diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2005-04-15 16:05:14 +0000 |
---|---|---|
committer | Brian Paul <brian.paul@tungstengraphics.com> | 2005-04-15 16:05:14 +0000 |
commit | efb41b07ff213735e8ea08f38a7799f9d80459fc (patch) | |
tree | 069cde95afccbf1ba5f4bc260ddb04a857ea0992 /src/mesa/main/get.c | |
parent | 78803b2667c1dfe1dc47e09b61a4c29303e09d0b (diff) |
remove carriage returns
Diffstat (limited to 'src/mesa/main/get.c')
-rw-r--r-- | src/mesa/main/get.c | 11260 |
1 files changed, 5630 insertions, 5630 deletions
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c index 629de5b72b9..4e346fb14bf 100644 --- a/src/mesa/main/get.c +++ b/src/mesa/main/get.c @@ -1,5630 +1,5630 @@ -
-/***
- *** 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;
- case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_B(ARB_fragment_shader, pname);
- params[0] = INT_TO_BOOLEAN(MAX_FRAGMENT_UNIFORM_COMPONENTS);
- break;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
- CHECK_EXTENSION_B(ARB_fragment_shader, pname);
- params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative);
- break;
- case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_B(ARB_vertex_shader, pname);
- params[0] = INT_TO_BOOLEAN(MAX_VERTEX_UNIFORM_COMPONENTS);
- break;
- case GL_MAX_VARYING_FLOATS_ARB:
- CHECK_EXTENSION_B(ARB_vertex_shader, pname);
- params[0] = INT_TO_BOOLEAN(MAX_VARYING_FLOATS);
- break;
- case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_B(ARB_vertex_shader, pname);
- params[0] = INT_TO_BOOLEAN(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- break;
- case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_B(ARB_vertex_shader, pname);
- params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- 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;
- case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_F(ARB_fragment_shader, pname);
- params[0] = (GLfloat)(MAX_FRAGMENT_UNIFORM_COMPONENTS);
- break;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
- CHECK_EXTENSION_F(ARB_fragment_shader, pname);
- params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative);
- break;
- case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_F(ARB_vertex_shader, pname);
- params[0] = (GLfloat)(MAX_VERTEX_UNIFORM_COMPONENTS);
- break;
- case GL_MAX_VARYING_FLOATS_ARB:
- CHECK_EXTENSION_F(ARB_vertex_shader, pname);
- params[0] = (GLfloat)(MAX_VARYING_FLOATS);
- break;
- case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_F(ARB_vertex_shader, pname);
- params[0] = (GLfloat)(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
- break;
- case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_F(ARB_vertex_shader, pname);
- params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- 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;
- case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_I(ARB_fragment_shader, pname);
- params[0] = MAX_FRAGMENT_UNIFORM_COMPONENTS;
- break;
- case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB:
- CHECK_EXTENSION_I(ARB_fragment_shader, pname);
- params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative);
- break;
- case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
- CHECK_EXTENSION_I(ARB_vertex_shader, pname);
- params[0] = MAX_VERTEX_UNIFORM_COMPONENTS;
- break;
- case GL_MAX_VARYING_FLOATS_ARB:
- CHECK_EXTENSION_I(ARB_vertex_shader, pname);
- params[0] = MAX_VARYING_FLOATS;
- break;
- case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_I(ARB_vertex_shader, pname);
- params[0] = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
- break;
- case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB:
- CHECK_EXTENSION_I(ARB_vertex_shader, pname);
- params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
- 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];
-}
-
+ +/*** + *** 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; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_B(ARB_fragment_shader, pname); + params[0] = INT_TO_BOOLEAN(MAX_FRAGMENT_UNIFORM_COMPONENTS); + break; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXTENSION_B(ARB_fragment_shader, pname); + params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative); + break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_B(ARB_vertex_shader, pname); + params[0] = INT_TO_BOOLEAN(MAX_VERTEX_UNIFORM_COMPONENTS); + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXTENSION_B(ARB_vertex_shader, pname); + params[0] = INT_TO_BOOLEAN(MAX_VARYING_FLOATS); + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_B(ARB_vertex_shader, pname); + params[0] = INT_TO_BOOLEAN(MAX_VERTEX_TEXTURE_IMAGE_UNITS); + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_B(ARB_vertex_shader, pname); + params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS); + 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; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_F(ARB_fragment_shader, pname); + params[0] = (GLfloat)(MAX_FRAGMENT_UNIFORM_COMPONENTS); + break; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXTENSION_F(ARB_fragment_shader, pname); + params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative); + break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_F(ARB_vertex_shader, pname); + params[0] = (GLfloat)(MAX_VERTEX_UNIFORM_COMPONENTS); + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXTENSION_F(ARB_vertex_shader, pname); + params[0] = (GLfloat)(MAX_VARYING_FLOATS); + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_F(ARB_vertex_shader, pname); + params[0] = (GLfloat)(MAX_VERTEX_TEXTURE_IMAGE_UNITS); + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_F(ARB_vertex_shader, pname); + params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS); + 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; + case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_I(ARB_fragment_shader, pname); + params[0] = MAX_FRAGMENT_UNIFORM_COMPONENTS; + break; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: + CHECK_EXTENSION_I(ARB_fragment_shader, pname); + params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative); + break; + case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: + CHECK_EXTENSION_I(ARB_vertex_shader, pname); + params[0] = MAX_VERTEX_UNIFORM_COMPONENTS; + break; + case GL_MAX_VARYING_FLOATS_ARB: + CHECK_EXTENSION_I(ARB_vertex_shader, pname); + params[0] = MAX_VARYING_FLOATS; + break; + case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_I(ARB_vertex_shader, pname); + params[0] = MAX_VERTEX_TEXTURE_IMAGE_UNITS; + break; + case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: + CHECK_EXTENSION_I(ARB_vertex_shader, pname); + params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS; + 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]; +} + |