+ params[9] = matrix[9];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[11];\r
+ params[12] = matrix[12];\r
+ params[13] = matrix[13];\r
+ params[14] = matrix[14];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = (GLfloat)(ctx->ColorMatrixStack.Depth + 1);\r
+ break;\r
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = (GLfloat)(MAX_COLOR_STACK_DEPTH);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixScale[0];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixScale[1];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixScale[2];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixScale[3];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixBias[0];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixBias[1];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixBias[2];\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:\r
+ params[0] = ctx->Pixel.PostColorMatrixBias[3];\r
+ break;\r
+ case GL_CONVOLUTION_1D_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution1DEnabled);\r
+ break;\r
+ case GL_CONVOLUTION_2D_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution2DEnabled);\r
+ break;\r
+ case GL_SEPARABLE_2D_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Separable2DEnabled);\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionScale[0];\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionScale[1];\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionScale[2];\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionScale[3];\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionBias[0];\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionBias[1];\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionBias[2];\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:\r
+ CHECK_EXTENSION_F(EXT_convolution, pname);\r
+ params[0] = ctx->Pixel.PostConvolutionBias[3];\r
+ break;\r
+ case GL_HISTOGRAM:\r
+ CHECK_EXTENSION_F(EXT_histogram, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.HistogramEnabled);\r
+ break;\r
+ case GL_MINMAX:\r
+ CHECK_EXTENSION_F(EXT_histogram, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MinMaxEnabled);\r
+ break;\r
+ case GL_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_F(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled);\r
+ break;\r
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_F(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostConvolutionColorTableEnabled);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_F(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.PostColorMatrixColorTableEnabled);\r
+ break;\r
+ case GL_TEXTURE_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_F(SGI_texture_color_table, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);\r
+ break;\r
+ case GL_COLOR_SUM_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.ColorSumEnabled);\r
+ break;\r
+ case GL_CURRENT_SECONDARY_COLOR_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0];\r
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1];\r
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2];\r
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3];\r
+ }\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.SecondaryColor.Enabled);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.SecondaryColor.Type);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.Stride);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:\r
+ CHECK_EXTENSION_F(EXT_secondary_color, pname);\r
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.Size);\r
+ break;\r
+ case GL_CURRENT_FOG_COORDINATE_EXT:\r
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];\r
+ }\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_EXT:\r
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.FogCoord.Enabled);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Array.FogCoord.Type);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);\r
+ params[0] = (GLfloat)(ctx->Array.FogCoord.Stride);\r
+ break;\r
+ case GL_FOG_COORDINATE_SOURCE_EXT:\r
+ CHECK_EXTENSION_F(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Fog.FogCoordinateSource);\r
+ break;\r
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:\r
+ CHECK_EXTENSION_F(EXT_texture_lod_bias, pname);\r
+ params[0] = ctx->Const.MaxTextureLodBias;\r
+ break;\r
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:\r
+ CHECK_EXTENSION_F(EXT_texture_filter_anisotropic, pname);\r
+ params[0] = ctx->Const.MaxTextureMaxAnisotropy;\r
+ break;\r
+ case GL_MULTISAMPLE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled);\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage);\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = ctx->Multisample.SampleCoverageValue;\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert);\r
+ break;\r
+ case GL_SAMPLE_BUFFERS_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_SAMPLES_ARB:\r
+ CHECK_EXTENSION_F(ARB_multisample, pname);\r
+ params[0] = (GLfloat)(0);\r
+ break;\r
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:\r
+ CHECK_EXTENSION_F(IBM_rasterpos_clip, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RasterPositionUnclipped);\r
+ break;\r
+ case GL_POINT_SPRITE_NV:\r
+ CHECK_EXTENSION_F(NV_point_sprite, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite);\r
+ break;\r
+ case GL_POINT_SPRITE_R_MODE_NV:\r
+ CHECK_EXTENSION_F(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteRMode);\r
+ break;\r
+ case GL_POINT_SPRITE_COORD_ORIGIN:\r
+ CHECK_EXTENSION_F(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteOrigin);\r
+ break;\r
+ case GL_GENERATE_MIPMAP_HINT_SGIS:\r
+ CHECK_EXTENSION_F(SGIS_generate_mipmap, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.Enabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.PointSizeEnabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.TwoSideEnabled);\r
+ break;\r
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxProgramMatrixStackDepth);\r
+ break;\r
+ case GL_MAX_TRACK_MATRICES_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxProgramMatrices);\r
+ break;\r
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->CurrentStack->Depth + 1);\r
+ break;\r
+ case GL_CURRENT_MATRIX_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[1];\r
+ params[2] = matrix[2];\r
+ params[3] = matrix[3];\r
+ params[4] = matrix[4];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[6];\r
+ params[7] = matrix[7];\r
+ params[8] = matrix[8];\r
+ params[9] = matrix[9];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[11];\r
+ params[12] = matrix[12];\r
+ params[13] = matrix[13];\r
+ params[14] = matrix[14];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_VERTEX_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = (GLfloat)((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0));\r
+ break;\r
+ case GL_PROGRAM_ERROR_POSITION_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = (GLfloat)(ctx->Program.ErrorPos);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[0].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[1].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[2].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[3].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[4].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[5].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[6].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[7].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[8].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[9].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[10].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[11].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[12].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[13].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[14].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.VertexAttrib[15].Enabled);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[0]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[1]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[2]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[3]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[4]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[5]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[6]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[7]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[8]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[9]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[10]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[11]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[12]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[13]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[14]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:\r
+ CHECK_EXTENSION_F(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[15]);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_NV:\r
+ CHECK_EXTENSION_F(NV_fragment_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);\r
+ break;\r
+ case GL_MAX_TEXTURE_COORDS_NV:\r
+ CHECK_EXTENSION_F(NV_fragment_program, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxTextureCoordUnits);\r
+ break;\r
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:\r
+ CHECK_EXTENSION_F(NV_fragment_program, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxTextureImageUnits);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_F(NV_fragment_program, pname);\r
+ params[0] = (GLfloat)(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0);\r
+ break;\r
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:\r
+ CHECK_EXTENSION_F(NV_fragment_program, pname);\r
+ params[0] = (GLfloat)(MAX_NV_FRAGMENT_PROGRAM_PARAMS);\r
+ break;\r
+ case GL_TEXTURE_RECTANGLE_NV:\r
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));\r
+ break;\r
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:\r
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);\r
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name);\r
+ break;\r
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:\r
+ CHECK_EXTENSION_F(NV_texture_rectangle, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxTextureRectSize);\r
+ break;\r
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:\r
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.TestTwoSide);\r
+ break;\r
+ case GL_ACTIVE_STENCIL_FACE_EXT:\r
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);\r
+ break;\r
+ case GL_MAX_SHININESS_NV:\r
+ CHECK_EXTENSION_F(NV_light_max_exponent, pname);\r
+ params[0] = ctx->Const.MaxShininess;\r
+ break;\r
+ case GL_MAX_SPOT_EXPONENT_NV:\r
+ CHECK_EXTENSION_F(NV_light_max_exponent, pname);\r
+ params[0] = ctx->Const.MaxSpotExponent;\r
+ break;\r
+ case GL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name);\r
+ break;\r
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.Vertex.BufferObj->Name);\r
+ break;\r
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.Normal.BufferObj->Name);\r
+ break;\r
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.Color.BufferObj->Name);\r
+ break;\r
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.Index.BufferObj->Name);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.EdgeFlag.BufferObj->Name);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.SecondaryColor.BufferObj->Name);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.FogCoord.BufferObj->Name);\r
+ break;\r
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name);\r
+ break;\r
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Pack.BufferObj->Name);\r
+ break;\r
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Unpack.BufferObj->Name);\r
+ break;\r
+ case GL_MAX_VERTEX_ATTRIBS_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_program, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxVertexProgramAttribs);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_ARB:\r
+ CHECK_EXTENSION_F(ARB_fragment_program, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled);\r
+ break;\r
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:\r
+ CHECK_EXTENSION_F(ARB_fragment_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = matrix[0];\r
+ params[1] = matrix[4];\r
+ params[2] = matrix[8];\r
+ params[3] = matrix[12];\r
+ params[4] = matrix[1];\r
+ params[5] = matrix[5];\r
+ params[6] = matrix[9];\r
+ params[7] = matrix[13];\r
+ params[8] = matrix[2];\r
+ params[9] = matrix[6];\r
+ params[10] = matrix[10];\r
+ params[11] = matrix[14];\r
+ params[12] = matrix[3];\r
+ params[13] = matrix[7];\r
+ params[14] = matrix[11];\r
+ params[15] = matrix[15];\r
+ }\r
+ break;\r
+ case GL_DEPTH_BOUNDS_TEST_EXT:\r
+ CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.BoundsTest);\r
+ break;\r
+ case GL_DEPTH_BOUNDS_EXT:\r
+ CHECK_EXTENSION_F(EXT_depth_bounds_test, pname);\r
+ params[0] = ctx->Depth.BoundsMin;\r
+ params[1] = ctx->Depth.BoundsMax;\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_F(MESA_program_debug, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.CallbackEnabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_F(MESA_program_debug, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.CallbackEnabled);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_F(MESA_program_debug, pname);\r
+ params[0] = (GLfloat)(ctx->FragmentProgram.CurrentPosition);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_F(MESA_program_debug, pname);\r
+ params[0] = (GLfloat)(ctx->VertexProgram.CurrentPosition);\r
+ break;\r
+ case GL_MAX_DRAW_BUFFERS_ARB:\r
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxDrawBuffers);\r
+ break;\r
+ case GL_DRAW_BUFFER0_ARB:\r
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_DRAW_BUFFER1_ARB:\r
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[1];\r
+ params[0] = ENUM_TO_FLOAT(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER2_ARB:\r
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[2];\r
+ params[0] = ENUM_TO_FLOAT(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER3_ARB:\r
+ CHECK_EXTENSION_F(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[3];\r
+ params[0] = ENUM_TO_FLOAT(buffer);\r
+ }\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:\r
+ CHECK_EXTENSION_F(OES_read_format, pname);\r
+ params[0] = (GLfloat)(ctx->Const.ColorReadType);\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:\r
+ CHECK_EXTENSION_F(OES_read_format, pname);\r
+ params[0] = (GLfloat)(ctx->Const.ColorReadFormat);\r
+ break;\r
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(6);\r
+ break;\r
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(8);\r
+ break;\r
+ case GL_NUM_PASSES_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(2);\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(8);\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(16);\r
+ break;\r
+ case GL_COLOR_ALPHA_PAIRING_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = BOOLEAN_TO_FLOAT(GL_TRUE);\r
+ break;\r
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(3);\r
+ break;\r
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_F(ATI_fragment_shader, pname);\r
+ params[0] = (GLfloat)(3);\r
+ break;\r
+ case GL_STENCIL_BACK_FUNC:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_VALUE_MASK:\r
+ params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_REF:\r
+ params[0] = (GLfloat)(ctx->Stencil.Ref[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_FAIL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[1]);\r
+ break;\r
+ case GL_FRAMEBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0);\r
+ break;\r
+ case GL_RENDERBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);\r
+ break;\r
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:\r
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxColorAttachments);\r
+ break;\r
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:\r
+ CHECK_EXTENSION_F(EXT_framebuffer_object, pname);\r
+ params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);\r
+ break;\r
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_F(ARB_fragment_shader, pname);\r
+ params[0] = (GLfloat)(MAX_FRAGMENT_UNIFORM_COMPONENTS);\r
+ break;\r
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:\r
+ CHECK_EXTENSION_F(ARB_fragment_shader, pname);\r
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative);\r
+ break;\r
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);\r
+ params[0] = (GLfloat)(MAX_VERTEX_UNIFORM_COMPONENTS);\r
+ break;\r
+ case GL_MAX_VARYING_FLOATS_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);\r
+ params[0] = (GLfloat)(MAX_VARYING_FLOATS);\r
+ break;\r
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);\r
+ params[0] = (GLfloat)(MAX_VERTEX_TEXTURE_IMAGE_UNITS);\r
+ break;\r
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_F(ARB_vertex_shader, pname);\r
+ params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);\r
+ break;\r
+ default:\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);\r
+ }\r
+}\r
+\r
+void GLAPIENTRY\r
+_mesa_GetIntegerv( GLenum pname, GLint *params )\r
+{\r
+ GET_CURRENT_CONTEXT(ctx);\r
+ ASSERT_OUTSIDE_BEGIN_END(ctx);\r
+\r
+ if (!params)\r
+ return;\r
+\r
+ if (ctx->Driver.GetIntegerv &&\r
+ ctx->Driver.GetIntegerv(ctx, pname, params))\r
+ return;\r
+\r
+ switch (pname) {\r
+ case GL_ACCUM_RED_BITS:\r
+ params[0] = ctx->Visual.accumRedBits;\r
+ break;\r
+ case GL_ACCUM_GREEN_BITS:\r
+ params[0] = ctx->Visual.accumGreenBits;\r
+ break;\r
+ case GL_ACCUM_BLUE_BITS:\r
+ params[0] = ctx->Visual.accumBlueBits;\r
+ break;\r
+ case GL_ACCUM_ALPHA_BITS:\r
+ params[0] = ctx->Visual.accumAlphaBits;\r
+ break;\r
+ case GL_ACCUM_CLEAR_VALUE:\r
+ params[0] = FLOAT_TO_INT(ctx->Accum.ClearColor[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Accum.ClearColor[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Accum.ClearColor[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Accum.ClearColor[3]);\r
+ break;\r
+ case GL_ALPHA_BIAS:\r
+ params[0] = IROUND(ctx->Pixel.AlphaBias);\r
+ break;\r
+ case GL_ALPHA_BITS:\r
+ params[0] = ctx->Visual.alphaBits;\r
+ break;\r
+ case GL_ALPHA_SCALE:\r
+ params[0] = IROUND(ctx->Pixel.AlphaScale);\r
+ break;\r
+ case GL_ALPHA_TEST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Color.AlphaEnabled);\r
+ break;\r
+ case GL_ALPHA_TEST_FUNC:\r
+ params[0] = ENUM_TO_INT(ctx->Color.AlphaFunc);\r
+ break;\r
+ case GL_ALPHA_TEST_REF:\r
+ params[0] = FLOAT_TO_INT(ctx->Color.AlphaRef);\r
+ break;\r
+ case GL_ATTRIB_STACK_DEPTH:\r
+ params[0] = ctx->AttribStackDepth;\r
+ break;\r
+ case GL_AUTO_NORMAL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.AutoNormal);\r
+ break;\r
+ case GL_AUX_BUFFERS:\r
+ params[0] = ctx->Visual.numAuxBuffers;\r
+ break;\r
+ case GL_BLEND:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled);\r
+ break;\r
+ case GL_BLEND_DST:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_SRC_RGB_EXT:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);\r
+ break;\r
+ case GL_BLEND_DST_RGB_EXT:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);\r
+ break;\r
+ case GL_BLEND_SRC_ALPHA_EXT:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcA);\r
+ break;\r
+ case GL_BLEND_DST_ALPHA_EXT:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstA);\r
+ break;\r
+ case GL_BLEND_EQUATION:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationRGB );\r
+ break;\r
+ case GL_BLEND_EQUATION_ALPHA_EXT:\r
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationA );\r
+ break;\r
+ case GL_BLEND_COLOR_EXT:\r
+ params[0] = FLOAT_TO_INT(ctx->Color.BlendColor[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Color.BlendColor[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Color.BlendColor[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Color.BlendColor[3]);\r
+ break;\r
+ case GL_BLUE_BIAS:\r
+ params[0] = IROUND(ctx->Pixel.BlueBias);\r
+ break;\r
+ case GL_BLUE_BITS:\r
+ params[0] = ctx->Visual.blueBits;\r
+ break;\r
+ case GL_BLUE_SCALE:\r
+ params[0] = IROUND(ctx->Pixel.BlueScale);\r
+ break;\r
+ case GL_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = ctx->ClientAttribStackDepth;\r
+ break;\r
+ case GL_CLIP_PLANE0:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE1:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE2:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE3:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE4:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);\r
+ break;\r
+ case GL_CLIP_PLANE5:\r
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);\r
+ break;\r
+ case GL_COLOR_CLEAR_VALUE:\r
+ params[0] = FLOAT_TO_INT(ctx->Color.ClearColor[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Color.ClearColor[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Color.ClearColor[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Color.ClearColor[3]);\r
+ break;\r
+ case GL_COLOR_MATERIAL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled);\r
+ break;\r
+ case GL_COLOR_MATERIAL_FACE:\r
+ params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialFace);\r
+ break;\r
+ case GL_COLOR_MATERIAL_PARAMETER:\r
+ params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialMode);\r
+ break;\r
+ case GL_COLOR_WRITEMASK:\r
+ params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;\r
+ params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;\r
+ params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;\r
+ params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;\r
+ break;\r
+ case GL_CULL_FACE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag);\r
+ break;\r
+ case GL_CULL_FACE_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode);\r
+ break;\r
+ case GL_CURRENT_COLOR:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_INDEX:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = IROUND(ctx->Current.Index);\r
+ }\r
+ break;\r
+ case GL_CURRENT_NORMAL:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_COLOR:\r
+ params[0] = FLOAT_TO_INT(ctx->Current.RasterColor[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Current.RasterColor[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Current.RasterColor[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Current.RasterColor[3]);\r
+ break;\r
+ case GL_CURRENT_RASTER_DISTANCE:\r
+ params[0] = IROUND(ctx->Current.RasterDistance);\r
+ break;\r
+ case GL_CURRENT_RASTER_INDEX:\r
+ params[0] = IROUND(ctx->Current.RasterIndex);\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION:\r
+ params[0] = IROUND(ctx->Current.RasterPos[0]);\r
+ params[1] = IROUND(ctx->Current.RasterPos[1]);\r
+ params[2] = IROUND(ctx->Current.RasterPos[2]);\r
+ params[3] = IROUND(ctx->Current.RasterPos[3]);\r
+ break;\r
+ case GL_CURRENT_RASTER_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = IROUND(ctx->Current.RasterTexCoords[texUnit][0]);\r
+ params[1] = IROUND(ctx->Current.RasterTexCoords[texUnit][1]);\r
+ params[2] = IROUND(ctx->Current.RasterTexCoords[texUnit][2]);\r
+ params[3] = IROUND(ctx->Current.RasterTexCoords[texUnit][3]);\r
+ }\r
+ break;\r
+ case GL_CURRENT_RASTER_POSITION_VALID:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Current.RasterPosValid);\r
+ break;\r
+ case GL_CURRENT_TEXTURE_COORDS:\r
+ {\r
+ const GLuint texUnit = ctx->Texture.CurrentUnit;\r
+ params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);\r
+ params[1] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);\r
+ params[2] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);\r
+ params[3] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);\r
+ }\r
+ break;\r
+ case GL_DEPTH_BIAS:\r
+ params[0] = IROUND(ctx->Pixel.DepthBias);\r
+ break;\r
+ case GL_DEPTH_BITS:\r
+ params[0] = ctx->Visual.depthBits;\r
+ break;\r
+ case GL_DEPTH_CLEAR_VALUE:\r
+ params[0] = IROUND(ctx->Depth.Clear);\r
+ break;\r
+ case GL_DEPTH_FUNC:\r
+ params[0] = ENUM_TO_INT(ctx->Depth.Func);\r
+ break;\r
+ case GL_DEPTH_RANGE:\r
+ params[0] = FLOAT_TO_INT(ctx->Viewport.Near);\r
+ params[1] = FLOAT_TO_INT(ctx->Viewport.Far);\r
+ break;\r
+ case GL_DEPTH_SCALE:\r
+ params[0] = IROUND(ctx->Pixel.DepthScale);\r
+ break;\r
+ case GL_DEPTH_TEST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Test);\r
+ break;\r
+ case GL_DEPTH_WRITEMASK:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Mask);\r
+ break;\r
+ case GL_DITHER:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Color.DitherFlag);\r
+ break;\r
+ case GL_DOUBLEBUFFER:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Visual.doubleBufferMode);\r
+ break;\r
+ case GL_DRAW_BUFFER:\r
+ params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_EDGE_FLAG:\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Current.EdgeFlag);\r
+ }\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_SIZE:\r
+ params[0] = ctx->Feedback.BufferSize;\r
+ break;\r
+ case GL_FEEDBACK_BUFFER_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Feedback.Type);\r
+ break;\r
+ case GL_FOG:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Fog.Enabled);\r
+ break;\r
+ case GL_FOG_COLOR:\r
+ params[0] = FLOAT_TO_INT(ctx->Fog.Color[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Fog.Color[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Fog.Color[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Fog.Color[3]);\r
+ break;\r
+ case GL_FOG_DENSITY:\r
+ params[0] = IROUND(ctx->Fog.Density);\r
+ break;\r
+ case GL_FOG_END:\r
+ params[0] = IROUND(ctx->Fog.End);\r
+ break;\r
+ case GL_FOG_HINT:\r
+ params[0] = ENUM_TO_INT(ctx->Hint.Fog);\r
+ break;\r
+ case GL_FOG_INDEX:\r
+ params[0] = IROUND(ctx->Fog.Index);\r
+ break;\r
+ case GL_FOG_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Fog.Mode);\r
+ break;\r
+ case GL_FOG_START:\r
+ params[0] = IROUND(ctx->Fog.Start);\r
+ break;\r
+ case GL_FRONT_FACE:\r
+ params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace);\r
+ break;\r
+ case GL_GREEN_BIAS:\r
+ params[0] = IROUND(ctx->Pixel.GreenBias);\r
+ break;\r
+ case GL_GREEN_BITS:\r
+ params[0] = ctx->Visual.greenBits;\r
+ break;\r
+ case GL_GREEN_SCALE:\r
+ params[0] = IROUND(ctx->Pixel.GreenScale);\r
+ break;\r
+ case GL_INDEX_BITS:\r
+ params[0] = ctx->Visual.indexBits;\r
+ break;\r
+ case GL_INDEX_CLEAR_VALUE:\r
+ params[0] = ctx->Color.ClearIndex;\r
+ break;\r
+ case GL_INDEX_MODE:\r
+ params[0] = BOOLEAN_TO_INT(!ctx->Visual.rgbMode);\r
+ break;\r
+ case GL_INDEX_OFFSET:\r
+ params[0] = ctx->Pixel.IndexOffset;\r
+ break;\r
+ case GL_INDEX_SHIFT:\r
+ params[0] = ctx->Pixel.IndexShift;\r
+ break;\r
+ case GL_INDEX_WRITEMASK:\r
+ params[0] = ctx->Color.IndexMask;\r
+ break;\r
+ case GL_LIGHT0:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[0].Enabled);\r
+ break;\r
+ case GL_LIGHT1:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[1].Enabled);\r
+ break;\r
+ case GL_LIGHT2:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[2].Enabled);\r
+ break;\r
+ case GL_LIGHT3:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[3].Enabled);\r
+ break;\r
+ case GL_LIGHT4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[4].Enabled);\r
+ break;\r
+ case GL_LIGHT5:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[5].Enabled);\r
+ break;\r
+ case GL_LIGHT6:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[6].Enabled);\r
+ break;\r
+ case GL_LIGHT7:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[7].Enabled);\r
+ break;\r
+ case GL_LIGHTING:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Enabled);\r
+ break;\r
+ case GL_LIGHT_MODEL_AMBIENT:\r
+ params[0] = FLOAT_TO_INT(ctx->Light.Model.Ambient[0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Light.Model.Ambient[1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Light.Model.Ambient[2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Light.Model.Ambient[3]);\r
+ break;\r
+ case GL_LIGHT_MODEL_COLOR_CONTROL:\r
+ params[0] = ENUM_TO_INT(ctx->Light.Model.ColorControl);\r
+ break;\r
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Model.LocalViewer);\r
+ break;\r
+ case GL_LIGHT_MODEL_TWO_SIDE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide);\r
+ break;\r
+ case GL_LINE_SMOOTH:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Line.SmoothFlag);\r
+ break;\r
+ case GL_LINE_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_INT(ctx->Hint.LineSmooth);\r
+ break;\r
+ case GL_LINE_STIPPLE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Line.StippleFlag);\r
+ break;\r
+ case GL_LINE_STIPPLE_PATTERN:\r
+ params[0] = ctx->Line.StipplePattern;\r
+ break;\r
+ case GL_LINE_STIPPLE_REPEAT:\r
+ params[0] = ctx->Line.StippleFactor;\r
+ break;\r
+ case GL_LINE_WIDTH:\r
+ params[0] = IROUND(ctx->Line.Width);\r
+ break;\r
+ case GL_LINE_WIDTH_GRANULARITY:\r
+ params[0] = IROUND(ctx->Const.LineWidthGranularity);\r
+ break;\r
+ case GL_LINE_WIDTH_RANGE:\r
+ params[0] = IROUND(ctx->Const.MinLineWidthAA);\r
+ params[1] = IROUND(ctx->Const.MaxLineWidthAA);\r
+ break;\r
+ case GL_ALIASED_LINE_WIDTH_RANGE:\r
+ params[0] = IROUND(ctx->Const.MinLineWidth);\r
+ params[1] = IROUND(ctx->Const.MaxLineWidth);\r
+ break;\r
+ case GL_LIST_BASE:\r
+ params[0] = ctx->List.ListBase;\r
+ break;\r
+ case GL_LIST_INDEX:\r
+ params[0] = ctx->ListState.CurrentListNum;\r
+ break;\r
+ case GL_LIST_MODE:\r
+ {\r
+ GLenum mode;\r
+ if (!ctx->CompileFlag)\r
+ mode = 0;\r
+ else if (ctx->ExecuteFlag)\r
+ mode = GL_COMPILE_AND_EXECUTE;\r
+ else\r
+ mode = GL_COMPILE;\r
+ params[0] = ENUM_TO_INT(mode);\r
+ }\r
+ break;\r
+ case GL_INDEX_LOGIC_OP:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Color.IndexLogicOpEnabled);\r
+ break;\r
+ case GL_COLOR_LOGIC_OP:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Color.ColorLogicOpEnabled);\r
+ break;\r
+ case GL_LOGIC_OP_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Color.LogicOp);\r
+ break;\r
+ case GL_MAP1_COLOR_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Color4);\r
+ break;\r
+ case GL_MAP1_GRID_DOMAIN:\r
+ params[0] = IROUND(ctx->Eval.MapGrid1u1);\r
+ params[1] = IROUND(ctx->Eval.MapGrid1u2);\r
+ break;\r
+ case GL_MAP1_GRID_SEGMENTS:\r
+ params[0] = ctx->Eval.MapGrid1un;\r
+ break;\r
+ case GL_MAP1_INDEX:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Index);\r
+ break;\r
+ case GL_MAP1_NORMAL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Normal);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_1:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord1);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_2:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord2);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_3:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord3);\r
+ break;\r
+ case GL_MAP1_TEXTURE_COORD_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord4);\r
+ break;\r
+ case GL_MAP1_VERTEX_3:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex3);\r
+ break;\r
+ case GL_MAP1_VERTEX_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex4);\r
+ break;\r
+ case GL_MAP2_COLOR_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Color4);\r
+ break;\r
+ case GL_MAP2_GRID_DOMAIN:\r
+ params[0] = IROUND(ctx->Eval.MapGrid2u1);\r
+ params[1] = IROUND(ctx->Eval.MapGrid2u2);\r
+ params[2] = IROUND(ctx->Eval.MapGrid2v1);\r
+ params[3] = IROUND(ctx->Eval.MapGrid2v2);\r
+ break;\r
+ case GL_MAP2_GRID_SEGMENTS:\r
+ params[0] = ctx->Eval.MapGrid2un;\r
+ params[1] = ctx->Eval.MapGrid2vn;\r
+ break;\r
+ case GL_MAP2_INDEX:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Index);\r
+ break;\r
+ case GL_MAP2_NORMAL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Normal);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_1:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord1);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_2:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord2);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_3:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord3);\r
+ break;\r
+ case GL_MAP2_TEXTURE_COORD_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord4);\r
+ break;\r
+ case GL_MAP2_VERTEX_3:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex3);\r
+ break;\r
+ case GL_MAP2_VERTEX_4:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex4);\r
+ break;\r
+ case GL_MAP_COLOR:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapColorFlag);\r
+ break;\r
+ case GL_MAP_STENCIL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapStencilFlag);\r
+ break;\r
+ case GL_MATRIX_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode);\r
+ break;\r
+ case GL_MAX_ATTRIB_STACK_DEPTH:\r
+ params[0] = MAX_ATTRIB_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:\r
+ params[0] = MAX_CLIENT_ATTRIB_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_CLIP_PLANES:\r
+ params[0] = ctx->Const.MaxClipPlanes;\r
+ break;\r
+ case GL_MAX_ELEMENTS_VERTICES:\r
+ params[0] = ctx->Const.MaxArrayLockSize;\r
+ break;\r
+ case GL_MAX_ELEMENTS_INDICES:\r
+ params[0] = ctx->Const.MaxArrayLockSize;\r
+ break;\r
+ case GL_MAX_EVAL_ORDER:\r
+ params[0] = MAX_EVAL_ORDER;\r
+ break;\r
+ case GL_MAX_LIGHTS:\r
+ params[0] = ctx->Const.MaxLights;\r
+ break;\r
+ case GL_MAX_LIST_NESTING:\r
+ params[0] = MAX_LIST_NESTING;\r
+ break;\r
+ case GL_MAX_MODELVIEW_STACK_DEPTH:\r
+ params[0] = MAX_MODELVIEW_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_NAME_STACK_DEPTH:\r
+ params[0] = MAX_NAME_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_PIXEL_MAP_TABLE:\r
+ params[0] = MAX_PIXEL_MAP_TABLE;\r
+ break;\r
+ case GL_MAX_PROJECTION_STACK_DEPTH:\r
+ params[0] = MAX_PROJECTION_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_TEXTURE_SIZE:\r
+ params[0] = 1 << (ctx->Const.MaxTextureLevels - 1);\r
+ break;\r
+ case GL_MAX_3D_TEXTURE_SIZE:\r
+ params[0] = 1 << (ctx->Const.Max3DTextureLevels - 1);\r
+ break;\r
+ case GL_MAX_TEXTURE_STACK_DEPTH:\r
+ params[0] = MAX_TEXTURE_STACK_DEPTH;\r
+ break;\r
+ case GL_MAX_VIEWPORT_DIMS:\r
+ params[0] = ctx->Const.MaxViewportWidth;\r
+ params[1] = ctx->Const.MaxViewportHeight;\r
+ break;\r
+ case GL_MODELVIEW_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[1]);\r
+ params[2] = IROUND(matrix[2]);\r
+ params[3] = IROUND(matrix[3]);\r
+ params[4] = IROUND(matrix[4]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[6]);\r
+ params[7] = IROUND(matrix[7]);\r
+ params[8] = IROUND(matrix[8]);\r
+ params[9] = IROUND(matrix[9]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[11]);\r
+ params[12] = IROUND(matrix[12]);\r
+ params[13] = IROUND(matrix[13]);\r
+ params[14] = IROUND(matrix[14]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_MODELVIEW_STACK_DEPTH:\r
+ params[0] = ctx->ModelviewMatrixStack.Depth + 1;\r
+ break;\r
+ case GL_NAME_STACK_DEPTH:\r
+ params[0] = ctx->Select.NameStackDepth;\r
+ break;\r
+ case GL_NORMALIZE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize);\r
+ break;\r
+ case GL_PACK_ALIGNMENT:\r
+ params[0] = ctx->Pack.Alignment;\r
+ break;\r
+ case GL_PACK_LSB_FIRST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.LsbFirst);\r
+ break;\r
+ case GL_PACK_ROW_LENGTH:\r
+ params[0] = ctx->Pack.RowLength;\r
+ break;\r
+ case GL_PACK_SKIP_PIXELS:\r
+ params[0] = ctx->Pack.SkipPixels;\r
+ break;\r
+ case GL_PACK_SKIP_ROWS:\r
+ params[0] = ctx->Pack.SkipRows;\r
+ break;\r
+ case GL_PACK_SWAP_BYTES:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.SwapBytes);\r
+ break;\r
+ case GL_PACK_SKIP_IMAGES_EXT:\r
+ params[0] = ctx->Pack.SkipImages;\r
+ break;\r
+ case GL_PACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = ctx->Pack.ImageHeight;\r
+ break;\r
+ case GL_PACK_INVERT_MESA:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pack.Invert);\r
+ break;\r
+ case GL_PERSPECTIVE_CORRECTION_HINT:\r
+ params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection);\r
+ break;\r
+ case GL_PIXEL_MAP_A_TO_A_SIZE:\r
+ params[0] = ctx->Pixel.MapAtoAsize;\r
+ break;\r
+ case GL_PIXEL_MAP_B_TO_B_SIZE:\r
+ params[0] = ctx->Pixel.MapBtoBsize;\r
+ break;\r
+ case GL_PIXEL_MAP_G_TO_G_SIZE:\r
+ params[0] = ctx->Pixel.MapGtoGsize;\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_A_SIZE:\r
+ params[0] = ctx->Pixel.MapItoAsize;\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_B_SIZE:\r
+ params[0] = ctx->Pixel.MapItoBsize;\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_G_SIZE:\r
+ params[0] = ctx->Pixel.MapItoGsize;\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_I_SIZE:\r
+ params[0] = ctx->Pixel.MapItoIsize;\r
+ break;\r
+ case GL_PIXEL_MAP_I_TO_R_SIZE:\r
+ params[0] = ctx->Pixel.MapItoRsize;\r
+ break;\r
+ case GL_PIXEL_MAP_R_TO_R_SIZE:\r
+ params[0] = ctx->Pixel.MapRtoRsize;\r
+ break;\r
+ case GL_PIXEL_MAP_S_TO_S_SIZE:\r
+ params[0] = ctx->Pixel.MapStoSsize;\r
+ break;\r
+ case GL_POINT_SIZE:\r
+ params[0] = IROUND(ctx->Point.Size);\r
+ break;\r
+ case GL_POINT_SIZE_GRANULARITY:\r
+ params[0] = IROUND(ctx->Const.PointSizeGranularity);\r
+ break;\r
+ case GL_POINT_SIZE_RANGE:\r
+ params[0] = IROUND(ctx->Const.MinPointSizeAA);\r
+ params[1] = IROUND(ctx->Const.MaxPointSizeAA);\r
+ break;\r
+ case GL_ALIASED_POINT_SIZE_RANGE:\r
+ params[0] = IROUND(ctx->Const.MinPointSize);\r
+ params[1] = IROUND(ctx->Const.MaxPointSize);\r
+ break;\r
+ case GL_POINT_SMOOTH:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Point.SmoothFlag);\r
+ break;\r
+ case GL_POINT_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_INT(ctx->Hint.PointSmooth);\r
+ break;\r
+ case GL_POINT_SIZE_MIN_EXT:\r
+ params[0] = IROUND(ctx->Point.MinSize);\r
+ break;\r
+ case GL_POINT_SIZE_MAX_EXT:\r
+ params[0] = IROUND(ctx->Point.MaxSize);\r
+ break;\r
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:\r
+ params[0] = IROUND(ctx->Point.Threshold);\r
+ break;\r
+ case GL_DISTANCE_ATTENUATION_EXT:\r
+ params[0] = IROUND(ctx->Point.Params[0]);\r
+ params[1] = IROUND(ctx->Point.Params[1]);\r
+ params[2] = IROUND(ctx->Point.Params[2]);\r
+ break;\r
+ case GL_POLYGON_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Polygon.FrontMode);\r
+ params[1] = ENUM_TO_INT(ctx->Polygon.BackMode);\r
+ break;\r
+ case GL_POLYGON_OFFSET_BIAS_EXT:\r
+ params[0] = IROUND(ctx->Polygon.OffsetUnits);\r
+ break;\r
+ case GL_POLYGON_OFFSET_FACTOR:\r
+ params[0] = IROUND(ctx->Polygon.OffsetFactor );\r
+ break;\r
+ case GL_POLYGON_OFFSET_UNITS:\r
+ params[0] = IROUND(ctx->Polygon.OffsetUnits );\r
+ break;\r
+ case GL_POLYGON_SMOOTH:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag);\r
+ break;\r
+ case GL_POLYGON_SMOOTH_HINT:\r
+ params[0] = ENUM_TO_INT(ctx->Hint.PolygonSmooth);\r
+ break;\r
+ case GL_POLYGON_STIPPLE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.StippleFlag);\r
+ break;\r
+ case GL_PROJECTION_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[1]);\r
+ params[2] = IROUND(matrix[2]);\r
+ params[3] = IROUND(matrix[3]);\r
+ params[4] = IROUND(matrix[4]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[6]);\r
+ params[7] = IROUND(matrix[7]);\r
+ params[8] = IROUND(matrix[8]);\r
+ params[9] = IROUND(matrix[9]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[11]);\r
+ params[12] = IROUND(matrix[12]);\r
+ params[13] = IROUND(matrix[13]);\r
+ params[14] = IROUND(matrix[14]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_PROJECTION_STACK_DEPTH:\r
+ params[0] = ctx->ProjectionMatrixStack.Depth + 1;\r
+ break;\r
+ case GL_READ_BUFFER:\r
+ params[0] = ENUM_TO_INT(ctx->Pixel.ReadBuffer);\r
+ break;\r
+ case GL_RED_BIAS:\r
+ params[0] = IROUND(ctx->Pixel.RedBias);\r
+ break;\r
+ case GL_RED_BITS:\r
+ params[0] = ctx->Visual.redBits ;\r
+ break;\r
+ case GL_RED_SCALE:\r
+ params[0] = IROUND(ctx->Pixel.RedScale);\r
+ break;\r
+ case GL_RENDER_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->RenderMode);\r
+ break;\r
+ case GL_RESCALE_NORMAL:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.RescaleNormals);\r
+ break;\r
+ case GL_RGBA_MODE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Visual.rgbMode);\r
+ break;\r
+ case GL_SCISSOR_BOX:\r
+ params[0] = ctx->Scissor.X;\r
+ params[1] = ctx->Scissor.Y;\r
+ params[2] = ctx->Scissor.Width;\r
+ params[3] = ctx->Scissor.Height;\r
+ break;\r
+ case GL_SCISSOR_TEST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Scissor.Enabled);\r
+ break;\r
+ case GL_SELECTION_BUFFER_SIZE:\r
+ params[0] = ctx->Select.BufferSize;\r
+ break;\r
+ case GL_SHADE_MODEL:\r
+ params[0] = ENUM_TO_INT(ctx->Light.ShadeModel);\r
+ break;\r
+ case GL_SHARED_TEXTURE_PALETTE_EXT:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Texture.SharedPalette);\r
+ break;\r
+ case GL_STENCIL_BITS:\r
+ params[0] = ctx->Visual.stencilBits;\r
+ break;\r
+ case GL_STENCIL_CLEAR_VALUE:\r
+ params[0] = ctx->Stencil.Clear;\r
+ break;\r
+ case GL_STENCIL_FAIL:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_FUNC:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);\r
+ break;\r
+ case GL_STENCIL_REF:\r
+ params[0] = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];\r
+ break;\r
+ case GL_STENCIL_TEST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Stencil.Enabled);\r
+ break;\r
+ case GL_STENCIL_VALUE_MASK:\r
+ params[0] = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];\r
+ break;\r
+ case GL_STENCIL_WRITEMASK:\r
+ params[0] = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];\r
+ break;\r
+ case GL_STEREO:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Visual.stereoMode);\r
+ break;\r
+ case GL_SUBPIXEL_BITS:\r
+ params[0] = ctx->Const.SubPixelBits;\r
+ break;\r
+ case GL_TEXTURE_1D:\r
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D));\r
+ break;\r
+ case GL_TEXTURE_2D:\r
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D));\r
+ break;\r
+ case GL_TEXTURE_3D:\r
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));\r
+ break;\r
+ case GL_TEXTURE_BINDING_1D:\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name;\r
+ break;\r
+ case GL_TEXTURE_BINDING_2D:\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name;\r
+ break;\r
+ case GL_TEXTURE_BINDING_3D:\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name;\r
+ break;\r
+ case GL_TEXTURE_ENV_COLOR:\r
+ {\r
+ const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;\r
+ params[0] = FLOAT_TO_INT(color[0]);\r
+ params[1] = FLOAT_TO_INT(color[1]);\r
+ params[2] = FLOAT_TO_INT(color[2]);\r
+ params[3] = FLOAT_TO_INT(color[3]);\r
+ }\r
+ break;\r
+ case GL_TEXTURE_ENV_MODE:\r
+ params[0] = ENUM_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);\r
+ break;\r
+ case GL_TEXTURE_GEN_S:\r
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_T:\r
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_R:\r
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_GEN_Q:\r
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0));\r
+ break;\r
+ case GL_TEXTURE_MATRIX:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[1]);\r
+ params[2] = IROUND(matrix[2]);\r
+ params[3] = IROUND(matrix[3]);\r
+ params[4] = IROUND(matrix[4]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[6]);\r
+ params[7] = IROUND(matrix[7]);\r
+ params[8] = IROUND(matrix[8]);\r
+ params[9] = IROUND(matrix[9]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[11]);\r
+ params[12] = IROUND(matrix[12]);\r
+ params[13] = IROUND(matrix[13]);\r
+ params[14] = IROUND(matrix[14]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TEXTURE_STACK_DEPTH:\r
+ params[0] = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1;\r
+ break;\r
+ case GL_UNPACK_ALIGNMENT:\r
+ params[0] = ctx->Unpack.Alignment;\r
+ break;\r
+ case GL_UNPACK_LSB_FIRST:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.LsbFirst);\r
+ break;\r
+ case GL_UNPACK_ROW_LENGTH:\r
+ params[0] = ctx->Unpack.RowLength;\r
+ break;\r
+ case GL_UNPACK_SKIP_PIXELS:\r
+ params[0] = ctx->Unpack.SkipPixels;\r
+ break;\r
+ case GL_UNPACK_SKIP_ROWS:\r
+ params[0] = ctx->Unpack.SkipRows;\r
+ break;\r
+ case GL_UNPACK_SWAP_BYTES:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.SwapBytes);\r
+ break;\r
+ case GL_UNPACK_SKIP_IMAGES_EXT:\r
+ params[0] = ctx->Unpack.SkipImages;\r
+ break;\r
+ case GL_UNPACK_IMAGE_HEIGHT_EXT:\r
+ params[0] = ctx->Unpack.ImageHeight;\r
+ break;\r
+ case GL_UNPACK_CLIENT_STORAGE_APPLE:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Unpack.ClientStorage);\r
+ break;\r
+ case GL_VIEWPORT:\r
+ params[0] = ctx->Viewport.X;\r
+ params[1] = ctx->Viewport.Y;\r
+ params[2] = ctx->Viewport.Width;\r
+ params[3] = ctx->Viewport.Height;\r
+ break;\r
+ case GL_ZOOM_X:\r
+ params[0] = IROUND(ctx->Pixel.ZoomX);\r
+ break;\r
+ case GL_ZOOM_Y:\r
+ params[0] = IROUND(ctx->Pixel.ZoomY);\r
+ break;\r
+ case GL_VERTEX_ARRAY:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Vertex.Enabled);\r
+ break;\r
+ case GL_VERTEX_ARRAY_SIZE:\r
+ params[0] = ctx->Array.Vertex.Size;\r
+ break;\r
+ case GL_VERTEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Array.Vertex.Type);\r
+ break;\r
+ case GL_VERTEX_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.Vertex.Stride;\r
+ break;\r
+ case GL_VERTEX_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_NORMAL_ARRAY:\r
+ params[0] = ENUM_TO_INT(ctx->Array.Normal.Enabled);\r
+ break;\r
+ case GL_NORMAL_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Array.Normal.Type);\r
+ break;\r
+ case GL_NORMAL_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.Normal.Stride;\r
+ break;\r
+ case GL_NORMAL_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_COLOR_ARRAY:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Color.Enabled);\r
+ break;\r
+ case GL_COLOR_ARRAY_SIZE:\r
+ params[0] = ctx->Array.Color.Size;\r
+ break;\r
+ case GL_COLOR_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Array.Color.Type);\r
+ break;\r
+ case GL_COLOR_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.Color.Stride;\r
+ break;\r
+ case GL_COLOR_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_INDEX_ARRAY:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.Index.Enabled);\r
+ break;\r
+ case GL_INDEX_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Array.Index.Type);\r
+ break;\r
+ case GL_INDEX_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.Index.Stride;\r
+ break;\r
+ case GL_INDEX_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_SIZE:\r
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size;\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_TYPE:\r
+ params[0] = ENUM_TO_INT(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride;\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY:\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.EdgeFlag.Enabled);\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_STRIDE:\r
+ params[0] = ctx->Array.EdgeFlag.Stride;\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_COUNT_EXT:\r
+ params[0] = 0;\r
+ break;\r
+ case GL_MAX_TEXTURE_UNITS_ARB:\r
+ CHECK_EXTENSION_I(ARB_multitexture, pname);\r
+ params[0] = MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits);\r
+ break;\r
+ case GL_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multitexture, pname);\r
+ params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;\r
+ break;\r
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multitexture, pname);\r
+ params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;\r
+ break;\r
+ case GL_TEXTURE_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);\r
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));\r
+ break;\r
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name;\r
+ break;\r
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_cube_map, pname);\r
+ params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1));\r
+ break;\r
+ case GL_TEXTURE_COMPRESSION_HINT_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);\r
+ params[0] = ctx->Hint.TextureCompression;\r
+ break;\r
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);\r
+ params[0] = _mesa_get_compressed_formats(ctx, NULL);\r
+ break;\r
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:\r
+ CHECK_EXTENSION_I(ARB_texture_compression, pname);\r
+ {\r
+ GLint formats[100];\r
+ GLuint i, n = _mesa_get_compressed_formats(ctx, formats);\r
+ for (i = 0; i < n; i++)\r
+ params[i] = ENUM_TO_BOOLEAN(formats[i]);\r
+ }\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:\r
+ CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);\r
+ params[0] = ctx->Array.LockFirst;\r
+ break;\r
+ case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:\r
+ CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);\r
+ params[0] = ctx->Array.LockCount;\r
+ break;\r
+ case GL_TRANSPOSE_COLOR_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[4]);\r
+ params[2] = IROUND(matrix[8]);\r
+ params[3] = IROUND(matrix[12]);\r
+ params[4] = IROUND(matrix[1]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[9]);\r
+ params[7] = IROUND(matrix[13]);\r
+ params[8] = IROUND(matrix[2]);\r
+ params[9] = IROUND(matrix[6]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[14]);\r
+ params[12] = IROUND(matrix[3]);\r
+ params[13] = IROUND(matrix[7]);\r
+ params[14] = IROUND(matrix[11]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[4]);\r
+ params[2] = IROUND(matrix[8]);\r
+ params[3] = IROUND(matrix[12]);\r
+ params[4] = IROUND(matrix[1]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[9]);\r
+ params[7] = IROUND(matrix[13]);\r
+ params[8] = IROUND(matrix[2]);\r
+ params[9] = IROUND(matrix[6]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[14]);\r
+ params[12] = IROUND(matrix[3]);\r
+ params[13] = IROUND(matrix[7]);\r
+ params[14] = IROUND(matrix[11]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[4]);\r
+ params[2] = IROUND(matrix[8]);\r
+ params[3] = IROUND(matrix[12]);\r
+ params[4] = IROUND(matrix[1]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[9]);\r
+ params[7] = IROUND(matrix[13]);\r
+ params[8] = IROUND(matrix[2]);\r
+ params[9] = IROUND(matrix[6]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[14]);\r
+ params[12] = IROUND(matrix[3]);\r
+ params[13] = IROUND(matrix[7]);\r
+ params[14] = IROUND(matrix[11]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:\r
+ {\r
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[4]);\r
+ params[2] = IROUND(matrix[8]);\r
+ params[3] = IROUND(matrix[12]);\r
+ params[4] = IROUND(matrix[1]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[9]);\r
+ params[7] = IROUND(matrix[13]);\r
+ params[8] = IROUND(matrix[2]);\r
+ params[9] = IROUND(matrix[6]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[14]);\r
+ params[12] = IROUND(matrix[3]);\r
+ params[13] = IROUND(matrix[7]);\r
+ params[14] = IROUND(matrix[11]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_OCCLUSION_TEST_HP:\r
+ CHECK_EXTENSION_I(HP_occlusion_test, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.OcclusionTest);\r
+ break;\r
+ case GL_OCCLUSION_TEST_RESULT_HP:\r
+ CHECK_EXTENSION_I(HP_occlusion_test, pname);\r
+ {\r
+ if (ctx->Depth.OcclusionTest)\r
+ params[0] = ctx->OcclusionResult;\r
+ else\r
+ params[0] = ctx->OcclusionResultSaved;\r
+ /* reset flag now */\r
+ ctx->OcclusionResult = GL_FALSE;\r
+ ctx->OcclusionResultSaved = GL_FALSE;\r
+ return;\r
+ }\r
+ break;\r
+ case GL_PIXEL_TEXTURE_SGIS:\r
+ CHECK_EXTENSION_I(SGIS_pixel_texture, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_SGIX:\r
+ CHECK_EXTENSION_I(SGIX_pixel_texture, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PixelTextureEnabled);\r
+ break;\r
+ case GL_PIXEL_TEX_GEN_MODE_SGIX:\r
+ CHECK_EXTENSION_I(SGIX_pixel_texture, pname);\r
+ params[0] = ENUM_TO_INT(pixel_texgen_mode(ctx));\r
+ break;\r
+ case GL_COLOR_MATRIX_SGI:\r
+ {\r
+ const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[1]);\r
+ params[2] = IROUND(matrix[2]);\r
+ params[3] = IROUND(matrix[3]);\r
+ params[4] = IROUND(matrix[4]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[6]);\r
+ params[7] = IROUND(matrix[7]);\r
+ params[8] = IROUND(matrix[8]);\r
+ params[9] = IROUND(matrix[9]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[11]);\r
+ params[12] = IROUND(matrix[12]);\r
+ params[13] = IROUND(matrix[13]);\r
+ params[14] = IROUND(matrix[14]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = ctx->ColorMatrixStack.Depth + 1;\r
+ break;\r
+ case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:\r
+ params[0] = MAX_COLOR_STACK_DEPTH;\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[0]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[1]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[2]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[3]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[0]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[1]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[2]);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:\r
+ params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[3]);\r
+ break;\r
+ case GL_CONVOLUTION_1D_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution1DEnabled);\r
+ break;\r
+ case GL_CONVOLUTION_2D_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution2DEnabled);\r
+ break;\r
+ case GL_SEPARABLE_2D_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.Separable2DEnabled);\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_SCALE_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[0]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[1]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[2]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionScale[3]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_RED_BIAS_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[0]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[1]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[2]);\r
+ break;\r
+ case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:\r
+ CHECK_EXTENSION_I(EXT_convolution, pname);\r
+ params[0] = IROUND(ctx->Pixel.PostConvolutionBias[3]);\r
+ break;\r
+ case GL_HISTOGRAM:\r
+ CHECK_EXTENSION_I(EXT_histogram, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.HistogramEnabled);\r
+ break;\r
+ case GL_MINMAX:\r
+ CHECK_EXTENSION_I(EXT_histogram, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.MinMaxEnabled);\r
+ break;\r
+ case GL_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_I(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled);\r
+ break;\r
+ case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_I(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostConvolutionColorTableEnabled);\r
+ break;\r
+ case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_I(SGI_color_table, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Pixel.PostColorMatrixColorTableEnabled);\r
+ break;\r
+ case GL_TEXTURE_COLOR_TABLE_SGI:\r
+ CHECK_EXTENSION_I(SGI_texture_color_table, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled);\r
+ break;\r
+ case GL_COLOR_SUM_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Fog.ColorSumEnabled);\r
+ break;\r
+ case GL_CURRENT_SECONDARY_COLOR_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]);\r
+ params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]);\r
+ params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]);\r
+ params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]);\r
+ }\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.SecondaryColor.Enabled);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Array.SecondaryColor.Type);\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ params[0] = ctx->Array.SecondaryColor.Stride;\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT:\r
+ CHECK_EXTENSION_I(EXT_secondary_color, pname);\r
+ params[0] = ctx->Array.SecondaryColor.Size;\r
+ break;\r
+ case GL_CURRENT_FOG_COORDINATE_EXT:\r
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);\r
+ {\r
+ FLUSH_CURRENT(ctx, 0);\r
+ params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);\r
+ }\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_EXT:\r
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.FogCoord.Enabled);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_TYPE_EXT:\r
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Array.FogCoord.Type);\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT:\r
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);\r
+ params[0] = ctx->Array.FogCoord.Stride;\r
+ break;\r
+ case GL_FOG_COORDINATE_SOURCE_EXT:\r
+ CHECK_EXTENSION_I(EXT_fog_coord, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Fog.FogCoordinateSource);\r
+ break;\r
+ case GL_MAX_TEXTURE_LOD_BIAS_EXT:\r
+ CHECK_EXTENSION_I(EXT_texture_lod_bias, pname);\r
+ params[0] = IROUND(ctx->Const.MaxTextureLodBias);\r
+ break;\r
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:\r
+ CHECK_EXTENSION_I(EXT_texture_filter_anisotropic, pname);\r
+ params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy);\r
+ break;\r
+ case GL_MULTISAMPLE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled);\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage);\r
+ break;\r
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = IROUND(ctx->Multisample.SampleCoverageValue);\r
+ break;\r
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert);\r
+ break;\r
+ case GL_SAMPLE_BUFFERS_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = 0;\r
+ break;\r
+ case GL_SAMPLES_ARB:\r
+ CHECK_EXTENSION_I(ARB_multisample, pname);\r
+ params[0] = 0;\r
+ break;\r
+ case GL_RASTER_POSITION_UNCLIPPED_IBM:\r
+ CHECK_EXTENSION_I(IBM_rasterpos_clip, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.RasterPositionUnclipped);\r
+ break;\r
+ case GL_POINT_SPRITE_NV:\r
+ CHECK_EXTENSION_I(NV_point_sprite, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite);\r
+ break;\r
+ case GL_POINT_SPRITE_R_MODE_NV:\r
+ CHECK_EXTENSION_I(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Point.SpriteRMode);\r
+ break;\r
+ case GL_POINT_SPRITE_COORD_ORIGIN:\r
+ CHECK_EXTENSION_I(NV_point_sprite, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Point.SpriteOrigin);\r
+ break;\r
+ case GL_GENERATE_MIPMAP_HINT_SGIS:\r
+ CHECK_EXTENSION_I(SGIS_generate_mipmap, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.Enabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POINT_SIZE_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.PointSizeEnabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_TWO_SIDE_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.TwoSideEnabled);\r
+ break;\r
+ case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = ctx->Const.MaxProgramMatrixStackDepth;\r
+ break;\r
+ case GL_MAX_TRACK_MATRICES_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = ctx->Const.MaxProgramMatrices;\r
+ break;\r
+ case GL_CURRENT_MATRIX_STACK_DEPTH_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->CurrentStack->Depth + 1);\r
+ break;\r
+ case GL_CURRENT_MATRIX_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[1]);\r
+ params[2] = IROUND(matrix[2]);\r
+ params[3] = IROUND(matrix[3]);\r
+ params[4] = IROUND(matrix[4]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[6]);\r
+ params[7] = IROUND(matrix[7]);\r
+ params[8] = IROUND(matrix[8]);\r
+ params[9] = IROUND(matrix[9]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[11]);\r
+ params[12] = IROUND(matrix[12]);\r
+ params[13] = IROUND(matrix[13]);\r
+ params[14] = IROUND(matrix[14]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_VERTEX_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = (ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0);\r
+ break;\r
+ case GL_PROGRAM_ERROR_POSITION_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = ctx->Program.ErrorPos;\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY0_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[0].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY1_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[1].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY2_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[2].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY3_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[3].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[4].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY5_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[5].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY6_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[6].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY7_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[7].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY8_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[8].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY9_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[9].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY10_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[10].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY11_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[11].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY12_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[12].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY13_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[13].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY14_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[14].Enabled);\r
+ break;\r
+ case GL_VERTEX_ATTRIB_ARRAY15_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Array.VertexAttrib[15].Enabled);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB0_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[0]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB1_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[1]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB2_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[2]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB3_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[3]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB4_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[4]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB5_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[5]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB6_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[6]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB7_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[7]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB8_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[8]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB9_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[9]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB10_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[10]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB11_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[11]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB12_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[12]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB13_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[13]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB14_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[14]);\r
+ break;\r
+ case GL_MAP1_VERTEX_ATTRIB15_4_NV:\r
+ CHECK_EXTENSION_I(NV_vertex_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[15]);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_NV:\r
+ CHECK_EXTENSION_I(NV_fragment_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);\r
+ break;\r
+ case GL_MAX_TEXTURE_COORDS_NV:\r
+ CHECK_EXTENSION_I(NV_fragment_program, pname);\r
+ params[0] = ctx->Const.MaxTextureCoordUnits;\r
+ break;\r
+ case GL_MAX_TEXTURE_IMAGE_UNITS_NV:\r
+ CHECK_EXTENSION_I(NV_fragment_program, pname);\r
+ params[0] = ctx->Const.MaxTextureImageUnits;\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_BINDING_NV:\r
+ CHECK_EXTENSION_I(NV_fragment_program, pname);\r
+ params[0] = ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0;\r
+ break;\r
+ case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV:\r
+ CHECK_EXTENSION_I(NV_fragment_program, pname);\r
+ params[0] = MAX_NV_FRAGMENT_PROGRAM_PARAMS;\r
+ break;\r
+ case GL_TEXTURE_RECTANGLE_NV:\r
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);\r
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV));\r
+ break;\r
+ case GL_TEXTURE_BINDING_RECTANGLE_NV:\r
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);\r
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name;\r
+ break;\r
+ case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV:\r
+ CHECK_EXTENSION_I(NV_texture_rectangle, pname);\r
+ params[0] = ctx->Const.MaxTextureRectSize;\r
+ break;\r
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:\r
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Stencil.TestTwoSide);\r
+ break;\r
+ case GL_ACTIVE_STENCIL_FACE_EXT:\r
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT);\r
+ break;\r
+ case GL_MAX_SHININESS_NV:\r
+ CHECK_EXTENSION_I(NV_light_max_exponent, pname);\r
+ params[0] = IROUND(ctx->Const.MaxShininess);\r
+ break;\r
+ case GL_MAX_SPOT_EXPONENT_NV:\r
+ CHECK_EXTENSION_I(NV_light_max_exponent, pname);\r
+ params[0] = IROUND(ctx->Const.MaxSpotExponent);\r
+ break;\r
+ case GL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.ArrayBufferObj->Name;\r
+ break;\r
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.Vertex.BufferObj->Name;\r
+ break;\r
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.Normal.BufferObj->Name;\r
+ break;\r
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.Color.BufferObj->Name;\r
+ break;\r
+ case GL_INDEX_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.Index.BufferObj->Name;\r
+ break;\r
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;\r
+ break;\r
+ case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.EdgeFlag.BufferObj->Name;\r
+ break;\r
+ case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.SecondaryColor.BufferObj->Name;\r
+ break;\r
+ case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.FogCoord.BufferObj->Name;\r
+ break;\r
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname);\r
+ params[0] = ctx->Array.ElementArrayBufferObj->Name;\r
+ break;\r
+ case GL_PIXEL_PACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);\r
+ params[0] = ctx->Pack.BufferObj->Name;\r
+ break;\r
+ case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname);\r
+ params[0] = ctx->Unpack.BufferObj->Name;\r
+ break;\r
+ case GL_MAX_VERTEX_ATTRIBS_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_program, pname);\r
+ params[0] = ctx->Const.MaxVertexProgramAttribs;\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_ARB:\r
+ CHECK_EXTENSION_I(ARB_fragment_program, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled);\r
+ break;\r
+ case GL_TRANSPOSE_CURRENT_MATRIX_ARB:\r
+ CHECK_EXTENSION_I(ARB_fragment_program, pname);\r
+ {\r
+ const GLfloat *matrix = ctx->CurrentStack->Top->m;\r
+ params[0] = IROUND(matrix[0]);\r
+ params[1] = IROUND(matrix[4]);\r
+ params[2] = IROUND(matrix[8]);\r
+ params[3] = IROUND(matrix[12]);\r
+ params[4] = IROUND(matrix[1]);\r
+ params[5] = IROUND(matrix[5]);\r
+ params[6] = IROUND(matrix[9]);\r
+ params[7] = IROUND(matrix[13]);\r
+ params[8] = IROUND(matrix[2]);\r
+ params[9] = IROUND(matrix[6]);\r
+ params[10] = IROUND(matrix[10]);\r
+ params[11] = IROUND(matrix[14]);\r
+ params[12] = IROUND(matrix[3]);\r
+ params[13] = IROUND(matrix[7]);\r
+ params[14] = IROUND(matrix[11]);\r
+ params[15] = IROUND(matrix[15]);\r
+ }\r
+ break;\r
+ case GL_DEPTH_BOUNDS_TEST_EXT:\r
+ CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.BoundsTest);\r
+ break;\r
+ case GL_DEPTH_BOUNDS_EXT:\r
+ CHECK_EXTENSION_I(EXT_depth_bounds_test, pname);\r
+ params[0] = IROUND(ctx->Depth.BoundsMin);\r
+ params[1] = IROUND(ctx->Depth.BoundsMax);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_I(MESA_program_debug, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.CallbackEnabled);\r
+ break;\r
+ case GL_VERTEX_PROGRAM_CALLBACK_MESA:\r
+ CHECK_EXTENSION_I(MESA_program_debug, pname);\r
+ params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.CallbackEnabled);\r
+ break;\r
+ case GL_FRAGMENT_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_I(MESA_program_debug, pname);\r
+ params[0] = ctx->FragmentProgram.CurrentPosition;\r
+ break;\r
+ case GL_VERTEX_PROGRAM_POSITION_MESA:\r
+ CHECK_EXTENSION_I(MESA_program_debug, pname);\r
+ params[0] = ctx->VertexProgram.CurrentPosition;\r
+ break;\r
+ case GL_MAX_DRAW_BUFFERS_ARB:\r
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);\r
+ params[0] = ctx->Const.MaxDrawBuffers;\r
+ break;\r
+ case GL_DRAW_BUFFER0_ARB:\r
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Color.DrawBuffer[0]);\r
+ break;\r
+ case GL_DRAW_BUFFER1_ARB:\r
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[1];\r
+ params[0] = ENUM_TO_INT(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER2_ARB:\r
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[2];\r
+ params[0] = ENUM_TO_INT(buffer);\r
+ }\r
+ break;\r
+ case GL_DRAW_BUFFER3_ARB:\r
+ CHECK_EXTENSION_I(ARB_draw_buffers, pname);\r
+ {\r
+ GLenum buffer;\r
+ if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) {\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)");\r
+ return;\r
+ }\r
+ buffer = ctx->Color.DrawBuffer[3];\r
+ params[0] = ENUM_TO_INT(buffer);\r
+ }\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:\r
+ CHECK_EXTENSION_I(OES_read_format, pname);\r
+ params[0] = ctx->Const.ColorReadType;\r
+ break;\r
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:\r
+ CHECK_EXTENSION_I(OES_read_format, pname);\r
+ params[0] = ctx->Const.ColorReadFormat;\r
+ break;\r
+ case GL_NUM_FRAGMENT_REGISTERS_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 6;\r
+ break;\r
+ case GL_NUM_FRAGMENT_CONSTANTS_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 8;\r
+ break;\r
+ case GL_NUM_PASSES_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 2;\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_PER_PASS_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 8;\r
+ break;\r
+ case GL_NUM_INSTRUCTIONS_TOTAL_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 16;\r
+ break;\r
+ case GL_COLOR_ALPHA_PAIRING_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = BOOLEAN_TO_INT(GL_TRUE);\r
+ break;\r
+ case GL_NUM_LOOPBACK_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 3;\r
+ break;\r
+ case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI:\r
+ CHECK_EXTENSION_I(ATI_fragment_shader, pname);\r
+ params[0] = 3;\r
+ break;\r
+ case GL_STENCIL_BACK_FUNC:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.Function[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_VALUE_MASK:\r
+ params[0] = ctx->Stencil.ValueMask[1];\r
+ break;\r
+ case GL_STENCIL_BACK_REF:\r
+ params[0] = ctx->Stencil.Ref[1];\r
+ break;\r
+ case GL_STENCIL_BACK_FAIL:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[1]);\r
+ break;\r
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS:\r
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[1]);\r
+ break;\r
+ case GL_FRAMEBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);\r
+ params[0] = ctx->CurrentFramebuffer ? ctx->CurrentFramebuffer->Name : 0;\r
+ break;\r
+ case GL_RENDERBUFFER_BINDING_EXT:\r
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);\r
+ params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;\r
+ break;\r
+ case GL_MAX_COLOR_ATTACHMENTS_EXT:\r
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);\r
+ params[0] = ctx->Const.MaxColorAttachments;\r
+ break;\r
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:\r
+ CHECK_EXTENSION_I(EXT_framebuffer_object, pname);\r
+ params[0] = ctx->Const.MaxRenderbufferSize;\r
+ break;\r
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_I(ARB_fragment_shader, pname);\r
+ params[0] = MAX_FRAGMENT_UNIFORM_COMPONENTS;\r
+ break;\r
+ case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:\r
+ CHECK_EXTENSION_I(ARB_fragment_shader, pname);\r
+ params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative);\r
+ break;\r
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);\r
+ params[0] = MAX_VERTEX_UNIFORM_COMPONENTS;\r
+ break;\r
+ case GL_MAX_VARYING_FLOATS_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);\r
+ params[0] = MAX_VARYING_FLOATS;\r
+ break;\r
+ case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);\r
+ params[0] = MAX_VERTEX_TEXTURE_IMAGE_UNITS;\r
+ break;\r
+ case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:\r
+ CHECK_EXTENSION_I(ARB_vertex_shader, pname);\r
+ params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;\r
+ break;\r
+ default:\r
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);\r
+ }\r
+}\r
+\r
+\r
+void GLAPIENTRY\r
+_mesa_GetDoublev( GLenum pname, GLdouble *params )\r
+{\r
+ const GLfloat magic = -1234.5F;\r
+ GLfloat values[16];\r
+ GLuint i;\r
+\r
+ if (!params)\r
+ return;\r
+\r
+ /* Init temp array to magic numbers so we can figure out how many values\r
+ * are returned by the GetFloatv() call.\r
+ */\r
+ for (i = 0; i < 16; i++)\r
+ values[i] = magic;\r
+\r
+ _mesa_GetFloatv(pname, values);\r
+ \r
+ for (i = 0; values[i] != magic && i < 16; i++)\r
+ params[i] = (GLdouble) values[i];\r
+}\r
+\r