/** * \file get.c * State query functions. */ /* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "glheader.h" #include "colormac.h" #include "context.h" #include "enable.h" #include "enums.h" #include "extensions.h" #include "get.h" #include "macros.h" #include "mtypes.h" #include "texcompress.h" #include "version.h" #include "math/m_matrix.h" #define FLOAT_TO_BOOL(X) ( (X)==0.0F ? GL_FALSE : GL_TRUE ) #define INT_TO_BOOL(I) ( (I)==0 ? GL_FALSE : GL_TRUE ) #define ENUM_TO_BOOL(E) ( (E)==0 ? GL_FALSE : GL_TRUE ) #ifdef SPECIALCAST /* Needed for an Amiga compiler */ #define ENUM_TO_FLOAT(X) ((GLfloat)(GLint)(X)) #define ENUM_TO_DOUBLE(X) ((GLdouble)(GLint)(X)) #else /* all other compilers */ #define ENUM_TO_FLOAT(X) ((GLfloat)(X)) #define ENUM_TO_DOUBLE(X) ((GLdouble)(X)) #endif /* Check if named extension is enabled, if not generate error and return */ #define CHECK_EXTENSION_B(EXTNAME, PNAME) \ if (!ctx->Extensions.EXTNAME) { \ _mesa_error(ctx, GL_INVALID_VALUE, \ "glGetBooleanv(0x%x)", (int) PNAME); \ return; \ } #define CHECK_EXTENSION_I(EXTNAME, PNAME) \ if (!ctx->Extensions.EXTNAME) { \ _mesa_error(ctx, GL_INVALID_VALUE, \ "glGetIntegerv(0x%x)", (int) PNAME); \ return; \ } #define CHECK_EXTENSION_F(EXTNAME, PNAME) \ if (!ctx->Extensions.EXTNAME) { \ _mesa_error(ctx, GL_INVALID_VALUE, \ "glGetFloatv(0x%x)", (int) PNAME); \ return; \ } #define CHECK_EXTENSION_D(EXTNAME, PNAME) \ if (!ctx->Extensions.EXTNAME) { \ _mesa_error(ctx, GL_INVALID_VALUE, \ "glGetDoublev(0x%x)", (int) PNAME); \ return; \ } 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; } } } /** * Get the value(s) of a selected parameter. * * \param pname parameter to be returned. * \param params will hold the value(s) of the speficifed parameter. * * \sa glGetBooleanv(). * * Tries to get the specified parameter via dd_function_table::GetBooleanv, * otherwise gets the specified parameter from the current context, converting * it value into GLboolean. */ void _mesa_GetBooleanv( GLenum pname, GLboolean *params ) { GET_CURRENT_CONTEXT(ctx); GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; /* We need this in order to get correct results for * GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases. */ FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetBooleanv %s\n", _mesa_lookup_enum_by_nr(pname)); if (ctx->Driver.GetBooleanv && (*ctx->Driver.GetBooleanv)(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: *params = INT_TO_BOOL(ctx->Visual.accumRedBits); break; case GL_ACCUM_GREEN_BITS: *params = INT_TO_BOOL(ctx->Visual.accumGreenBits); break; case GL_ACCUM_BLUE_BITS: *params = INT_TO_BOOL(ctx->Visual.accumBlueBits); break; case GL_ACCUM_ALPHA_BITS: *params = INT_TO_BOOL(ctx->Visual.accumAlphaBits); break; case GL_ACCUM_CLEAR_VALUE: params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]); params[1] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[1]); params[2] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[2]); params[3] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[3]); break; case GL_ALPHA_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: *params = INT_TO_BOOL(ctx->Visual.alphaBits); break; case GL_ALPHA_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.AlphaScale); break; case GL_ALPHA_TEST: *params = ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_BOOL(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = ctx->Color.AlphaRef ? GL_TRUE : GL_FALSE; break; case GL_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (ctx->Const.NumAuxBuffers) ? GL_TRUE : GL_FALSE; break; case GL_BLEND: *params = ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: *params = ENUM_TO_BOOL(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_BOOL( ctx->Color.BlendEquation ); break; case GL_BLEND_COLOR_EXT: params[0] = FLOAT_TO_BOOL( ctx->Color.BlendColor[0] ); params[1] = FLOAT_TO_BOOL( ctx->Color.BlendColor[1] ); params[2] = FLOAT_TO_BOOL( ctx->Color.BlendColor[2] ); params[3] = FLOAT_TO_BOOL( ctx->Color.BlendColor[3] ); break; case GL_BLUE_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: *params = INT_TO_BOOL( ctx->Visual.blueBits ); break; case GL_BLUE_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0))) *params = GL_TRUE; else *params = GL_FALSE; break; case GL_COLOR_CLEAR_VALUE: params[0] = ctx->Color.ClearColor[0] ? GL_TRUE : GL_FALSE; params[1] = ctx->Color.ClearColor[1] ? GL_TRUE : GL_FALSE; params[2] = ctx->Color.ClearColor[2] ? GL_TRUE : GL_FALSE; params[3] = ctx->Color.ClearColor[3] ? GL_TRUE : GL_FALSE; break; case GL_COLOR_MATERIAL: *params = ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE; params[1] = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE; params[2] = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE; params[3] = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE; break; case GL_CULL_FACE: *params = ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = ENUM_TO_BOOL(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]); params[3] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]); break; case GL_CURRENT_INDEX: FLUSH_CURRENT(ctx, 0); *params = INT_TO_BOOL(ctx->Current.Index); break; case GL_CURRENT_NORMAL: FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]); break; case GL_CURRENT_RASTER_COLOR: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterColor[0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterColor[1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterColor[2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterColor[3]); break; case GL_CURRENT_RASTER_DISTANCE: *params = FLOAT_TO_BOOL(ctx->Current.RasterDistance); break; case GL_CURRENT_RASTER_INDEX: *params = FLOAT_TO_BOOL(ctx->Current.RasterIndex); break; case GL_CURRENT_RASTER_POSITION: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterPos[0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterPos[1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterPos[2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterPos[3]); break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][3]); break; case GL_CURRENT_RASTER_POSITION_VALID: *params = ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]); params[3] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]); break; case GL_DEPTH_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.DepthBias); break; case GL_DEPTH_BITS: *params = INT_TO_BOOL(ctx->Visual.depthBits); break; case GL_DEPTH_CLEAR_VALUE: *params = FLOAT_TO_BOOL(ctx->Depth.Clear); break; case GL_DEPTH_FUNC: *params = ENUM_TO_BOOL(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Viewport.Near); params[1] = FLOAT_TO_BOOL(ctx->Viewport.Far); break; case GL_DEPTH_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.DepthScale); break; case GL_DEPTH_TEST: *params = ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = ctx->Depth.Mask; break; case GL_DITHER: *params = ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = ctx->Visual.doubleBufferMode; break; case GL_DRAW_BUFFER: *params = ENUM_TO_BOOL(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: FLUSH_CURRENT(ctx, 0); *params = ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: *params = INT_TO_BOOL(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: *params = INT_TO_BOOL(ctx->Feedback.Type); break; case GL_FOG: *params = ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = FLOAT_TO_BOOL(ctx->Fog.Color[0]); params[1] = FLOAT_TO_BOOL(ctx->Fog.Color[1]); params[2] = FLOAT_TO_BOOL(ctx->Fog.Color[2]); params[3] = FLOAT_TO_BOOL(ctx->Fog.Color[3]); break; case GL_FOG_DENSITY: *params = FLOAT_TO_BOOL(ctx->Fog.Density); break; case GL_FOG_END: *params = FLOAT_TO_BOOL(ctx->Fog.End); break; case GL_FOG_HINT: *params = ENUM_TO_BOOL(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = FLOAT_TO_BOOL(ctx->Fog.Index); break; case GL_FOG_MODE: *params = ENUM_TO_BOOL(ctx->Fog.Mode); break; case GL_FOG_START: *params = FLOAT_TO_BOOL(ctx->Fog.End); break; case GL_FRONT_FACE: *params = ENUM_TO_BOOL(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.GreenBias); break; case GL_GREEN_BITS: *params = INT_TO_BOOL( ctx->Visual.greenBits ); break; case GL_GREEN_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.GreenScale); break; case GL_INDEX_BITS: *params = INT_TO_BOOL( ctx->Visual.indexBits ); break; case GL_INDEX_CLEAR_VALUE: *params = INT_TO_BOOL(ctx->Color.ClearIndex); break; case GL_INDEX_MODE: *params = ctx->Visual.rgbMode ? GL_FALSE : GL_TRUE; break; case GL_INDEX_OFFSET: *params = INT_TO_BOOL(ctx->Pixel.IndexOffset); break; case GL_INDEX_SHIFT: *params = INT_TO_BOOL(ctx->Pixel.IndexShift); break; case GL_INDEX_WRITEMASK: *params = INT_TO_BOOL(ctx->Color.IndexMask); break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[0]); params[1] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[1]); params[2] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[2]); params[3] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[3]); break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = ENUM_TO_BOOL(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = INT_TO_BOOL(ctx->Line.StipplePattern); break; case GL_LINE_STIPPLE_REPEAT: *params = INT_TO_BOOL(ctx->Line.StippleFactor); break; case GL_LINE_WIDTH: *params = FLOAT_TO_BOOL(ctx->Line.Width); break; case GL_LINE_WIDTH_GRANULARITY: *params = FLOAT_TO_BOOL(ctx->Const.LineWidthGranularity); break; case GL_LINE_WIDTH_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidthAA); params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidthAA); break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidth); params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidth); break; case GL_LIST_BASE: *params = INT_TO_BOOL(ctx->List.ListBase); break; case GL_LIST_INDEX: *params = INT_TO_BOOL( ctx->CurrentListNum ); break; case GL_LIST_MODE: if (!ctx->CompileFlag) *params = 0; else if (ctx->ExecuteFlag) *params = ENUM_TO_BOOL(GL_COMPILE_AND_EXECUTE); else *params = ENUM_TO_BOOL(GL_COMPILE); break; case GL_INDEX_LOGIC_OP: *params = ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_BOOL(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u1); params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u2); break; case GL_MAP1_GRID_SEGMENTS: *params = INT_TO_BOOL(ctx->Eval.MapGrid1un); break; case GL_MAP1_INDEX: *params = ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u1); params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u2); params[2] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v1); params[3] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v2); break; case GL_MAP2_GRID_SEGMENTS: params[0] = INT_TO_BOOL(ctx->Eval.MapGrid2un); params[1] = INT_TO_BOOL(ctx->Eval.MapGrid2vn); break; case GL_MAP2_INDEX: *params = ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_BOOL( ctx->Transform.MatrixMode ); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(MAX_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL( MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: *params = INT_TO_BOOL(ctx->Const.MaxClipPlanes); break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = INT_TO_BOOL(ctx->Const.MaxArrayLockSize); break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = INT_TO_BOOL(ctx->Const.MaxArrayLockSize); break; case GL_MAX_EVAL_ORDER: *params = INT_TO_BOOL(MAX_EVAL_ORDER); break; case GL_MAX_LIGHTS: *params = INT_TO_BOOL(ctx->Const.MaxLights); break; case GL_MAX_LIST_NESTING: *params = INT_TO_BOOL(MAX_LIST_NESTING); break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = INT_TO_BOOL(MAX_MODELVIEW_STACK_DEPTH); break; case GL_MAX_NAME_STACK_DEPTH: *params = INT_TO_BOOL(MAX_NAME_STACK_DEPTH); break; case GL_MAX_PIXEL_MAP_TABLE: *params = INT_TO_BOOL(MAX_PIXEL_MAP_TABLE); break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = INT_TO_BOOL(MAX_PROJECTION_STACK_DEPTH); break; case GL_MAX_TEXTURE_SIZE: *params = INT_TO_BOOL(1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: *params = INT_TO_BOOL(1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = INT_TO_BOOL(MAX_TEXTURE_STACK_DEPTH); break; case GL_MAX_VIEWPORT_DIMS: params[0] = INT_TO_BOOL(MAX_WIDTH); params[1] = INT_TO_BOOL(MAX_HEIGHT); break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->ModelviewMatrixStack.Top->m[i]); } break; case GL_MODELVIEW_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ModelviewMatrixStack.Depth + 1); break; case GL_NAME_STACK_DEPTH: *params = INT_TO_BOOL(ctx->Select.NameStackDepth); break; case GL_NORMALIZE: *params = ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = INT_TO_BOOL(ctx->Pack.Alignment); break; case GL_PACK_LSB_FIRST: *params = ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = INT_TO_BOOL(ctx->Pack.RowLength); break; case GL_PACK_SKIP_PIXELS: *params = INT_TO_BOOL(ctx->Pack.SkipPixels); break; case GL_PACK_SKIP_ROWS: *params = INT_TO_BOOL(ctx->Pack.SkipRows); break; case GL_PACK_SWAP_BYTES: *params = ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = ctx->Pack.ImageHeight; break; case GL_PACK_INVERT_MESA: *params = ctx->Pack.Invert; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapAtoAsize); break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapBtoBsize); break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapGtoGsize); break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoAsize); break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoBsize); break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoGsize); break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoIsize); break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoRsize); break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapRtoRsize); break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapStoSsize); break; case GL_POINT_SIZE: *params = FLOAT_TO_BOOL(ctx->Point.Size); break; case GL_POINT_SIZE_GRANULARITY: *params = FLOAT_TO_BOOL(ctx->Const.PointSizeGranularity ); break; case GL_POINT_SIZE_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSizeAA); params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSizeAA); break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSize); params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSize); break; case GL_POINT_SMOOTH: *params = ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = FLOAT_TO_BOOL(ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = FLOAT_TO_BOOL(ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = FLOAT_TO_BOOL(ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = FLOAT_TO_BOOL(ctx->Point.Params[0]); params[1] = FLOAT_TO_BOOL(ctx->Point.Params[1]); params[2] = FLOAT_TO_BOOL(ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_BOOL(ctx->Polygon.FrontMode); params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode); break; case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); break; case GL_POLYGON_OFFSET_FACTOR: *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor ); break; case GL_POLYGON_OFFSET_UNITS: *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); break; case GL_POLYGON_SMOOTH: *params = ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->ProjectionMatrixStack.Top->m[i]); } break; case GL_PROJECTION_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ProjectionMatrixStack.Depth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_BOOL(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.RedBias); break; case GL_RED_BITS: *params = INT_TO_BOOL( ctx->Visual.redBits ); break; case GL_RED_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.RedScale); break; case GL_RENDER_MODE: *params = ENUM_TO_BOOL(ctx->RenderMode); break; case GL_RESCALE_NORMAL: *params = ctx->Transform.RescaleNormals; break; case GL_RGBA_MODE: *params = ctx->Visual.rgbMode; break; case GL_SCISSOR_BOX: params[0] = INT_TO_BOOL(ctx->Scissor.X); params[1] = INT_TO_BOOL(ctx->Scissor.Y); params[2] = INT_TO_BOOL(ctx->Scissor.Width); params[3] = INT_TO_BOOL(ctx->Scissor.Height); break; case GL_SCISSOR_TEST: *params = ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = INT_TO_BOOL(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: *params = ENUM_TO_BOOL(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = INT_TO_BOOL(ctx->Visual.stencilBits); break; case GL_STENCIL_CLEAR_VALUE: *params = INT_TO_BOOL(ctx->Stencil.Clear); break; case GL_STENCIL_FAIL: *params = ENUM_TO_BOOL(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_FUNC: *params = ENUM_TO_BOOL(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_REF: *params = INT_TO_BOOL(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_TEST: *params = ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = INT_TO_BOOL(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_WRITEMASK: *params = INT_TO_BOOL(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]); break; case GL_STEREO: *params = ctx->Visual.stereoMode; break; case GL_SUBPIXEL_BITS: *params = INT_TO_BOOL(ctx->Const.SubPixelBits); break; case GL_TEXTURE_1D: *params = _mesa_IsEnabled(GL_TEXTURE_1D); break; case GL_TEXTURE_2D: *params = _mesa_IsEnabled(GL_TEXTURE_2D); break; case GL_TEXTURE_3D: *params = _mesa_IsEnabled(GL_TEXTURE_3D); break; case GL_TEXTURE_BINDING_1D: *params = INT_TO_BOOL(textureUnit->Current1D->Name); break; case GL_TEXTURE_BINDING_2D: *params = INT_TO_BOOL(textureUnit->Current2D->Name); break; case GL_TEXTURE_BINDING_3D: *params = INT_TO_BOOL(textureUnit->Current3D->Name); break; case GL_TEXTURE_ENV_COLOR: { params[0] = FLOAT_TO_BOOL(textureUnit->EnvColor[0]); params[1] = FLOAT_TO_BOOL(textureUnit->EnvColor[1]); params[2] = FLOAT_TO_BOOL(textureUnit->EnvColor[2]); params[3] = FLOAT_TO_BOOL(textureUnit->EnvColor[3]); } break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_BOOL(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->TextureMatrixStack[texUnit].Top->m[i]); } break; case GL_TEXTURE_STACK_DEPTH: *params = INT_TO_BOOL(ctx->TextureMatrixStack[texUnit].Depth + 1); break; case GL_UNPACK_ALIGNMENT: *params = INT_TO_BOOL(ctx->Unpack.Alignment); break; case GL_UNPACK_LSB_FIRST: *params = ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = INT_TO_BOOL(ctx->Unpack.RowLength); break; case GL_UNPACK_SKIP_PIXELS: *params = INT_TO_BOOL(ctx->Unpack.SkipPixels); break; case GL_UNPACK_SKIP_ROWS: *params = INT_TO_BOOL(ctx->Unpack.SkipRows); break; case GL_UNPACK_SWAP_BYTES: *params = ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = ctx->Unpack.ImageHeight; break; case GL_UNPACK_CLIENT_STORAGE_APPLE: *params = ctx->Unpack.ClientStorage; break; case GL_VIEWPORT: params[0] = INT_TO_BOOL(ctx->Viewport.X); params[1] = INT_TO_BOOL(ctx->Viewport.Y); params[2] = INT_TO_BOOL(ctx->Viewport.Width); params[3] = INT_TO_BOOL(ctx->Viewport.Height); break; case GL_ZOOM_X: *params = FLOAT_TO_BOOL(ctx->Pixel.ZoomX); break; case GL_ZOOM_Y: *params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY); break; case GL_VERTEX_ARRAY: *params = ctx->Array.Vertex.Enabled; break; case GL_VERTEX_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.Vertex.Size); break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Vertex.Stride); break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_NORMAL_ARRAY: *params = ctx->Array.Normal.Enabled; break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Normal.Stride); break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_COLOR_ARRAY: *params = ctx->Array.Color.Enabled; break; case GL_COLOR_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.Color.Size); break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Color.Stride); break; case GL_COLOR_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_INDEX_ARRAY: *params = ctx->Array.Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_TEXTURE_COORD_ARRAY: *params = ctx->Array.TexCoord[texUnit].Enabled; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Size); break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Stride); break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_EDGE_FLAG_ARRAY: *params = ctx->Array.EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.EdgeFlag.Stride); break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXTENSION_B(ARB_multitexture, pname); *params = INT_TO_BOOL(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits)); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_B(ARB_multitexture, pname); *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_B(ARB_multitexture, pname); *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXTENSION_B(ARB_texture_cube_map, pname); *params = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXTENSION_B(ARB_texture_cube_map, pname); *params = INT_TO_BOOL(textureUnit->CurrentCubeMap->Name); break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXTENSION_B(ARB_texture_cube_map, pname); *params = INT_TO_BOOL(1 << (ctx->Const.MaxCubeTextureLevels - 1)); break; /* GL_ARB_texture_compression */ case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXTENSION_B(ARB_texture_compression, pname); *params = INT_TO_BOOL(ctx->Hint.TextureCompression); break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_B(ARB_texture_compression, pname); *params = INT_TO_BOOL(_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; n = _mesa_get_compressed_formats(ctx, formats); for (i = 0; i < n; i++) params[i] = INT_TO_BOOL(formats[i]); } break; /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: *params = ctx->Array.LockFirst ? GL_TRUE : GL_FALSE; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: *params = ctx->Array.LockCount ? GL_TRUE : GL_FALSE; break; /* GL_ARB_transpose_matrix */ case GL_TRANSPOSE_COLOR_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ColorMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(tm[i]); } } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ModelviewMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(tm[i]); } } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ProjectionMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(tm[i]); } } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m); for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(tm[i]); } } break; /* GL_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: CHECK_EXTENSION_B(HP_occlusion_test, pname); *params = ctx->Depth.OcclusionTest; return; case GL_OCCLUSION_TEST_RESULT_HP: CHECK_EXTENSION_B(HP_occlusion_test, pname); if (ctx->Depth.OcclusionTest) *params = ctx->OcclusionResult; else *params = ctx->OcclusionResultSaved; /* reset flag now */ ctx->OcclusionResult = GL_FALSE; ctx->OcclusionResultSaved = GL_FALSE; return; /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: *params = ctx->Pixel.PixelTextureEnabled; break; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: *params = ctx->Pixel.PixelTextureEnabled; break; case GL_PIXEL_TEX_GEN_MODE_SGIX: *params = (GLboolean) pixel_texgen_mode(ctx); break; /* GL_SGI_color_matrix (also in 1.2 imaging) */ case GL_COLOR_MATRIX_SGI: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->ColorMatrixStack.Top->m[i]); } break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: *params = INT_TO_BOOL(ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: *params = FLOAT_TO_BOOL(MAX_COLOR_STACK_DEPTH); break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[0]); break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[1]); break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[3]); break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[0]); break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[1]); break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: *params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[3]); break; /* GL_EXT_convolution (also in 1.2 imaging) */ case GL_CONVOLUTION_1D_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = ctx->Pixel.Convolution1DEnabled; break; case GL_CONVOLUTION_2D: CHECK_EXTENSION_B(EXT_convolution, pname); *params = ctx->Pixel.Convolution2DEnabled; break; case GL_SEPARABLE_2D: CHECK_EXTENSION_B(EXT_convolution, pname); *params = ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[0]); break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[1]); break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[2]); break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[3]); break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[0]); break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[1]); break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]); break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXTENSION_B(EXT_convolution, pname); *params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]); break; /* GL_EXT_histogram (also in 1.2 imaging) */ case GL_HISTOGRAM: CHECK_EXTENSION_B(EXT_histogram, pname); *params = ctx->Pixel.HistogramEnabled; break; case GL_MINMAX: CHECK_EXTENSION_B(EXT_histogram, pname); *params = ctx->Pixel.MinMaxEnabled; break; /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: *params = ctx->Pixel.ColorTableEnabled; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: *params = ctx->Pixel.PostConvolutionColorTableEnabled; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: *params = ctx->Pixel.PostColorMatrixColorTableEnabled; break; /* GL_SGI_texture_color_table */ case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXTENSION_B(SGI_texture_color_table, pname); *params = textureUnit->ColorTableEnabled; break; /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); *params = ctx->Fog.ColorSumEnabled; break; case GL_CURRENT_SECONDARY_COLOR_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); FLUSH_CURRENT(ctx, 0); params[0] = INT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]); params[1] = INT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]); params[2] = INT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]); params[3] = INT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]); break; case GL_SECONDARY_COLOR_ARRAY_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); *params = ctx->Array.SecondaryColor.Enabled; break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); *params = ENUM_TO_BOOL(ctx->Array.SecondaryColor.Type); break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); *params = INT_TO_BOOL(ctx->Array.SecondaryColor.Stride); break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXTENSION_B(EXT_secondary_color, pname); *params = INT_TO_BOOL(ctx->Array.SecondaryColor.Size); break; /* GL_EXT_fog_coord */ case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXTENSION_B(EXT_fog_coord, pname); FLUSH_CURRENT(ctx, 0); *params = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]); break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXTENSION_B(EXT_fog_coord, pname); *params = ctx->Array.FogCoord.Enabled; break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXTENSION_B(EXT_fog_coord, pname); *params = ENUM_TO_BOOL(ctx->Array.FogCoord.Type); break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXTENSION_B(EXT_fog_coord, pname); *params = INT_TO_BOOL(ctx->Array.FogCoord.Stride); break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXTENSION_B(EXT_fog_coord, pname); *params = ENUM_TO_BOOL(ctx->Fog.FogCoordinateSource); break; /* GL_EXT_texture_lod_bias */ case GL_MAX_TEXTURE_LOD_BIAS_EXT: *params = FLOAT_TO_BOOL(ctx->Const.MaxTextureLodBias); break; /* GL_EXT_texture_filter_anisotropic */ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXTENSION_B(EXT_texture_filter_anisotropic, pname); *params = FLOAT_TO_BOOL(ctx->Const.MaxTextureMaxAnisotropy); break; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = ctx->Multisample.Enabled; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = ctx->Multisample.SampleAlphaToCoverage; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = ctx->Multisample.SampleAlphaToOne; break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = ctx->Multisample.SampleCoverage; break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = FLOAT_TO_BOOL(ctx->Multisample.SampleCoverageValue); break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = ctx->Multisample.SampleCoverageInvert; break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = 0; /* XXX fix someday */ break; case GL_SAMPLES_ARB: CHECK_EXTENSION_B(ARB_multisample, pname); *params = 0; /* XXX fix someday */ break; /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXTENSION_B(IBM_rasterpos_clip, pname); *params = ctx->Transform.RasterPositionUnclipped; break; /* GL_NV_point_sprite */ case GL_POINT_SPRITE_NV: CHECK_EXTENSION_B(NV_point_sprite, pname); *params = ctx->Point.PointSprite; break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXTENSION_B(NV_point_sprite, pname); *params = ENUM_TO_BOOL(ctx->Point.SpriteRMode); break; /* GL_SGIS_generate_mipmap */ case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXTENSION_B(SGIS_generate_mipmap, pname); *params = ENUM_TO_BOOL(ctx->Hint.GenerateMipmap); break; #if FEATURE_NV_vertex_program case GL_VERTEX_PROGRAM_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = ctx->VertexProgram.Enabled; break; case GL_VERTEX_PROGRAM_POINT_SIZE_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = ctx->VertexProgram.PointSizeEnabled; break; case GL_VERTEX_PROGRAM_TWO_SIDE_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = ctx->VertexProgram.TwoSideEnabled; break; case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = (ctx->Const.MaxProgramMatrixStackDepth > 0) ? GL_TRUE : GL_FALSE; break; case GL_MAX_TRACK_MATRICES_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = (ctx->Const.MaxProgramMatrices > 0) ? GL_TRUE : GL_FALSE; break; case GL_CURRENT_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = GL_TRUE; break; case GL_CURRENT_MATRIX_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); for (i = 0; i < 16; i++) params[i] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[i]); break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); if (ctx->VertexProgram.Current && ctx->VertexProgram.Current->Base.Id != 0) *params = GL_TRUE; else *params = GL_FALSE; break; case GL_PROGRAM_ERROR_POSITION_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); *params = (ctx->Program.ErrorPos != 0) ? GL_TRUE : GL_FALSE; break; case GL_VERTEX_ATTRIB_ARRAY0_NV: case GL_VERTEX_ATTRIB_ARRAY1_NV: case GL_VERTEX_ATTRIB_ARRAY2_NV: case GL_VERTEX_ATTRIB_ARRAY3_NV: case GL_VERTEX_ATTRIB_ARRAY4_NV: case GL_VERTEX_ATTRIB_ARRAY5_NV: case GL_VERTEX_ATTRIB_ARRAY6_NV: case GL_VERTEX_ATTRIB_ARRAY7_NV: case GL_VERTEX_ATTRIB_ARRAY8_NV: case GL_VERTEX_ATTRIB_ARRAY9_NV: case GL_VERTEX_ATTRIB_ARRAY10_NV: case GL_VERTEX_ATTRIB_ARRAY11_NV: case GL_VERTEX_ATTRIB_ARRAY12_NV: case GL_VERTEX_ATTRIB_ARRAY13_NV: case GL_VERTEX_ATTRIB_ARRAY14_NV: case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_VERTEX_ATTRIB_ARRAY0_NV; *params = ctx->Array.VertexAttrib[n].Enabled; } break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: case GL_MAP1_VERTEX_ATTRIB1_4_NV: case GL_MAP1_VERTEX_ATTRIB2_4_NV: case GL_MAP1_VERTEX_ATTRIB3_4_NV: case GL_MAP1_VERTEX_ATTRIB4_4_NV: case GL_MAP1_VERTEX_ATTRIB5_4_NV: case GL_MAP1_VERTEX_ATTRIB6_4_NV: case GL_MAP1_VERTEX_ATTRIB7_4_NV: case GL_MAP1_VERTEX_ATTRIB8_4_NV: case GL_MAP1_VERTEX_ATTRIB9_4_NV: case GL_MAP1_VERTEX_ATTRIB10_4_NV: case GL_MAP1_VERTEX_ATTRIB11_4_NV: case GL_MAP1_VERTEX_ATTRIB12_4_NV: case GL_MAP1_VERTEX_ATTRIB13_4_NV: case GL_MAP1_VERTEX_ATTRIB14_4_NV: case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP1_VERTEX_ATTRIB0_4_NV; *params = ctx->Eval.Map1Attrib[n]; } break; case GL_MAP2_VERTEX_ATTRIB0_4_NV: case GL_MAP2_VERTEX_ATTRIB1_4_NV: case GL_MAP2_VERTEX_ATTRIB2_4_NV: case GL_MAP2_VERTEX_ATTRIB3_4_NV: case GL_MAP2_VERTEX_ATTRIB4_4_NV: case GL_MAP2_VERTEX_ATTRIB5_4_NV: case GL_MAP2_VERTEX_ATTRIB6_4_NV: case GL_MAP2_VERTEX_ATTRIB7_4_NV: case GL_MAP2_VERTEX_ATTRIB8_4_NV: case GL_MAP2_VERTEX_ATTRIB9_4_NV: case GL_MAP2_VERTEX_ATTRIB10_4_NV: case GL_MAP2_VERTEX_ATTRIB11_4_NV: case GL_MAP2_VERTEX_ATTRIB12_4_NV: case GL_MAP2_VERTEX_ATTRIB13_4_NV: case GL_MAP2_VERTEX_ATTRIB14_4_NV: case GL_MAP2_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV; *params = ctx->Eval.Map2Attrib[n]; } break; #endif /* FEATURE_NV_vertex_program */ #if FEATURE_NV_fragment_program case GL_FRAGMENT_PROGRAM_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = ctx->FragmentProgram.Enabled; break; case GL_MAX_TEXTURE_COORDS_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = INT_TO_BOOL(ctx->Const.MaxTextureCoordUnits); break; case GL_MAX_TEXTURE_IMAGE_UNITS_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = INT_TO_BOOL(ctx->Const.MaxTextureImageUnits); break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); if (ctx->VertexProgram.Current && ctx->VertexProgram.Current->Base.Id != 0) *params = GL_TRUE; else *params = GL_FALSE; break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = MAX_NV_FRAGMENT_PROGRAM_PARAMS ? GL_TRUE : GL_FALSE; break; #endif /* FEATURE_NV_fragment_program */ /* GL_NV_texture_rectangle */ case GL_TEXTURE_RECTANGLE_NV: CHECK_EXTENSION_B(NV_texture_rectangle, pname); *params = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXTENSION_B(NV_texture_rectangle, pname); *params = INT_TO_BOOL(textureUnit->CurrentRect->Name); break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXTENSION_B(NV_texture_rectangle, pname); *params = INT_TO_BOOL(ctx->Const.MaxTextureRectSize); break; /* GL_EXT_stencil_two_side */ case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXTENSION_B(EXT_stencil_two_side, pname); *params = ctx->Stencil.TestTwoSide; break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXTENSION_B(EXT_stencil_two_side, pname); *params = ENUM_TO_BOOL(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; /* GL_NV_light_max_exponent */ case GL_MAX_SHININESS_NV: *params = FLOAT_TO_BOOL(ctx->Const.MaxShininess); break; case GL_MAX_SPOT_EXPONENT_NV: *params = FLOAT_TO_BOOL(ctx->Const.MaxSpotExponent); break; #if FEATURE_ARB_vertex_buffer_object case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.ArrayBufferBinding); break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.VertexArrayBufferBinding); break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.NormalArrayBufferBinding); break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.ColorArrayBufferBinding); break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.IndexArrayBufferBinding); break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.TextureArrayBufferBinding); break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.EdgeFlagArrayBufferBinding); break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.SecondaryColorArrayBufferBinding); break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.FogCoordArrayBufferBinding); break; case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.WeightArrayBufferBinding); break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); *params = INT_TO_BOOL(ctx->Array.ElementArrayBufferBinding); break; #endif #if FEATURE_ARB_fragment_program case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXTENSION_B(ARB_fragment_program, pname); *params = ctx->FragmentProgram.Enabled; break; case GL_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXTENSION_B(ARB_fragment_program, pname); params[0] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[0]); params[1] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[4]); params[2] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[8]); params[3] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[12]); params[4] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[1]); params[5] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[5]); params[6] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[9]); params[7] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[13]); params[8] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[2]); params[9] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[6]); params[10] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[10]); params[11] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[14]); params[12] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[3]); params[13] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[7]); params[14] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[11]); params[15] = FLOAT_TO_BOOL(ctx->CurrentStack->Top->m[15]); break; /* Remaining ARB_fragment_program queries alias with * the GL_NV_fragment_program queries. */ #endif /* GL_EXT_depth_bounds_test */ 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_BOOL(ctx->Depth.BoundsMin); params[1] = FLOAT_TO_BOOL(ctx->Depth.BoundsMax); break; #if FEATURE_MESA_program_debug case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_B(MESA_program_debug, pname); *params = ctx->FragmentProgram.CallbackEnabled; break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_B(MESA_program_debug, pname); *params = ctx->VertexProgram.CallbackEnabled; break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXTENSION_B(MESA_program_debug, pname); *params = INT_TO_BOOL(ctx->FragmentProgram.CurrentPosition); break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXTENSION_B(MESA_program_debug, pname); *params = INT_TO_BOOL(ctx->VertexProgram.CurrentPosition); break; #endif default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname); } } /** * Get the value(s) of a selected parameter. * * \param pname parameter to be returned. * \param params will hold the value(s) of the speficifed parameter. * * \sa glGetDoublev(). * * Tries to get the specified parameter via dd_function_table::GetDoublev, * otherwise gets the specified parameter from the current context, converting * it value into GLdouble. */ void _mesa_GetDoublev( GLenum pname, GLdouble *params ) { GET_CURRENT_CONTEXT(ctx); GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; /* We need this in order to get correct results for * GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases. */ FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetDoublev %s\n", _mesa_lookup_enum_by_nr(pname)); if (ctx->Driver.GetDoublev && (*ctx->Driver.GetDoublev)(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: *params = (GLdouble) ctx->Visual.accumRedBits; break; case GL_ACCUM_GREEN_BITS: *params = (GLdouble) ctx->Visual.accumGreenBits; break; case GL_ACCUM_BLUE_BITS: *params = (GLdouble) ctx->Visual.accumBlueBits; break; case GL_ACCUM_ALPHA_BITS: *params = (GLdouble) ctx->Visual.accumAlphaBits; break; case GL_ACCUM_CLEAR_VALUE: params[0] = (GLdouble) ctx->Accum.ClearColor[0]; params[1] = (GLdouble) ctx->Accum.ClearColor[1]; params[2] = (GLdouble) ctx->Accum.ClearColor[2]; params[3] = (GLdouble) ctx->Accum.ClearColor[3]; break; case GL_ALPHA_BIAS: *params = (GLdouble) ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = (GLdouble) ctx->Visual.alphaBits; break; case GL_ALPHA_SCALE: *params = (GLdouble) ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLdouble) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_DOUBLE(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = (GLdouble) ctx->Color.AlphaRef; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLdouble ) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLdouble) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLdouble) ctx->Const.NumAuxBuffers; break; case GL_BLEND: *params = (GLdouble) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendEquation); break; case GL_BLEND_COLOR_EXT: params[0] = (GLdouble) ctx->Color.BlendColor[0]; params[1] = (GLdouble) ctx->Color.BlendColor[1]; params[2] = (GLdouble) ctx->Color.BlendColor[2]; params[3] = (GLdouble) ctx->Color.BlendColor[3]; break; case GL_BLUE_BIAS: *params = (GLdouble) ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLdouble) ctx->Visual.blueBits; break; case GL_BLUE_SCALE: *params = (GLdouble) ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLdouble) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0))) *params = 1.0; else *params = 0.0; break; case GL_COLOR_CLEAR_VALUE: params[0] = (GLdouble) ctx->Color.ClearColor[0]; params[1] = (GLdouble) ctx->Color.ClearColor[1]; params[2] = (GLdouble) ctx->Color.ClearColor[2]; params[3] = (GLdouble) ctx->Color.ClearColor[3]; break; case GL_COLOR_MATERIAL: *params = (GLdouble) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0 : 0.0; params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0 : 0.0; params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0 : 0.0; params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0 : 0.0; break; case GL_CULL_FACE: *params = (GLdouble) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = ENUM_TO_DOUBLE(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 = (GLdouble) ctx->Current.Index; break; case GL_CURRENT_NORMAL: FLUSH_CURRENT(ctx, 0); params[0] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]; params[1] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]; params[2] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]; break; case GL_CURRENT_RASTER_COLOR: params[0] = (GLdouble) ctx->Current.RasterColor[0]; params[1] = (GLdouble) ctx->Current.RasterColor[1]; params[2] = (GLdouble) ctx->Current.RasterColor[2]; params[3] = (GLdouble) ctx->Current.RasterColor[3]; break; case GL_CURRENT_RASTER_DISTANCE: params[0] = (GLdouble) ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: *params = (GLdouble) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = (GLdouble) ctx->Current.RasterPos[0]; params[1] = (GLdouble) ctx->Current.RasterPos[1]; params[2] = (GLdouble) ctx->Current.RasterPos[2]; params[3] = (GLdouble) ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][0]; params[1] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][1]; params[2] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][2]; params[3] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][3]; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = (GLdouble) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: FLUSH_CURRENT(ctx, 0); params[0] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]; params[1] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]; params[2] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]; params[3] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLdouble) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = (GLdouble) ctx->Visual.depthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLdouble) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = ENUM_TO_DOUBLE(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = (GLdouble) ctx->Viewport.Near; params[1] = (GLdouble) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLdouble) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLdouble) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLdouble) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLdouble) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLdouble) ctx->Visual.doubleBufferMode; break; case GL_DRAW_BUFFER: *params = ENUM_TO_DOUBLE(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: FLUSH_CURRENT(ctx, 0); *params = (GLdouble) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: *params = (GLdouble) ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ENUM_TO_DOUBLE(ctx->Feedback.Type); break; case GL_FOG: *params = (GLdouble) ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = (GLdouble) ctx->Fog.Color[0]; params[1] = (GLdouble) ctx->Fog.Color[1]; params[2] = (GLdouble) ctx->Fog.Color[2]; params[3] = (GLdouble) ctx->Fog.Color[3]; break; case GL_FOG_DENSITY: *params = (GLdouble) ctx->Fog.Density; break; case GL_FOG_END: *params = (GLdouble) ctx->Fog.End; break; case GL_FOG_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = (GLdouble) ctx->Fog.Index; break; case GL_FOG_MODE: *params = ENUM_TO_DOUBLE(ctx->Fog.Mode); break; case GL_FOG_START: *params = (GLdouble) ctx->Fog.Start; break; case GL_FRONT_FACE: *params = ENUM_TO_DOUBLE(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = (GLdouble) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLdouble) ctx->Visual.greenBits; break; case GL_GREEN_SCALE: *params = (GLdouble) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLdouble) ctx->Visual.indexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLdouble) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual.rgbMode ? 0.0 : 1.0; break; case GL_INDEX_OFFSET: *params = (GLdouble) ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = (GLdouble) ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLdouble) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLdouble) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLdouble) ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = (GLdouble) ctx->Light.Model.Ambient[0]; params[1] = (GLdouble) ctx->Light.Model.Ambient[1]; params[2] = (GLdouble) ctx->Light.Model.Ambient[2]; params[3] = (GLdouble) ctx->Light.Model.Ambient[3]; break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = (GLdouble) ctx->Light.Model.ColorControl; break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLdouble) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLdouble) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLdouble) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = (GLdouble) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLdouble) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLdouble) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLdouble) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLdouble) ctx->Const.LineWidthGranularity; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLdouble) ctx->Const.MinLineWidthAA; params[1] = (GLdouble) ctx->Const.MaxLineWidthAA; break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = (GLdouble) ctx->Const.MinLineWidth; params[1] = (GLdouble) ctx->Const.MaxLineWidth; break; case GL_LIST_BASE: *params = (GLdouble) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLdouble) ctx->CurrentListNum; break; case GL_LIST_MODE: if (!ctx->CompileFlag) *params = 0.0; else if (ctx->ExecuteFlag) *params = ENUM_TO_DOUBLE(GL_COMPILE_AND_EXECUTE); else *params = ENUM_TO_DOUBLE(GL_COMPILE); break; case GL_INDEX_LOGIC_OP: *params = (GLdouble) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLdouble) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_DOUBLE(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = (GLdouble) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = (GLdouble) ctx->Eval.MapGrid1u1; params[1] = (GLdouble) ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLdouble) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLdouble) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLdouble) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLdouble) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLdouble) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLdouble) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLdouble) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLdouble) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLdouble) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLdouble) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = (GLdouble) ctx->Eval.MapGrid2u1; params[1] = (GLdouble) ctx->Eval.MapGrid2u2; params[2] = (GLdouble) ctx->Eval.MapGrid2v1; params[3] = (GLdouble) ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLdouble) ctx->Eval.MapGrid2un; params[1] = (GLdouble) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLdouble) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLdouble) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = (GLdouble) ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = (GLdouble) ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = (GLdouble) ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = (GLdouble) ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLdouble) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLdouble) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLdouble) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLdouble) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_DOUBLE(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLdouble) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLdouble) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLdouble) ctx->Const.MaxClipPlanes; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = (GLdouble) ctx->Const.MaxArrayLockSize; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = (GLdouble) ctx->Const.MaxArrayLockSize; break; case GL_MAX_EVAL_ORDER: *params = (GLdouble) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLdouble) ctx->Const.MaxLights; break; case GL_MAX_LIST_NESTING: *params = (GLdouble) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLdouble) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLdouble) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLdouble) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLdouble) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: *params = (GLdouble) (1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: *params = (GLdouble) (1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLdouble) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLdouble) MAX_WIDTH; params[1] = (GLdouble) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->ModelviewMatrixStack.Top->m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLdouble) (ctx->ModelviewMatrixStack.Depth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLdouble) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLdouble) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = (GLdouble) ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLdouble) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = (GLdouble) ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = (GLdouble) ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = (GLdouble) ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLdouble) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = (GLdouble) ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = (GLdouble) ctx->Pack.ImageHeight; break; case GL_PACK_INVERT_MESA: *params = (GLdouble) ctx->Pack.Invert; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = (GLdouble) ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = (GLdouble) ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = (GLdouble) ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = (GLdouble) ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = (GLdouble) ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = (GLdouble) ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = (GLdouble) ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = (GLdouble) ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = (GLdouble) ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = (GLdouble) ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLdouble) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLdouble) ctx->Const.PointSizeGranularity; break; case GL_POINT_SIZE_RANGE: params[0] = (GLdouble) ctx->Const.MinPointSizeAA; params[1] = (GLdouble) ctx->Const.MaxPointSizeAA; break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = (GLdouble) ctx->Const.MinPointSize; params[1] = (GLdouble) ctx->Const.MaxPointSize; break; case GL_POINT_SMOOTH: *params = (GLdouble) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = (GLdouble) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLdouble) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLdouble) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLdouble) (ctx->Point.Params[0]); params[1] = (GLdouble) (ctx->Point.Params[1]); params[2] = (GLdouble) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_DOUBLE(ctx->Polygon.FrontMode); params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode); break; case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ *params = (GLdouble) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_OFFSET_FACTOR: *params = (GLdouble) ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = (GLdouble) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLdouble) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = (GLdouble) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->ProjectionMatrixStack.Top->m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLdouble) (ctx->ProjectionMatrixStack.Depth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_DOUBLE(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = (GLdouble) ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLdouble) ctx->Visual.redBits; break; case GL_RED_SCALE: *params = (GLdouble) ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = ENUM_TO_DOUBLE(ctx->RenderMode); break; case GL_RESCALE_NORMAL: *params = (GLdouble) ctx->Transform.RescaleNormals; break; case GL_RGBA_MODE: *params = (GLdouble) ctx->Visual.rgbMode; break; case GL_SCISSOR_BOX: params[0] = (GLdouble) ctx->Scissor.X; params[1] = (GLdouble) ctx->Scissor.Y; params[2] = (GLdouble) ctx->Scissor.Width; params[3] = (GLdouble) ctx->Scissor.Height; break; case GL_SCISSOR_TEST: *params = (GLdouble) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLdouble) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = ENUM_TO_DOUBLE(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLdouble) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = (GLdouble) ctx->Visual.stencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLdouble) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_FUNC: *params = ENUM_TO_DOUBLE(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_REF: *params = (GLdouble) ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_TEST: *params = (GLdouble) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLdouble) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_WRITEMASK: *params = (GLdouble) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; break; case GL_STEREO: *params = (GLdouble) ctx->Visual.stereoMode; break; case GL_SUBPIXEL_BITS: *params = (GLdouble) ctx->Const.SubPixelBits; break; case GL_TEXTURE_1D: *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0; break; case GL_TEXTURE_2D: *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0; break; case GL_TEXTURE_3D: *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0; break; case GL_TEXTURE_BINDING_1D: *params = (GLdouble) textureUnit->Current1D->Name; break; case GL_TEXTURE_BINDING_2D: *params = (GLdouble) textureUnit->Current2D->Name; break; case GL_TEXTURE_BINDING_3D: *params = (GLdouble) textureUnit->Current3D->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = (GLdouble) textureUnit->EnvColor[0]; params[1] = (GLdouble) textureUnit->EnvColor[1]; params[2] = (GLdouble) textureUnit->EnvColor[2]; params[3] = (GLdouble) textureUnit->EnvColor[3]; break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_DOUBLE(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->TextureMatrixStack[texUnit].Top->m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLdouble) (ctx->TextureMatrixStack[texUnit].Depth + 1); break; case GL_UNPACK_ALIGNMENT: *params = (GLdouble) ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLdouble) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = (GLdouble) ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = (GLdouble) ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = (GLdouble) ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLdouble) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = (GLdouble) ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = (GLdouble) ctx->Unpack.ImageHeight; break; case GL_UNPACK_CLIENT_STORAGE_APPLE: *params = (GLdouble) ctx->Unpack.ClientStorage; break; case GL_VIEWPORT: params[0] = (GLdouble) ctx->Viewport.X; params[1] = (GLdouble) ctx->Viewport.Y; params[2] = (GLdouble) ctx->Viewport.Width; params[3] = (GLdouble) ctx->Viewport.Height; break; case GL_ZOOM_X: *params = (GLdouble) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLdouble) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY: *params = (GLdouble) ctx->Array.Vertex.Enabled; break; case GL_VERTEX_ARRAY_SIZE: *params = (GLdouble) ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_NORMAL_ARRAY: *params = (GLdouble) ctx->Array.Normal.Enabled; break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_COLOR_ARRAY: *params = (GLdouble) ctx->Array.Color.Enabled; break; case GL_COLOR_ARRAY_SIZE: *params = (GLdouble) ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_INDEX_ARRAY: *params = (GLdouble) ctx->Array.Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_TEXTURE_COORD_ARRAY: *params = (GLdouble) ctx->Array.TexCoord[texUnit].Enabled; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = (GLdouble) ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_EDGE_FLAG_ARRAY: *params = (GLdouble) ctx->Array.EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0.0; break; /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXTENSION_D(ARB_multitexture, pname); *params = (GLdouble) MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_D(ARB_multitexture, pname); *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_D(ARB_multitexture, pname); *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXTENSION_D(ARB_texture_cube_map, pname); *params = (GLdouble) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXTENSION_D(ARB_texture_cube_map, pname); *params = (GLdouble) textureUnit->CurrentCubeMap->Name; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXTENSION_D(ARB_texture_cube_map, pname); *params = (GLdouble) (1 << (ctx->Const.MaxCubeTextureLevels - 1)); break; /* GL_ARB_texture_compression */ case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXTENSION_D(ARB_texture_compression, pname); *params = (GLdouble) ctx->Hint.TextureCompression; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_D(ARB_texture_compression, pname); *params = (GLdouble) _mesa_get_compressed_formats(ctx, NULL); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_D(ARB_texture_compression, pname); { GLint formats[100]; GLuint i, n; n = _mesa_get_compressed_formats(ctx, formats); for (i = 0; i < n; i++) params[i] = (GLdouble) formats[i]; } break; /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: *params = (GLdouble) ctx->Array.LockFirst; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: *params = (GLdouble) ctx->Array.LockCount; break; /* GL_ARB_transpose_matrix */ case GL_TRANSPOSE_COLOR_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ColorMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLdouble) tm[i]; } } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ModelviewMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLdouble) tm[i]; } } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ProjectionMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLdouble) tm[i]; } } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m); for (i=0;i<16;i++) { params[i] = (GLdouble) tm[i]; } } break; /* GL_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: CHECK_EXTENSION_D(HP_occlusion_test, pname); *params = (GLdouble) ctx->Depth.OcclusionTest; break; case GL_OCCLUSION_TEST_RESULT_HP: CHECK_EXTENSION_D(HP_occlusion_test, pname); if (ctx->Depth.OcclusionTest) *params = (GLdouble) ctx->OcclusionResult; else *params = (GLdouble) ctx->OcclusionResultSaved; /* reset flag now */ ctx->OcclusionResult = GL_FALSE; ctx->OcclusionResultSaved = GL_FALSE; break; /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: *params = (GLdouble) ctx->Pixel.PixelTextureEnabled; break; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: *params = (GLdouble) ctx->Pixel.PixelTextureEnabled; break; case GL_PIXEL_TEX_GEN_MODE_SGIX: *params = (GLdouble) pixel_texgen_mode(ctx); break; /* GL_SGI_color_matrix (also in 1.2 imaging) */ case GL_COLOR_MATRIX_SGI: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->ColorMatrixStack.Top->m[i]; } break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: *params = (GLdouble) (ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: *params = (GLdouble) MAX_COLOR_STACK_DEPTH; break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[0]; break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[1]; break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixScale[3]; break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[0]; break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[1]; break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixBias[3]; break; /* GL_EXT_convolution (also in 1.2 imaging) */ case GL_CONVOLUTION_1D_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.Convolution1DEnabled; break; case GL_CONVOLUTION_2D: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.Convolution2DEnabled; break; case GL_SEPARABLE_2D: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionScale[0]; break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionScale[1]; break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionScale[2]; break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionScale[3]; break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionBias[0]; break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionBias[1]; break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionBias[2]; break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXTENSION_D(EXT_convolution, pname); *params = (GLdouble) ctx->Pixel.PostConvolutionBias[2]; break; /* GL_EXT_histogram (also in 1.2 imaging) */ case GL_HISTOGRAM: CHECK_EXTENSION_D(EXT_histogram, pname); *params = (GLdouble) ctx->Pixel.HistogramEnabled; break; case GL_MINMAX: CHECK_EXTENSION_D(EXT_histogram, pname); *params = (GLdouble) ctx->Pixel.MinMaxEnabled; break; /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: *params = (GLdouble) ctx->Pixel.ColorTableEnabled; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: *params = (GLdouble) ctx->Pixel.PostConvolutionColorTableEnabled; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: *params = (GLdouble) ctx->Pixel.PostColorMatrixColorTableEnabled; break; /* GL_SGI_texture_color_table */ case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXTENSION_D(SGI_texture_color_table, pname); *params = (GLdouble) textureUnit->ColorTableEnabled; break; /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: CHECK_EXTENSION_D(EXT_secondary_color, pname); *params = (GLdouble) ctx->Fog.ColorSumEnabled; break; case GL_CURRENT_SECONDARY_COLOR_EXT: CHECK_EXTENSION_D(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_D(EXT_secondary_color, pname); *params = (GLdouble) ctx->Array.SecondaryColor.Enabled; break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXTENSION_D(EXT_secondary_color, pname); *params = (GLdouble) ctx->Array.SecondaryColor.Type; break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXTENSION_D(EXT_secondary_color, pname); *params = (GLdouble) ctx->Array.SecondaryColor.Stride; break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXTENSION_D(EXT_secondary_color, pname); *params = (GLdouble) ctx->Array.SecondaryColor.Size; break; /* GL_EXT_fog_coord */ case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXTENSION_D(EXT_fog_coord, pname); FLUSH_CURRENT(ctx, 0); *params = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXTENSION_D(EXT_fog_coord, pname); *params = (GLdouble) ctx->Array.FogCoord.Enabled; break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXTENSION_D(EXT_fog_coord, pname); *params = (GLdouble) ctx->Array.FogCoord.Type; break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXTENSION_D(EXT_fog_coord, pname); *params = (GLdouble) ctx->Array.FogCoord.Stride; break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXTENSION_D(EXT_fog_coord, pname); *params = (GLdouble) ctx->Fog.FogCoordinateSource; break; /* GL_EXT_texture_lod_bias */ case GL_MAX_TEXTURE_LOD_BIAS_EXT: *params = (GLdouble) ctx->Const.MaxTextureLodBias; break; /* GL_EXT_texture_filter_anisotropic */ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXTENSION_D(EXT_texture_filter_anisotropic, pname); *params = (GLdouble) ctx->Const.MaxTextureMaxAnisotropy; break; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = (GLdouble) ctx->Multisample.Enabled; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = (GLdouble) ctx->Multisample.SampleAlphaToCoverage; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = (GLdouble) ctx->Multisample.SampleAlphaToOne; break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = (GLdouble) ctx->Multisample.SampleCoverage; break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = ctx->Multisample.SampleCoverageValue; break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = (GLdouble) ctx->Multisample.SampleCoverageInvert; break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = 0.0; /* XXX fix someday */ break; case GL_SAMPLES_ARB: CHECK_EXTENSION_D(ARB_multisample, pname); *params = 0.0; /* XXX fix someday */ break; /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXTENSION_D(IBM_rasterpos_clip, pname); *params = (GLdouble) ctx->Transform.RasterPositionUnclipped; break; /* GL_NV_point_sprite */ case GL_POINT_SPRITE_NV: CHECK_EXTENSION_B(NV_point_sprite, pname); *params = (GLdouble) ctx->Point.PointSprite; break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXTENSION_B(NV_point_sprite, pname); *params = (GLdouble) ctx->Point.SpriteRMode; break; /* GL_SGIS_generate_mipmap */ case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXTENSION_D(SGIS_generate_mipmap, pname); *params = (GLdouble) ctx->Hint.GenerateMipmap; break; #if FEATURE_NV_vertex_program case GL_VERTEX_PROGRAM_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->VertexProgram.Enabled; break; case GL_VERTEX_PROGRAM_POINT_SIZE_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->VertexProgram.PointSizeEnabled; break; case GL_VERTEX_PROGRAM_TWO_SIDE_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->VertexProgram.TwoSideEnabled; break; case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->Const.MaxProgramMatrixStackDepth; break; case GL_MAX_TRACK_MATRICES_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->Const.MaxProgramMatrices; break; case GL_CURRENT_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->CurrentStack->Depth + 1; break; case GL_CURRENT_MATRIX_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); for (i = 0; i < 16; i++) params[i] = (GLdouble) ctx->CurrentStack->Top->m[i]; break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); if (ctx->VertexProgram.Current) *params = (GLdouble) ctx->VertexProgram.Current->Base.Id; else *params = 0.0; break; case GL_PROGRAM_ERROR_POSITION_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); *params = (GLdouble) ctx->Program.ErrorPos; break; case GL_VERTEX_ATTRIB_ARRAY0_NV: case GL_VERTEX_ATTRIB_ARRAY1_NV: case GL_VERTEX_ATTRIB_ARRAY2_NV: case GL_VERTEX_ATTRIB_ARRAY3_NV: case GL_VERTEX_ATTRIB_ARRAY4_NV: case GL_VERTEX_ATTRIB_ARRAY5_NV: case GL_VERTEX_ATTRIB_ARRAY6_NV: case GL_VERTEX_ATTRIB_ARRAY7_NV: case GL_VERTEX_ATTRIB_ARRAY8_NV: case GL_VERTEX_ATTRIB_ARRAY9_NV: case GL_VERTEX_ATTRIB_ARRAY10_NV: case GL_VERTEX_ATTRIB_ARRAY11_NV: case GL_VERTEX_ATTRIB_ARRAY12_NV: case GL_VERTEX_ATTRIB_ARRAY13_NV: case GL_VERTEX_ATTRIB_ARRAY14_NV: case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXTENSION_D(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_VERTEX_ATTRIB_ARRAY0_NV; *params = (GLdouble) ctx->Array.VertexAttrib[n].Enabled; } break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: case GL_MAP1_VERTEX_ATTRIB1_4_NV: case GL_MAP1_VERTEX_ATTRIB2_4_NV: case GL_MAP1_VERTEX_ATTRIB3_4_NV: case GL_MAP1_VERTEX_ATTRIB4_4_NV: case GL_MAP1_VERTEX_ATTRIB5_4_NV: case GL_MAP1_VERTEX_ATTRIB6_4_NV: case GL_MAP1_VERTEX_ATTRIB7_4_NV: case GL_MAP1_VERTEX_ATTRIB8_4_NV: case GL_MAP1_VERTEX_ATTRIB9_4_NV: case GL_MAP1_VERTEX_ATTRIB10_4_NV: case GL_MAP1_VERTEX_ATTRIB11_4_NV: case GL_MAP1_VERTEX_ATTRIB12_4_NV: case GL_MAP1_VERTEX_ATTRIB13_4_NV: case GL_MAP1_VERTEX_ATTRIB14_4_NV: case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP1_VERTEX_ATTRIB0_4_NV; *params = (GLdouble) ctx->Eval.Map1Attrib[n]; } break; case GL_MAP2_VERTEX_ATTRIB0_4_NV: case GL_MAP2_VERTEX_ATTRIB1_4_NV: case GL_MAP2_VERTEX_ATTRIB2_4_NV: case GL_MAP2_VERTEX_ATTRIB3_4_NV: case GL_MAP2_VERTEX_ATTRIB4_4_NV: case GL_MAP2_VERTEX_ATTRIB5_4_NV: case GL_MAP2_VERTEX_ATTRIB6_4_NV: case GL_MAP2_VERTEX_ATTRIB7_4_NV: case GL_MAP2_VERTEX_ATTRIB8_4_NV: case GL_MAP2_VERTEX_ATTRIB9_4_NV: case GL_MAP2_VERTEX_ATTRIB10_4_NV: case GL_MAP2_VERTEX_ATTRIB11_4_NV: case GL_MAP2_VERTEX_ATTRIB12_4_NV: case GL_MAP2_VERTEX_ATTRIB13_4_NV: case GL_MAP2_VERTEX_ATTRIB14_4_NV: case GL_MAP2_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_B(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV; *params = (GLdouble) ctx->Eval.Map2Attrib[n]; } break; #endif /* FEATURE_NV_vertex_program */ #if FEATURE_NV_fragment_program case GL_FRAGMENT_PROGRAM_NV: CHECK_EXTENSION_D(NV_fragment_program, pname); *params = (GLdouble) ctx->FragmentProgram.Enabled; break; case GL_MAX_TEXTURE_COORDS_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = (GLdouble) ctx->Const.MaxTextureCoordUnits; break; case GL_MAX_TEXTURE_IMAGE_UNITS_NV: CHECK_EXTENSION_B(NV_fragment_program, pname); *params = (GLdouble) ctx->Const.MaxTextureImageUnits; break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXTENSION_D(NV_fragment_program, pname); if (ctx->FragmentProgram.Current) *params = (GLdouble) ctx->FragmentProgram.Current->Base.Id; else *params = 0.0; break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXTENSION_D(NV_fragment_program, pname); *params = (GLdouble) MAX_NV_FRAGMENT_PROGRAM_PARAMS; break; #endif /* FEATURE_NV_fragment_program */ /* GL_NV_texture_rectangle */ case GL_TEXTURE_RECTANGLE_NV: CHECK_EXTENSION_D(NV_texture_rectangle, pname); *params = (GLdouble) _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXTENSION_D(NV_texture_rectangle, pname); *params = (GLdouble) textureUnit->CurrentRect->Name; break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXTENSION_D(NV_texture_rectangle, pname); *params = (GLdouble) ctx->Const.MaxTextureRectSize; break; /* GL_EXT_stencil_two_side */ case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXTENSION_D(EXT_stencil_two_side, pname); *params = (GLdouble) ctx->Stencil.TestTwoSide; break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXTENSION_D(EXT_stencil_two_side, pname); *params = (GLdouble) (ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; /* GL_NV_light_max_exponent */ case GL_MAX_SHININESS_NV: *params = (GLdouble) ctx->Const.MaxShininess; break; case GL_MAX_SPOT_EXPONENT_NV: *params = (GLdouble) ctx->Const.MaxSpotExponent; break; #if FEATURE_ARB_vertex_buffer_object case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.ArrayBufferBinding; break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.VertexArrayBufferBinding; break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.NormalArrayBufferBinding; break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.ColorArrayBufferBinding; break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.IndexArrayBufferBinding; break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.TextureArrayBufferBinding; break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.EdgeFlagArrayBufferBinding; break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.SecondaryColorArrayBufferBinding; break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.FogCoordArrayBufferBinding; break; case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.WeightArrayBufferBinding; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); *params = (GLdouble) ctx->Array.ElementArrayBufferBinding; break; #endif #if FEATURE_ARB_fragment_program case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXTENSION_D(ARB_fragment_program, pname); *params = (GLdouble) ctx->FragmentProgram.Enabled; break; case GL_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXTENSION_D(ARB_fragment_program, pname); params[0] = ctx->CurrentStack->Top->m[0]; params[1] = ctx->CurrentStack->Top->m[4]; params[2] = ctx->CurrentStack->Top->m[8]; params[3] = ctx->CurrentStack->Top->m[12]; params[4] = ctx->CurrentStack->Top->m[1]; params[5] = ctx->CurrentStack->Top->m[5]; params[6] = ctx->CurrentStack->Top->m[9]; params[7] = ctx->CurrentStack->Top->m[13]; params[8] = ctx->CurrentStack->Top->m[2]; params[9] = ctx->CurrentStack->Top->m[6]; params[10] = ctx->CurrentStack->Top->m[10]; params[11] = ctx->CurrentStack->Top->m[14]; params[12] = ctx->CurrentStack->Top->m[3]; params[13] = ctx->CurrentStack->Top->m[7]; params[14] = ctx->CurrentStack->Top->m[11]; params[15] = ctx->CurrentStack->Top->m[15]; break; /* Remaining ARB_fragment_program queries alias with * the GL_NV_fragment_program queries. */ #endif /* GL_EXT_depth_bounds_test */ case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXTENSION_D(EXT_depth_bounds_test, pname); params[0] = (GLdouble) ctx->Depth.BoundsTest; break; case GL_DEPTH_BOUNDS_EXT: CHECK_EXTENSION_D(EXT_depth_bounds_test, pname); params[0] = ctx->Depth.BoundsMin; params[1] = ctx->Depth.BoundsMax; break; #if FEATURE_MESA_program_debug case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_D(MESA_program_debug, pname); *params = (GLdouble) ctx->FragmentProgram.CallbackEnabled; break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_D(MESA_program_debug, pname); *params = (GLdouble) ctx->VertexProgram.CallbackEnabled; break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXTENSION_D(MESA_program_debug, pname); *params = (GLdouble) ctx->FragmentProgram.CurrentPosition; break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXTENSION_D(MESA_program_debug, pname); *params = (GLdouble) ctx->VertexProgram.CurrentPosition; break; #endif default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetDoublev(pname=0x%x)", pname); } } /** * Get the value(s) of a selected parameter. * * \param pname parameter to be returned. * \param params will hold the value(s) of the speficifed parameter. * * \sa glGetFloatv(). * * Tries to get the specified parameter via dd_function_table::GetFloatv, * otherwise gets the specified parameter from the current context, converting * it value into GLfloat. */ void _mesa_GetFloatv( GLenum pname, GLfloat *params ) { GET_CURRENT_CONTEXT(ctx); GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; /* We need this in order to get correct results for * GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases. */ FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetFloatv %s\n", _mesa_lookup_enum_by_nr(pname)); if (ctx->Driver.GetFloatv && (*ctx->Driver.GetFloatv)(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: *params = (GLfloat) ctx->Visual.accumRedBits; break; case GL_ACCUM_GREEN_BITS: *params = (GLfloat) ctx->Visual.accumGreenBits; break; case GL_ACCUM_BLUE_BITS: *params = (GLfloat) ctx->Visual.accumBlueBits; break; case GL_ACCUM_ALPHA_BITS: *params = (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 = ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = (GLfloat) ctx->Visual.alphaBits; break; case GL_ALPHA_SCALE: *params = ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLfloat) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_FLOAT(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = (GLfloat) ctx->Color.AlphaRef; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLfloat) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLfloat) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLfloat) ctx->Const.NumAuxBuffers; break; case GL_BLEND: *params = (GLfloat) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendEquation); break; case GL_BLEND_COLOR_EXT: params[0] = ctx->Color.BlendColor[0]; params[1] = ctx->Color.BlendColor[1]; params[2] = ctx->Color.BlendColor[2]; params[3] = ctx->Color.BlendColor[3]; break; case GL_BLUE_BIAS: *params = ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLfloat) ctx->Visual.blueBits; break; case GL_BLUE_SCALE: *params = ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLfloat) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0))) *params = 1.0; else *params = 0.0; 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 = (GLfloat) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0F : 0.0F; params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0F : 0.0F; params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0F : 0.0F; params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0F : 0.0F; break; case GL_CULL_FACE: *params = (GLfloat) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = 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 = (GLfloat) 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 = (GLfloat) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = ctx->Current.RasterPos[0]; params[1] = ctx->Current.RasterPos[1]; params[2] = ctx->Current.RasterPos[2]; params[3] = ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = ctx->Current.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 = (GLfloat) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: FLUSH_CURRENT(ctx, 0); params[0] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]; params[1] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]; params[2] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]; params[3] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLfloat) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = (GLfloat) ctx->Visual.depthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLfloat) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = ENUM_TO_FLOAT(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = (GLfloat) ctx->Viewport.Near; params[1] = (GLfloat) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLfloat) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLfloat) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLfloat) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLfloat) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLfloat) ctx->Visual.doubleBufferMode; break; case GL_DRAW_BUFFER: *params = ENUM_TO_FLOAT(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: FLUSH_CURRENT(ctx, 0); *params = (GLfloat) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: *params = (GLfloat) ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ENUM_TO_FLOAT(ctx->Feedback.Type); break; case GL_FOG: *params = (GLfloat) ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = ctx->Fog.Color[0]; params[1] = ctx->Fog.Color[1]; params[2] = ctx->Fog.Color[2]; params[3] = ctx->Fog.Color[3]; break; case GL_FOG_DENSITY: *params = ctx->Fog.Density; break; case GL_FOG_END: *params = ctx->Fog.End; break; case GL_FOG_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = ctx->Fog.Index; break; case GL_FOG_MODE: *params = ENUM_TO_FLOAT(ctx->Fog.Mode); break; case GL_FOG_START: *params = ctx->Fog.Start; break; case GL_FRONT_FACE: *params = ENUM_TO_FLOAT(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = (GLfloat) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLfloat) ctx->Visual.greenBits; break; case GL_GREEN_SCALE: *params = (GLfloat) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLfloat) ctx->Visual.indexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLfloat) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual.rgbMode ? 0.0F : 1.0F; break; case GL_INDEX_OFFSET: *params = (GLfloat) ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = (GLfloat) ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLfloat) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLfloat) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLfloat) ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = ctx->Light.Model.Ambient[0]; params[1] = ctx->Light.Model.Ambient[1]; params[2] = ctx->Light.Model.Ambient[2]; params[3] = ctx->Light.Model.Ambient[3]; break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLfloat) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLfloat) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLfloat) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = (GLfloat) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLfloat) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLfloat) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLfloat) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLfloat) ctx->Const.LineWidthGranularity; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLfloat) ctx->Const.MinLineWidthAA; params[1] = (GLfloat) ctx->Const.MaxLineWidthAA; break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = (GLfloat) ctx->Const.MinLineWidth; params[1] = (GLfloat) ctx->Const.MaxLineWidth; break; case GL_LIST_BASE: *params = (GLfloat) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLfloat) ctx->CurrentListNum; break; case GL_LIST_MODE: if (!ctx->CompileFlag) *params = 0.0F; else if (ctx->ExecuteFlag) *params = ENUM_TO_FLOAT(GL_COMPILE_AND_EXECUTE); else *params = ENUM_TO_FLOAT(GL_COMPILE); break; case GL_INDEX_LOGIC_OP: *params = (GLfloat) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLfloat) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_FLOAT(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = (GLfloat) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid1u1; params[1] = ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLfloat) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLfloat) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLfloat) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLfloat) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLfloat) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLfloat) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLfloat) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLfloat) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLfloat) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLfloat) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid2u1; params[1] = ctx->Eval.MapGrid2u2; params[2] = ctx->Eval.MapGrid2v1; params[3] = ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLfloat) ctx->Eval.MapGrid2un; params[1] = (GLfloat) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLfloat) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLfloat) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLfloat) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLfloat) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLfloat) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLfloat) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_FLOAT(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLfloat) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLfloat) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLfloat) ctx->Const.MaxClipPlanes; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = (GLfloat) ctx->Const.MaxArrayLockSize; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = (GLfloat) ctx->Const.MaxArrayLockSize; break; case GL_MAX_EVAL_ORDER: *params = (GLfloat) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLfloat) ctx->Const.MaxLights; break; case GL_MAX_LIST_NESTING: *params = (GLfloat) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLfloat) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLfloat) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLfloat) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLfloat) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: *params = (GLfloat) (1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: *params = (GLfloat) (1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLfloat) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLfloat) MAX_WIDTH; params[1] = (GLfloat) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->ModelviewMatrixStack.Top->m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLfloat) (ctx->ModelviewMatrixStack.Depth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLfloat) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLfloat) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = (GLfloat) ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLfloat) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = (GLfloat) ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = (GLfloat) ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = (GLfloat) ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLfloat) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = (GLfloat) ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = (GLfloat) ctx->Pack.ImageHeight; break; case GL_PACK_INVERT_MESA: *params = (GLfloat) ctx->Pack.Invert; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = (GLfloat) ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = (GLfloat) ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = (GLfloat) ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = (GLfloat) ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = (GLfloat) ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = (GLfloat) ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = (GLfloat) ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = (GLfloat) ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = (GLfloat) ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = (GLfloat) ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLfloat) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLfloat) ctx->Const.PointSizeGranularity; break; case GL_POINT_SIZE_RANGE: params[0] = (GLfloat) ctx->Const.MinPointSizeAA; params[1] = (GLfloat) ctx->Const.MaxPointSizeAA; break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = (GLfloat) ctx->Const.MinPointSize; params[1] = (GLfloat) ctx->Const.MaxPointSize; break; case GL_POINT_SMOOTH: *params = (GLfloat) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = (GLfloat) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLfloat) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLfloat) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLfloat) (ctx->Point.Params[0]); params[1] = (GLfloat) (ctx->Point.Params[1]); params[2] = (GLfloat) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode); params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode); break; #ifdef GL_EXT_polygon_offset case GL_POLYGON_OFFSET_BIAS_EXT: *params = ctx->Polygon.OffsetUnits; break; #endif case GL_POLYGON_OFFSET_FACTOR: *params = ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLfloat) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = (GLfloat) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->ProjectionMatrixStack.Top->m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLfloat) (ctx->ProjectionMatrixStack.Depth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLfloat) ctx->Visual.redBits; break; case GL_RED_SCALE: *params = ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = ENUM_TO_FLOAT(ctx->RenderMode); break; case GL_RESCALE_NORMAL: *params = (GLfloat) ctx->Transform.RescaleNormals; break; case GL_RGBA_MODE: *params = (GLfloat) 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 = (GLfloat) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLfloat) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = ENUM_TO_FLOAT(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLfloat) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = (GLfloat) ctx->Visual.stencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLfloat) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_FUNC: *params = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]); break; case GL_STENCIL_REF: *params = (GLfloat) ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_TEST: *params = (GLfloat) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLfloat) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_WRITEMASK: *params = (GLfloat) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; break; case GL_STEREO: *params = (GLfloat) ctx->Visual.stereoMode; break; case GL_SUBPIXEL_BITS: *params = (GLfloat) ctx->Const.SubPixelBits; break; case GL_TEXTURE_1D: *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0F : 0.0F; break; case GL_TEXTURE_2D: *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0F : 0.0F; break; case GL_TEXTURE_3D: *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0F : 0.0F; break; case GL_TEXTURE_BINDING_1D: *params = (GLfloat) textureUnit->Current1D->Name; break; case GL_TEXTURE_BINDING_2D: *params = (GLfloat) textureUnit->Current2D->Name; break; case GL_TEXTURE_BINDING_3D: *params = (GLfloat) textureUnit->Current2D->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = textureUnit->EnvColor[0]; params[1] = textureUnit->EnvColor[1]; params[2] = textureUnit->EnvColor[2]; params[3] = textureUnit->EnvColor[3]; break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_FLOAT(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0F : 0.0F; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0F : 0.0F; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0F : 0.0F; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0F : 0.0F; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->TextureMatrixStack[texUnit].Top->m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLfloat) (ctx->TextureMatrixStack[texUnit].Depth + 1); break; case GL_UNPACK_ALIGNMENT: *params = (GLfloat) ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLfloat) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = (GLfloat) ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = (GLfloat) ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = (GLfloat) ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLfloat) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = (GLfloat) ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = (GLfloat) ctx->Unpack.ImageHeight; break; case GL_UNPACK_CLIENT_STORAGE_APPLE: *params = (GLfloat) 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 = (GLfloat) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLfloat) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY: *params = (GLfloat) ctx->Array.Vertex.Enabled; break; case GL_VERTEX_ARRAY_SIZE: *params = (GLfloat) ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_NORMAL_ARRAY: *params = (GLfloat) ctx->Array.Normal.Enabled; break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_COLOR_ARRAY: *params = (GLfloat) ctx->Array.Color.Enabled; break; case GL_COLOR_ARRAY_SIZE: *params = (GLfloat) ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_INDEX_ARRAY: *params = (GLfloat) ctx->Array.Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_TEXTURE_COORD_ARRAY: *params = (GLfloat) ctx->Array.TexCoord[texUnit].Enabled; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = (GLfloat) ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_EDGE_FLAG_ARRAY: *params = (GLfloat) ctx->Array.EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0.0; break; /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXTENSION_F(ARB_multitexture, pname); *params = (GLfloat) MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_F(ARB_multitexture, pname); *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_F(ARB_multitexture, pname); *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXTENSION_F(ARB_texture_cube_map, pname); *params = (GLfloat) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXTENSION_F(ARB_texture_cube_map, pname); *params = (GLfloat) textureUnit->CurrentCubeMap->Name; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXTENSION_F(ARB_texture_cube_map, pname); *params = (GLfloat) (1 << (ctx->Const.MaxCubeTextureLevels - 1)); break; /* GL_ARB_texture_compression */ case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXTENSION_F(ARB_texture_compression, pname); *params = (GLfloat) ctx->Hint.TextureCompression; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_F(ARB_texture_compression, pname); *params = (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; n = _mesa_get_compressed_formats(ctx, formats); for (i = 0; i < n; i++) params[i] = (GLfloat) formats[i]; } break; /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname); *params = (GLfloat) ctx->Array.LockFirst; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname); *params = (GLfloat) ctx->Array.LockCount; break; /* GL_ARB_transpose_matrix */ case GL_TRANSPOSE_COLOR_MATRIX_ARB: _math_transposef(params, ctx->ColorMatrixStack.Top->m); break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: _math_transposef(params, ctx->ModelviewMatrixStack.Top->m); break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: _math_transposef(params, ctx->ProjectionMatrixStack.Top->m); break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: _math_transposef(params, ctx->TextureMatrixStack[texUnit].Top->m); break; /* GL_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: CHECK_EXTENSION_F(HP_occlusion_test, pname); *params = (GLfloat) ctx->Depth.OcclusionTest; break; case GL_OCCLUSION_TEST_RESULT_HP: CHECK_EXTENSION_F(HP_occlusion_test, pname); if (ctx->Depth.OcclusionTest) *params = (GLfloat) ctx->OcclusionResult; else *params = (GLfloat) ctx->OcclusionResultSaved; /* reset flag now */ ctx->OcclusionResult = GL_FALSE; ctx->OcclusionResultSaved = GL_FALSE; break; /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: *params = (GLfloat) ctx->Pixel.PixelTextureEnabled; break; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: *params = (GLfloat) ctx->Pixel.PixelTextureEnabled; break; case GL_PIXEL_TEX_GEN_MODE_SGIX: *params = (GLfloat) pixel_texgen_mode(ctx); break; /* GL_SGI_color_matrix (also in 1.2 imaging) */ case GL_COLOR_MATRIX_SGI: for (i=0;i<16;i++) { params[i] = ctx->ColorMatrixStack.Top->m[i]; } break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: *params = (GLfloat) (ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: *params = (GLfloat) MAX_COLOR_STACK_DEPTH; break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: *params = ctx->Pixel.PostColorMatrixScale[0]; break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: *params = ctx->Pixel.PostColorMatrixScale[1]; break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: *params = ctx->Pixel.PostColorMatrixScale[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: *params = ctx->Pixel.PostColorMatrixScale[3]; break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: *params = ctx->Pixel.PostColorMatrixBias[0]; break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: *params = ctx->Pixel.PostColorMatrixBias[1]; break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: *params = ctx->Pixel.PostColorMatrixBias[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: *params = ctx->Pixel.PostColorMatrixBias[3]; break; /* GL_EXT_convolution (also in 1.2 imaging) */ case GL_CONVOLUTION_1D_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = (GLfloat) ctx->Pixel.Convolution1DEnabled; break; case GL_CONVOLUTION_2D: CHECK_EXTENSION_F(EXT_convolution, pname); *params = (GLfloat) ctx->Pixel.Convolution2DEnabled; break; case GL_SEPARABLE_2D: CHECK_EXTENSION_F(EXT_convolution, pname); *params = (GLfloat) ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionScale[0]; break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionScale[1]; break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionScale[2]; break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionScale[3]; break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionBias[0]; break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionBias[1]; break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionBias[2]; break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXTENSION_F(EXT_convolution, pname); *params = ctx->Pixel.PostConvolutionBias[2]; break; /* GL_EXT_histogram (also in 1.2 imaging) */ case GL_HISTOGRAM: CHECK_EXTENSION_F(EXT_histogram, pname); *params = (GLfloat) ctx->Pixel.HistogramEnabled; break; case GL_MINMAX: CHECK_EXTENSION_F(EXT_histogram, pname); *params = (GLfloat) ctx->Pixel.MinMaxEnabled; break; /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: *params = (GLfloat) ctx->Pixel.ColorTableEnabled; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: *params = (GLfloat) ctx->Pixel.PostConvolutionColorTableEnabled; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: *params = (GLfloat) ctx->Pixel.PostColorMatrixColorTableEnabled; break; /* GL_SGI_texture_color_table */ case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXTENSION_F(SGI_texture_color_table, pname); *params = (GLfloat) textureUnit->ColorTableEnabled; break; /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: CHECK_EXTENSION_F(EXT_secondary_color, pname); *params = (GLfloat) 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 = (GLfloat) ctx->Array.SecondaryColor.Enabled; break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXTENSION_F(EXT_secondary_color, pname); *params = (GLfloat) ctx->Array.SecondaryColor.Type; break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXTENSION_F(EXT_secondary_color, pname); *params = (GLfloat) ctx->Array.SecondaryColor.Stride; break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXTENSION_F(EXT_secondary_color, pname); *params = (GLfloat) ctx->Array.SecondaryColor.Size; break; /* GL_EXT_fog_coord */ case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXTENSION_F(EXT_fog_coord, pname); FLUSH_CURRENT(ctx, 0); *params = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXTENSION_F(EXT_fog_coord, pname); *params = (GLfloat) ctx->Array.FogCoord.Enabled; break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXTENSION_F(EXT_fog_coord, pname); *params = (GLfloat) ctx->Array.FogCoord.Type; break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXTENSION_F(EXT_fog_coord, pname); *params = (GLfloat) ctx->Array.FogCoord.Stride; break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXTENSION_F(EXT_fog_coord, pname); *params = (GLfloat) ctx->Fog.FogCoordinateSource; break; /* GL_EXT_texture_lod_bias */ case GL_MAX_TEXTURE_LOD_BIAS_EXT: *params = ctx->Const.MaxTextureLodBias; break; /* GL_EXT_texture_filter_anisotropic */ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXTENSION_F(EXT_texture_filter_anisotropic, pname); *params = ctx->Const.MaxTextureMaxAnisotropy; break; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = (GLfloat) ctx->Multisample.Enabled; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = (GLfloat) ctx->Multisample.SampleAlphaToCoverage; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = (GLfloat) ctx->Multisample.SampleAlphaToOne; break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = (GLfloat) ctx->Multisample.SampleCoverage; break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = ctx->Multisample.SampleCoverageValue; break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = (GLfloat) ctx->Multisample.SampleCoverageInvert; break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = 0.0; /* XXX fix someday */ break; case GL_SAMPLES_ARB: CHECK_EXTENSION_F(ARB_multisample, pname); *params = 0.0; /* XXX fix someday */ break; /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXTENSION_F(IBM_rasterpos_clip, pname); *params = (GLfloat) ctx->Transform.RasterPositionUnclipped; break; /* GL_NV_point_sprite */ case GL_POINT_SPRITE_NV: CHECK_EXTENSION_F(NV_point_sprite, pname); *params = (GLfloat) ctx->Point.PointSprite; break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXTENSION_F(NV_point_sprite, pname); *params = (GLfloat) ctx->Point.SpriteRMode; break; /* GL_SGIS_generate_mipmap */ case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXTENSION_F(SGIS_generate_mipmap, pname); *params = (GLfloat) ctx->Hint.GenerateMipmap; break; #if FEATURE_NV_vertex_program case GL_VERTEX_PROGRAM_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->VertexProgram.Enabled; break; case GL_VERTEX_PROGRAM_POINT_SIZE_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->VertexProgram.PointSizeEnabled; break; case GL_VERTEX_PROGRAM_TWO_SIDE_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->VertexProgram.TwoSideEnabled; break; case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->Const.MaxProgramMatrixStackDepth; break; case GL_MAX_TRACK_MATRICES_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->Const.MaxProgramMatrices; break; case GL_CURRENT_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->CurrentStack->Depth + 1; break; case GL_CURRENT_MATRIX_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); for (i = 0; i < 16; i++) params[i] = ctx->CurrentStack->Top->m[i]; break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); if (ctx->VertexProgram.Current) *params = (GLfloat) ctx->VertexProgram.Current->Base.Id; else *params = 0.0; break; case GL_PROGRAM_ERROR_POSITION_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); *params = (GLfloat) ctx->Program.ErrorPos; break; case GL_VERTEX_ATTRIB_ARRAY0_NV: case GL_VERTEX_ATTRIB_ARRAY1_NV: case GL_VERTEX_ATTRIB_ARRAY2_NV: case GL_VERTEX_ATTRIB_ARRAY3_NV: case GL_VERTEX_ATTRIB_ARRAY4_NV: case GL_VERTEX_ATTRIB_ARRAY5_NV: case GL_VERTEX_ATTRIB_ARRAY6_NV: case GL_VERTEX_ATTRIB_ARRAY7_NV: case GL_VERTEX_ATTRIB_ARRAY8_NV: case GL_VERTEX_ATTRIB_ARRAY9_NV: case GL_VERTEX_ATTRIB_ARRAY10_NV: case GL_VERTEX_ATTRIB_ARRAY11_NV: case GL_VERTEX_ATTRIB_ARRAY12_NV: case GL_VERTEX_ATTRIB_ARRAY13_NV: case GL_VERTEX_ATTRIB_ARRAY14_NV: case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_VERTEX_ATTRIB_ARRAY0_NV; *params = (GLfloat) ctx->Array.VertexAttrib[n].Enabled; } break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: case GL_MAP1_VERTEX_ATTRIB1_4_NV: case GL_MAP1_VERTEX_ATTRIB2_4_NV: case GL_MAP1_VERTEX_ATTRIB3_4_NV: case GL_MAP1_VERTEX_ATTRIB4_4_NV: case GL_MAP1_VERTEX_ATTRIB5_4_NV: case GL_MAP1_VERTEX_ATTRIB6_4_NV: case GL_MAP1_VERTEX_ATTRIB7_4_NV: case GL_MAP1_VERTEX_ATTRIB8_4_NV: case GL_MAP1_VERTEX_ATTRIB9_4_NV: case GL_MAP1_VERTEX_ATTRIB10_4_NV: case GL_MAP1_VERTEX_ATTRIB11_4_NV: case GL_MAP1_VERTEX_ATTRIB12_4_NV: case GL_MAP1_VERTEX_ATTRIB13_4_NV: case GL_MAP1_VERTEX_ATTRIB14_4_NV: case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP1_VERTEX_ATTRIB0_4_NV; *params = (GLfloat) ctx->Eval.Map1Attrib[n]; } break; case GL_MAP2_VERTEX_ATTRIB0_4_NV: case GL_MAP2_VERTEX_ATTRIB1_4_NV: case GL_MAP2_VERTEX_ATTRIB2_4_NV: case GL_MAP2_VERTEX_ATTRIB3_4_NV: case GL_MAP2_VERTEX_ATTRIB4_4_NV: case GL_MAP2_VERTEX_ATTRIB5_4_NV: case GL_MAP2_VERTEX_ATTRIB6_4_NV: case GL_MAP2_VERTEX_ATTRIB7_4_NV: case GL_MAP2_VERTEX_ATTRIB8_4_NV: case GL_MAP2_VERTEX_ATTRIB9_4_NV: case GL_MAP2_VERTEX_ATTRIB10_4_NV: case GL_MAP2_VERTEX_ATTRIB11_4_NV: case GL_MAP2_VERTEX_ATTRIB12_4_NV: case GL_MAP2_VERTEX_ATTRIB13_4_NV: case GL_MAP2_VERTEX_ATTRIB14_4_NV: case GL_MAP2_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_F(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV; *params = (GLfloat) ctx->Eval.Map2Attrib[n]; } break; #endif /* FEATURE_NV_vertex_program */ #if FEATURE_NV_fragment_program case GL_FRAGMENT_PROGRAM_NV: CHECK_EXTENSION_F(NV_fragment_program, pname); *params = (GLfloat) ctx->FragmentProgram.Enabled; break; case GL_MAX_TEXTURE_COORDS_NV: CHECK_EXTENSION_F(NV_fragment_program, pname); *params = (GLfloat) ctx->Const.MaxTextureCoordUnits; break; case GL_MAX_TEXTURE_IMAGE_UNITS_NV: CHECK_EXTENSION_F(NV_fragment_program, pname); *params = (GLfloat) ctx->Const.MaxTextureImageUnits; break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXTENSION_F(NV_fragment_program, pname); if (ctx->FragmentProgram.Current) *params = (GLfloat) ctx->FragmentProgram.Current->Base.Id; else *params = 0.0; break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXTENSION_F(NV_fragment_program, pname); *params = (GLfloat) MAX_NV_FRAGMENT_PROGRAM_PARAMS; break; #endif /* FEATURE_NV_fragment_program */ /* GL_NV_texture_rectangle */ case GL_TEXTURE_RECTANGLE_NV: CHECK_EXTENSION_F(NV_texture_rectangle, pname); *params = (GLfloat) _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXTENSION_F(NV_texture_rectangle, pname); *params = (GLfloat) textureUnit->CurrentRect->Name; break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXTENSION_F(NV_texture_rectangle, pname); *params = (GLfloat) ctx->Const.MaxTextureRectSize; break; /* GL_EXT_stencil_two_side */ case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXTENSION_F(EXT_stencil_two_side, pname); *params = (GLfloat) ctx->Stencil.TestTwoSide; break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXTENSION_F(EXT_stencil_two_side, pname); *params = (GLfloat) (ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; /* GL_NV_light_max_exponent */ case GL_MAX_SHININESS_NV: *params = ctx->Const.MaxShininess; break; case GL_MAX_SPOT_EXPONENT_NV: *params = ctx->Const.MaxSpotExponent; break; #if FEATURE_ARB_vertex_buffer_object case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.ArrayBufferBinding; break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.VertexArrayBufferBinding; break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.NormalArrayBufferBinding; break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.ColorArrayBufferBinding; break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.IndexArrayBufferBinding; break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.TextureArrayBufferBinding; break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.EdgeFlagArrayBufferBinding; break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.SecondaryColorArrayBufferBinding; break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.FogCoordArrayBufferBinding; break; case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.WeightArrayBufferBinding; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); *params = (GLfloat) ctx->Array.ElementArrayBufferBinding; break; #endif #if FEATURE_ARB_fragment_program case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXTENSION_F(ARB_fragment_program, pname); *params = (GLfloat) ctx->FragmentProgram.Enabled; break; case GL_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXTENSION_F(ARB_fragment_program, pname); params[0] = ctx->CurrentStack->Top->m[0]; params[1] = ctx->CurrentStack->Top->m[4]; params[2] = ctx->CurrentStack->Top->m[8]; params[3] = ctx->CurrentStack->Top->m[12]; params[4] = ctx->CurrentStack->Top->m[1]; params[5] = ctx->CurrentStack->Top->m[5]; params[6] = ctx->CurrentStack->Top->m[9]; params[7] = ctx->CurrentStack->Top->m[13]; params[8] = ctx->CurrentStack->Top->m[2]; params[9] = ctx->CurrentStack->Top->m[6]; params[10] = ctx->CurrentStack->Top->m[10]; params[11] = ctx->CurrentStack->Top->m[14]; params[12] = ctx->CurrentStack->Top->m[3]; params[13] = ctx->CurrentStack->Top->m[7]; params[14] = ctx->CurrentStack->Top->m[11]; params[15] = ctx->CurrentStack->Top->m[15]; break; /* Remaining ARB_fragment_program queries alias with * the GL_NV_fragment_program queries. */ #endif /* GL_EXT_depth_bounds_test */ case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXTENSION_F(EXT_depth_bounds_test, pname); params[0] = (GLfloat) 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; #if FEATURE_MESA_program_debug case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_F(MESA_program_debug, pname); *params = (GLfloat) ctx->FragmentProgram.CallbackEnabled; break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_F(MESA_program_debug, pname); *params = (GLfloat) ctx->VertexProgram.CallbackEnabled; break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXTENSION_F(MESA_program_debug, pname); *params = (GLfloat) ctx->FragmentProgram.CurrentPosition; break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXTENSION_F(MESA_program_debug, pname); *params = (GLfloat) ctx->VertexProgram.CurrentPosition; break; #endif default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(0x%x)", pname); } } /** * Get the value(s) of a selected parameter. * * \param pname parameter to be returned. * \param params will hold the value(s) of the speficifed parameter. * * \sa glGetIntegerv(). * * Tries to get the specified parameter via dd_function_table::GetIntegerv, * otherwise gets the specified parameter from the current context, converting * it value into GLinteger. */ void _mesa_GetIntegerv( GLenum pname, GLint *params ) { GET_CURRENT_CONTEXT(ctx); GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; #if 0 /* We need this in order to get correct results for * GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases. */ FLUSH_VERTICES(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetIntegerv %s\n", _mesa_lookup_enum_by_nr(pname)); if (ctx->Driver.GetIntegerv && (*ctx->Driver.GetIntegerv)(ctx, pname, params)) return; #endif switch (pname) { case GL_ACCUM_RED_BITS: *params = (GLint) ctx->Visual.accumRedBits; break; case GL_ACCUM_GREEN_BITS: *params = (GLint) ctx->Visual.accumGreenBits; break; case GL_ACCUM_BLUE_BITS: *params = (GLint) ctx->Visual.accumBlueBits; break; case GL_ACCUM_ALPHA_BITS: *params = (GLint) 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 = (GLint) ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = ctx->Visual.alphaBits; break; case GL_ALPHA_SCALE: *params = (GLint) ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLint) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_REF: *params = FLOAT_TO_INT(ctx->Color.AlphaRef); break; case GL_ALPHA_TEST_FUNC: *params = (GLint) ctx->Color.AlphaFunc; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLint) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLint) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLint) ctx->Const.NumAuxBuffers; break; case GL_BLEND: *params = (GLint) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = (GLint) ctx->Color.BlendDstRGB; break; case GL_BLEND_SRC: *params = (GLint) ctx->Color.BlendSrcRGB; break; case GL_BLEND_SRC_RGB_EXT: *params = (GLint) ctx->Color.BlendSrcRGB; break; case GL_BLEND_DST_RGB_EXT: *params = (GLint) ctx->Color.BlendDstRGB; break; case GL_BLEND_SRC_ALPHA_EXT: *params = (GLint) ctx->Color.BlendSrcA; break; case GL_BLEND_DST_ALPHA_EXT: *params = (GLint) ctx->Color.BlendDstA; break; case GL_BLEND_EQUATION_EXT: *params = (GLint) ctx->Color.BlendEquation; break; case GL_BLEND_COLOR_EXT: params[0] = FLOAT_TO_INT( ctx->Color.BlendColor[0] ); params[1] = FLOAT_TO_INT( ctx->Color.BlendColor[1] ); params[2] = FLOAT_TO_INT( ctx->Color.BlendColor[2] ); params[3] = FLOAT_TO_INT( ctx->Color.BlendColor[3] ); break; case GL_BLUE_BIAS: *params = (GLint) ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLint) ctx->Visual.blueBits; break; case GL_BLUE_SCALE: *params = (GLint) ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLint) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0))) *params = 1; else *params = 0; 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 = (GLint) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = (GLint) ctx->Light.ColorMaterialFace; break; case GL_COLOR_MATERIAL_PARAMETER: *params = (GLint) 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 = (GLint) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = (GLint) 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 = (GLint) 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] = (GLint) ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: *params = (GLint) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = (GLint) ctx->Current.RasterPos[0]; params[1] = (GLint) ctx->Current.RasterPos[1]; params[2] = (GLint) ctx->Current.RasterPos[2]; params[3] = (GLint) ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = (GLint) ctx->Current.RasterTexCoords[texUnit][0]; params[1] = (GLint) ctx->Current.RasterTexCoords[texUnit][1]; params[2] = (GLint) ctx->Current.RasterTexCoords[texUnit][2]; params[3] = (GLint) ctx->Current.RasterTexCoords[texUnit][3]; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = (GLint) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: FLUSH_CURRENT(ctx, 0); params[0] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]; params[1] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]; params[2] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]; params[3] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLint) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = ctx->Visual.depthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLint) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = (GLint) ctx->Depth.Func; break; case GL_DEPTH_RANGE: params[0] = (GLint) ctx->Viewport.Near; params[1] = (GLint) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLint) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLint) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLint) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLint) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLint) ctx->Visual.doubleBufferMode; break; case GL_DRAW_BUFFER: *params = (GLint) ctx->Color.DrawBuffer; break; case GL_EDGE_FLAG: FLUSH_CURRENT(ctx, 0); *params = (GLint) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: *params = ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ctx->Feedback.Type; break; case GL_FOG: *params = (GLint) 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 = (GLint) ctx->Fog.Density; break; case GL_FOG_END: *params = (GLint) ctx->Fog.End; break; case GL_FOG_HINT: *params = (GLint) ctx->Hint.Fog; break; case GL_FOG_INDEX: *params = (GLint) ctx->Fog.Index; break; case GL_FOG_MODE: *params = (GLint) ctx->Fog.Mode; break; case GL_FOG_START: *params = (GLint) ctx->Fog.Start; break; case GL_FRONT_FACE: *params = (GLint) ctx->Polygon.FrontFace; break; case GL_GREEN_BIAS: *params = (GLint) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLint) ctx->Visual.greenBits; break; case GL_GREEN_SCALE: *params = (GLint) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLint) ctx->Visual.indexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLint) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual.rgbMode ? 0 : 1; break; case GL_INDEX_OFFSET: *params = ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLint) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLint) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLint) 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] = (GLint) ctx->Light.Model.ColorControl; break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLint) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLint) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLint) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = (GLint) ctx->Hint.LineSmooth; break; case GL_LINE_STIPPLE: *params = (GLint) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLint) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLint) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLint) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLint) ctx->Const.LineWidthGranularity; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLint) ctx->Const.MinLineWidthAA; params[1] = (GLint) ctx->Const.MaxLineWidthAA; break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = (GLint) ctx->Const.MinLineWidth; params[1] = (GLint) ctx->Const.MaxLineWidth; break; case GL_LIST_BASE: *params = (GLint) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLint) ctx->CurrentListNum; break; case GL_LIST_MODE: if (!ctx->CompileFlag) *params = 0; else if (ctx->ExecuteFlag) *params = (GLint) GL_COMPILE_AND_EXECUTE; else *params = (GLint) GL_COMPILE; break; case GL_INDEX_LOGIC_OP: *params = (GLint) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLint) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = (GLint) ctx->Color.LogicOp; break; case GL_MAP1_COLOR_4: *params = (GLint) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = (GLint) ctx->Eval.MapGrid1u1; params[1] = (GLint) ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLint) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLint) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLint) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLint) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLint) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLint) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLint) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLint) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLint) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLint) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = (GLint) ctx->Eval.MapGrid2u1; params[1] = (GLint) ctx->Eval.MapGrid2u2; params[2] = (GLint) ctx->Eval.MapGrid2v1; params[3] = (GLint) ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLint) ctx->Eval.MapGrid2un; params[1] = (GLint) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLint) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLint) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = (GLint) ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = (GLint) ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = (GLint) ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = (GLint) ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLint) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLint) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLint) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLint) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = (GLint) ctx->Transform.MatrixMode; break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLint) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLint) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLint) ctx->Const.MaxClipPlanes; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = (GLint) ctx->Const.MaxArrayLockSize; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = (GLint) ctx->Const.MaxArrayLockSize; break; case GL_MAX_EVAL_ORDER: *params = (GLint) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLint) ctx->Const.MaxLights; break; case GL_MAX_LIST_NESTING: *params = (GLint) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLint) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLint) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLint) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLint) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: *params = (1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: *params = (1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLint) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLint) MAX_WIDTH; params[1] = (GLint) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->ModelviewMatrixStack.Top->m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLint) (ctx->ModelviewMatrixStack.Depth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLint) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLint) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLint) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLint) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = ctx->Pack.ImageHeight; break; case GL_PACK_INVERT_MESA: *params = ctx->Pack.Invert; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = (GLint) ctx->Hint.PerspectiveCorrection; break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLint) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLint) ctx->Const.PointSizeGranularity; break; case GL_POINT_SIZE_RANGE: params[0] = (GLint) ctx->Const.MinPointSizeAA; params[1] = (GLint) ctx->Const.MaxPointSizeAA; break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = (GLint) ctx->Const.MinPointSize; params[1] = (GLint) ctx->Const.MaxPointSize; break; case GL_POINT_SMOOTH: *params = (GLint) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = (GLint) ctx->Hint.PointSmooth; break; case GL_POINT_SIZE_MIN_EXT: *params = (GLint) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLint) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLint) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLint) (ctx->Point.Params[0]); params[1] = (GLint) (ctx->Point.Params[1]); params[2] = (GLint) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = (GLint) ctx->Polygon.FrontMode; params[1] = (GLint) ctx->Polygon.BackMode; break; case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */ *params = (GLint) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_OFFSET_FACTOR: *params = (GLint) ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = (GLint) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLint) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = (GLint) ctx->Hint.PolygonSmooth; break; case GL_POLYGON_STIPPLE: *params = (GLint) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->ProjectionMatrixStack.Top->m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLint) (ctx->ProjectionMatrixStack.Depth + 1); break; case GL_READ_BUFFER: *params = (GLint) ctx->Pixel.ReadBuffer; break; case GL_RED_BIAS: *params = (GLint) ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLint) ctx->Visual.redBits; break; case GL_RED_SCALE: *params = (GLint) ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = (GLint) ctx->RenderMode; break; case GL_RESCALE_NORMAL: *params = (GLint) ctx->Transform.RescaleNormals; break; case GL_RGBA_MODE: *params = (GLint) ctx->Visual.rgbMode; break; case GL_SCISSOR_BOX: params[0] = (GLint) ctx->Scissor.X; params[1] = (GLint) ctx->Scissor.Y; params[2] = (GLint) ctx->Scissor.Width; params[3] = (GLint) ctx->Scissor.Height; break; case GL_SCISSOR_TEST: *params = (GLint) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLint) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = (GLint) ctx->Light.ShadeModel; break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLint) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = ctx->Visual.stencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLint) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = (GLint) ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_FUNC: *params = (GLint) ctx->Stencil.Function[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = (GLint) ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_PASS_DEPTH_PASS: *params = (GLint) ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_REF: *params = (GLint) ctx->Stencil.Ref[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_TEST: *params = (GLint) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLint) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]; break; case GL_STENCIL_WRITEMASK: *params = (GLint) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]; break; case GL_STEREO: *params = (GLint) ctx->Visual.stereoMode; break; case GL_SUBPIXEL_BITS: *params = ctx->Const.SubPixelBits; break; case GL_TEXTURE_1D: *params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1 : 0; break; case GL_TEXTURE_2D: *params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1 : 0; break; case GL_TEXTURE_3D: *params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1 : 0; break; case GL_TEXTURE_BINDING_1D: *params = textureUnit->Current1D->Name; break; case GL_TEXTURE_BINDING_2D: *params = textureUnit->Current2D->Name; break; case GL_TEXTURE_BINDING_3D: *params = textureUnit->Current3D->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = FLOAT_TO_INT( textureUnit->EnvColor[0] ); params[1] = FLOAT_TO_INT( textureUnit->EnvColor[1] ); params[2] = FLOAT_TO_INT( textureUnit->EnvColor[2] ); params[3] = FLOAT_TO_INT( textureUnit->EnvColor[3] ); break; case GL_TEXTURE_ENV_MODE: *params = (GLint) textureUnit->EnvMode; break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1 : 0; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->TextureMatrixStack[texUnit].Top->m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLint) (ctx->TextureMatrixStack[texUnit].Depth + 1); break; case GL_UNPACK_ALIGNMENT: *params = ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLint) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLint) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = ctx->Unpack.ImageHeight; break; case GL_UNPACK_CLIENT_STORAGE_APPLE: *params = ctx->Unpack.ClientStorage; break; case GL_VIEWPORT: params[0] = (GLint) ctx->Viewport.X; params[1] = (GLint) ctx->Viewport.Y; params[2] = (GLint) ctx->Viewport.Width; params[3] = (GLint) ctx->Viewport.Height; break; case GL_ZOOM_X: *params = (GLint) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLint) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY: *params = (GLint) ctx->Array.Vertex.Enabled; break; case GL_VERTEX_ARRAY_SIZE: *params = ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ctx->Array.Vertex.Type; break; case GL_VERTEX_ARRAY_STRIDE: *params = ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0; break; case GL_NORMAL_ARRAY: *params = (GLint) ctx->Array.Normal.Enabled; break; case GL_NORMAL_ARRAY_TYPE: *params = ctx->Array.Normal.Type; break; case GL_NORMAL_ARRAY_STRIDE: *params = ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0; break; case GL_COLOR_ARRAY: *params = (GLint) ctx->Array.Color.Enabled; break; case GL_COLOR_ARRAY_SIZE: *params = ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ctx->Array.Color.Type; break; case GL_COLOR_ARRAY_STRIDE: *params = ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0; break; case GL_INDEX_ARRAY: *params = (GLint) ctx->Array.Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: *params = ctx->Array.Index.Type; break; case GL_INDEX_ARRAY_STRIDE: *params = ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0; break; case GL_TEXTURE_COORD_ARRAY: *params = (GLint) ctx->Array.TexCoord[texUnit].Enabled; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ctx->Array.TexCoord[texUnit].Type; break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0; break; case GL_EDGE_FLAG_ARRAY: *params = (GLint) ctx->Array.EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0; break; /* GL_ARB_multitexture */ case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXTENSION_I(ARB_multitexture, pname); *params = MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_I(ARB_multitexture, pname); *params = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXTENSION_I(ARB_multitexture, pname); *params = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; break; /* GL_ARB_texture_cube_map */ case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXTENSION_I(ARB_texture_cube_map, pname); *params = (GLint) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXTENSION_I(ARB_texture_cube_map, pname); *params = textureUnit->CurrentCubeMap->Name; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXTENSION_I(ARB_texture_cube_map, pname); *params = (1 << (ctx->Const.MaxCubeTextureLevels - 1)); break; /* GL_ARB_texture_compression */ case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXTENSION_I(ARB_texture_compression, pname); *params = (GLint) ctx->Hint.TextureCompression; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_I(ARB_texture_compression, pname); *params = (GLint) _mesa_get_compressed_formats(ctx, NULL); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXTENSION_I(ARB_texture_compression, pname); (void) _mesa_get_compressed_formats(ctx, params); break; /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname); *params = ctx->Array.LockFirst; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname); *params = ctx->Array.LockCount; break; /* GL_ARB_transpose_matrix */ case GL_TRANSPOSE_COLOR_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ColorMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLint) tm[i]; } } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ModelviewMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLint) tm[i]; } } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->ProjectionMatrixStack.Top->m); for (i=0;i<16;i++) { params[i] = (GLint) tm[i]; } } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { GLfloat tm[16]; GLuint i; _math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m); for (i=0;i<16;i++) { params[i] = (GLint) tm[i]; } } break; /* GL_HP_occlusion_test */ case GL_OCCLUSION_TEST_HP: CHECK_EXTENSION_I(HP_occlusion_test, pname); *params = (GLint) ctx->Depth.OcclusionTest; break; case GL_OCCLUSION_TEST_RESULT_HP: CHECK_EXTENSION_I(HP_occlusion_test, pname); if (ctx->Depth.OcclusionTest) *params = (GLint) ctx->OcclusionResult; else *params = (GLint) ctx->OcclusionResultSaved; /* reset flag now */ ctx->OcclusionResult = GL_FALSE; ctx->OcclusionResultSaved = GL_FALSE; break; /* GL_SGIS_pixel_texture */ case GL_PIXEL_TEXTURE_SGIS: CHECK_EXTENSION_I(SGIS_pixel_texture, pname); *params = (GLint) ctx->Pixel.PixelTextureEnabled; break; /* GL_SGIX_pixel_texture */ case GL_PIXEL_TEX_GEN_SGIX: CHECK_EXTENSION_I(SGIX_pixel_texture, pname); *params = (GLint) ctx->Pixel.PixelTextureEnabled; break; case GL_PIXEL_TEX_GEN_MODE_SGIX: CHECK_EXTENSION_I(SGIX_pixel_texture, pname); *params = (GLint) pixel_texgen_mode(ctx); break; /* GL_SGI_color_matrix (also in 1.2 imaging) */ case GL_COLOR_MATRIX_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); for (i=0;i<16;i++) { params[i] = (GLint) ctx->ColorMatrixStack.Top->m[i]; } break; case GL_COLOR_MATRIX_STACK_DEPTH_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = ctx->ColorMatrixStack.Depth + 1; break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = MAX_COLOR_STACK_DEPTH; break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixScale[0]; break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixScale[1]; break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixScale[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixScale[3]; break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixBias[0]; break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixBias[1]; break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixBias[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: CHECK_EXTENSION_I(SGI_color_matrix, pname); *params = (GLint) ctx->Pixel.PostColorMatrixBias[3]; break; /* GL_EXT_convolution (also in 1.2 imaging) */ case GL_CONVOLUTION_1D_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.Convolution1DEnabled; break; case GL_CONVOLUTION_2D: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.Convolution2DEnabled; break; case GL_SEPARABLE_2D: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionScale[0]; break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionScale[1]; break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionScale[2]; break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionScale[3]; break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionBias[0]; break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionBias[1]; break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionBias[2]; break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXTENSION_I(EXT_convolution, pname); *params = (GLint) ctx->Pixel.PostConvolutionBias[2]; break; /* GL_EXT_histogram (also in 1.2 imaging) */ case GL_HISTOGRAM: CHECK_EXTENSION_I(EXT_histogram, pname); *params = (GLint) ctx->Pixel.HistogramEnabled; break; case GL_MINMAX: CHECK_EXTENSION_I(EXT_histogram, pname); *params = (GLint) ctx->Pixel.MinMaxEnabled; break; /* GL_SGI_color_table (also in 1.2 imaging */ case GL_COLOR_TABLE_SGI: CHECK_EXTENSION_I(SGI_color_table, pname); *params = (GLint) ctx->Pixel.ColorTableEnabled; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: CHECK_EXTENSION_I(SGI_color_table, pname); *params = (GLint) ctx->Pixel.PostConvolutionColorTableEnabled; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: CHECK_EXTENSION_I(SGI_color_table, pname); *params = (GLint) ctx->Pixel.PostColorMatrixColorTableEnabled; break; /* GL_SGI_texture_color_table */ case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXTENSION_I(SGI_texture_color_table, pname); *params = (GLint) textureUnit->ColorTableEnabled; break; /* GL_EXT_secondary_color */ case GL_COLOR_SUM_EXT: CHECK_EXTENSION_I(EXT_secondary_color, pname); *params = (GLint) 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 = (GLint) ctx->Array.SecondaryColor.Enabled; break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXTENSION_I(EXT_secondary_color, pname); *params = (GLint) ctx->Array.SecondaryColor.Type; break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXTENSION_I(EXT_secondary_color, pname); *params = (GLint) ctx->Array.SecondaryColor.Stride; break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXTENSION_I(EXT_secondary_color, pname); *params = (GLint) ctx->Array.SecondaryColor.Size; break; /* GL_EXT_fog_coord */ case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXTENSION_I(EXT_fog_coord, pname); FLUSH_CURRENT(ctx, 0); *params = (GLint) ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXTENSION_I(EXT_fog_coord, pname); *params = (GLint) ctx->Array.FogCoord.Enabled; break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXTENSION_I(EXT_fog_coord, pname); *params = (GLint) ctx->Array.FogCoord.Type; break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXTENSION_I(EXT_fog_coord, pname); *params = (GLint) ctx->Array.FogCoord.Stride; break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXTENSION_I(EXT_fog_coord, pname); *params = (GLint) ctx->Fog.FogCoordinateSource; break; /* GL_EXT_texture_lod_bias */ case GL_MAX_TEXTURE_LOD_BIAS_EXT: *params = (GLint) ctx->Const.MaxTextureLodBias; break; /* GL_EXT_texture_filter_anisotropic */ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXTENSION_I(EXT_texture_filter_anisotropic, pname); *params = (GLint) ctx->Const.MaxTextureMaxAnisotropy; break; /* GL_ARB_multisample */ case GL_MULTISAMPLE_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.Enabled; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.SampleAlphaToCoverage; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.SampleAlphaToOne; break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.SampleCoverage; break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.SampleCoverageValue; break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = (GLint) ctx->Multisample.SampleCoverageInvert; break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = 0; /* XXX fix someday */ break; case GL_SAMPLES_ARB: CHECK_EXTENSION_I(ARB_multisample, pname); *params = 0; /* XXX fix someday */ break; /* GL_IBM_rasterpos_clip */ case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXTENSION_I(IBM_rasterpos_clip, pname); *params = (GLint) ctx->Transform.RasterPositionUnclipped; break; /* GL_NV_point_sprite */ case GL_POINT_SPRITE_NV: CHECK_EXTENSION_I(NV_point_sprite, pname); *params = (GLint) ctx->Point.PointSprite; break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXTENSION_I(NV_point_sprite, pname); *params = (GLint) ctx->Point.SpriteRMode; break; /* GL_SGIS_generate_mipmap */ case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXTENSION_I(SGIS_generate_mipmap, pname); *params = (GLint) ctx->Hint.GenerateMipmap; break; #if FEATURE_NV_vertex_program case GL_VERTEX_PROGRAM_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = (GLint) ctx->VertexProgram.Enabled; break; case GL_VERTEX_PROGRAM_POINT_SIZE_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = (GLint) ctx->VertexProgram.PointSizeEnabled; break; case GL_VERTEX_PROGRAM_TWO_SIDE_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = (GLint) ctx->VertexProgram.TwoSideEnabled; break; case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = ctx->Const.MaxProgramMatrixStackDepth; break; case GL_MAX_TRACK_MATRICES_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = ctx->Const.MaxProgramMatrices; break; case GL_CURRENT_MATRIX_STACK_DEPTH_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = ctx->CurrentStack->Depth + 1; break; case GL_CURRENT_MATRIX_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); for (i = 0; i < 16; i++) params[i] = (GLint) ctx->CurrentStack->Top->m[i]; break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); if (ctx->VertexProgram.Current) *params = (GLint) ctx->VertexProgram.Current->Base.Id; else *params = 0; break; case GL_PROGRAM_ERROR_POSITION_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); *params = (GLint) ctx->Program.ErrorPos; break; case GL_VERTEX_ATTRIB_ARRAY0_NV: case GL_VERTEX_ATTRIB_ARRAY1_NV: case GL_VERTEX_ATTRIB_ARRAY2_NV: case GL_VERTEX_ATTRIB_ARRAY3_NV: case GL_VERTEX_ATTRIB_ARRAY4_NV: case GL_VERTEX_ATTRIB_ARRAY5_NV: case GL_VERTEX_ATTRIB_ARRAY6_NV: case GL_VERTEX_ATTRIB_ARRAY7_NV: case GL_VERTEX_ATTRIB_ARRAY8_NV: case GL_VERTEX_ATTRIB_ARRAY9_NV: case GL_VERTEX_ATTRIB_ARRAY10_NV: case GL_VERTEX_ATTRIB_ARRAY11_NV: case GL_VERTEX_ATTRIB_ARRAY12_NV: case GL_VERTEX_ATTRIB_ARRAY13_NV: case GL_VERTEX_ATTRIB_ARRAY14_NV: case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_VERTEX_ATTRIB_ARRAY0_NV; *params = (GLint) ctx->Array.VertexAttrib[n].Enabled; } break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: case GL_MAP1_VERTEX_ATTRIB1_4_NV: case GL_MAP1_VERTEX_ATTRIB2_4_NV: case GL_MAP1_VERTEX_ATTRIB3_4_NV: case GL_MAP1_VERTEX_ATTRIB4_4_NV: case GL_MAP1_VERTEX_ATTRIB5_4_NV: case GL_MAP1_VERTEX_ATTRIB6_4_NV: case GL_MAP1_VERTEX_ATTRIB7_4_NV: case GL_MAP1_VERTEX_ATTRIB8_4_NV: case GL_MAP1_VERTEX_ATTRIB9_4_NV: case GL_MAP1_VERTEX_ATTRIB10_4_NV: case GL_MAP1_VERTEX_ATTRIB11_4_NV: case GL_MAP1_VERTEX_ATTRIB12_4_NV: case GL_MAP1_VERTEX_ATTRIB13_4_NV: case GL_MAP1_VERTEX_ATTRIB14_4_NV: case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP1_VERTEX_ATTRIB0_4_NV; *params = (GLint) ctx->Eval.Map1Attrib[n]; } break; case GL_MAP2_VERTEX_ATTRIB0_4_NV: case GL_MAP2_VERTEX_ATTRIB1_4_NV: case GL_MAP2_VERTEX_ATTRIB2_4_NV: case GL_MAP2_VERTEX_ATTRIB3_4_NV: case GL_MAP2_VERTEX_ATTRIB4_4_NV: case GL_MAP2_VERTEX_ATTRIB5_4_NV: case GL_MAP2_VERTEX_ATTRIB6_4_NV: case GL_MAP2_VERTEX_ATTRIB7_4_NV: case GL_MAP2_VERTEX_ATTRIB8_4_NV: case GL_MAP2_VERTEX_ATTRIB9_4_NV: case GL_MAP2_VERTEX_ATTRIB10_4_NV: case GL_MAP2_VERTEX_ATTRIB11_4_NV: case GL_MAP2_VERTEX_ATTRIB12_4_NV: case GL_MAP2_VERTEX_ATTRIB13_4_NV: case GL_MAP2_VERTEX_ATTRIB14_4_NV: case GL_MAP2_VERTEX_ATTRIB15_4_NV: CHECK_EXTENSION_I(NV_vertex_program, pname); { GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV; *params = (GLint) ctx->Eval.Map2Attrib[n]; } break; #endif /* FEATURE_NV_vertex_program */ #if FEATURE_NV_fragment_program case GL_FRAGMENT_PROGRAM_NV: CHECK_EXTENSION_I(NV_fragment_program, pname); *params = (GLint) ctx->FragmentProgram.Enabled; break; case GL_MAX_TEXTURE_COORDS_NV: CHECK_EXTENSION_I(NV_fragment_program, pname); *params = (GLint) ctx->Const.MaxTextureCoordUnits; break; case GL_MAX_TEXTURE_IMAGE_UNITS_NV: CHECK_EXTENSION_I(NV_fragment_program, pname); *params = (GLint) ctx->Const.MaxTextureImageUnits; break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXTENSION_I(NV_fragment_program, pname); if (ctx->FragmentProgram.Current) *params = (GLint) ctx->FragmentProgram.Current->Base.Id; else *params = 0; break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXTENSION_I(NV_fragment_program, pname); *params = MAX_NV_FRAGMENT_PROGRAM_PARAMS; break; #endif /* FEATURE_NV_fragment_program */ /* GL_NV_texture_rectangle */ case GL_TEXTURE_RECTANGLE_NV: CHECK_EXTENSION_I(NV_texture_rectangle, pname); *params = (GLint) _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXTENSION_I(NV_texture_rectangle, pname); *params = (GLint) textureUnit->CurrentRect->Name; break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXTENSION_I(NV_texture_rectangle, pname); *params = (GLint) ctx->Const.MaxTextureRectSize; break; /* GL_EXT_stencil_two_side */ case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXTENSION_I(EXT_stencil_two_side, pname); *params = (GLint) ctx->Stencil.TestTwoSide; break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXTENSION_I(EXT_stencil_two_side, pname); *params = (GLint) (ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; /* GL_NV_light_max_exponent */ case GL_MAX_SHININESS_NV: *params = (GLint) ctx->Const.MaxShininess; break; case GL_MAX_SPOT_EXPONENT_NV: *params = (GLint) ctx->Const.MaxSpotExponent; break; #if FEATURE_ARB_vertex_buffer_object case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.ArrayBufferBinding; break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.VertexArrayBufferBinding; break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.NormalArrayBufferBinding; break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.ColorArrayBufferBinding; break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.IndexArrayBufferBinding; break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.TextureArrayBufferBinding; break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.EdgeFlagArrayBufferBinding; break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.SecondaryColorArrayBufferBinding; break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.FogCoordArrayBufferBinding; break; case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.WeightArrayBufferBinding; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); *params = (GLint) ctx->Array.ElementArrayBufferBinding; break; #endif #if FEATURE_ARB_fragment_program case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXTENSION_I(ARB_fragment_program, pname); *params = ctx->FragmentProgram.Enabled; break; case GL_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXTENSION_I(ARB_fragment_program, pname); params[0] = (GLint) ctx->CurrentStack->Top->m[0]; params[1] = (GLint) ctx->CurrentStack->Top->m[4]; params[2] = (GLint) ctx->CurrentStack->Top->m[8]; params[3] = (GLint) ctx->CurrentStack->Top->m[12]; params[4] = (GLint) ctx->CurrentStack->Top->m[1]; params[5] = (GLint) ctx->CurrentStack->Top->m[5]; params[6] = (GLint) ctx->CurrentStack->Top->m[9]; params[7] = (GLint) ctx->CurrentStack->Top->m[13]; params[8] = (GLint) ctx->CurrentStack->Top->m[2]; params[9] = (GLint) ctx->CurrentStack->Top->m[6]; params[10] = (GLint) ctx->CurrentStack->Top->m[10]; params[11] = (GLint) ctx->CurrentStack->Top->m[14]; params[12] = (GLint) ctx->CurrentStack->Top->m[3]; params[13] = (GLint) ctx->CurrentStack->Top->m[7]; params[14] = (GLint) ctx->CurrentStack->Top->m[11]; params[15] = (GLint) ctx->CurrentStack->Top->m[15]; break; /* Remaining ARB_fragment_program queries alias with * the GL_NV_fragment_program queries. */ #endif /* GL_EXT_depth_bounds_test */ case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXTENSION_I(EXT_depth_bounds_test, pname); params[0] = ctx->Depth.BoundsTest; break; case GL_DEPTH_BOUNDS_EXT: CHECK_EXTENSION_I(EXT_depth_bounds_test, pname); params[0] = (GLint) ctx->Depth.BoundsMin; params[1] = (GLint) ctx->Depth.BoundsMax; break; #if FEATURE_MESA_program_debug case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_I(MESA_program_debug, pname); *params = (GLint) ctx->FragmentProgram.CallbackEnabled; break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXTENSION_I(MESA_program_debug, pname); *params = (GLint) ctx->VertexProgram.CallbackEnabled; break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXTENSION_I(MESA_program_debug, pname); *params = (GLint) ctx->FragmentProgram.CurrentPosition; break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXTENSION_I(MESA_program_debug, pname); *params = (GLint) ctx->VertexProgram.CurrentPosition; break; #endif default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname); } } /** * Get the address of a selected pointer. * * \param pname array or buffer to be returned. * \param params will hold the pointer speficifed by \p pname. * * \sa glGetPointerv(). * * Tries to get the specified pointer via dd_function_table::GetPointerv, * otherwise gets the specified pointer from the current context. */ void _mesa_GetPointerv( GLenum pname, GLvoid **params ) { GET_CURRENT_CONTEXT(ctx); GLuint texUnit = ctx->Texture.CurrentUnit; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!params) return; if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetPointerv %s\n", _mesa_lookup_enum_by_nr(pname)); if (ctx->Driver.GetPointerv && (*ctx->Driver.GetPointerv)(ctx, pname, params)) return; switch (pname) { case GL_VERTEX_ARRAY_POINTER: *params = ctx->Array.Vertex.Ptr; break; case GL_NORMAL_ARRAY_POINTER: *params = ctx->Array.Normal.Ptr; break; case GL_COLOR_ARRAY_POINTER: *params = ctx->Array.Color.Ptr; break; case GL_SECONDARY_COLOR_ARRAY_POINTER_EXT: *params = ctx->Array.SecondaryColor.Ptr; break; case GL_FOG_COORDINATE_ARRAY_POINTER_EXT: *params = ctx->Array.FogCoord.Ptr; break; case GL_INDEX_ARRAY_POINTER: *params = ctx->Array.Index.Ptr; break; case GL_TEXTURE_COORD_ARRAY_POINTER: *params = ctx->Array.TexCoord[texUnit].Ptr; break; case GL_EDGE_FLAG_ARRAY_POINTER: *params = ctx->Array.EdgeFlag.Ptr; break; case GL_FEEDBACK_BUFFER_POINTER: *params = ctx->Feedback.Buffer; break; case GL_SELECTION_BUFFER_POINTER: *params = ctx->Select.Buffer; break; #if FEATURE_MESA_program_debug case GL_FRAGMENT_PROGRAM_CALLBACK_FUNC_MESA: if (!ctx->Extensions.MESA_program_debug) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetPointerv"); return; } *params = (GLvoid *) ctx->FragmentProgram.Callback; break; case GL_FRAGMENT_PROGRAM_CALLBACK_DATA_MESA: if (!ctx->Extensions.MESA_program_debug) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetPointerv"); return; } *params = ctx->FragmentProgram.CallbackData; break; case GL_VERTEX_PROGRAM_CALLBACK_FUNC_MESA: if (!ctx->Extensions.MESA_program_debug) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetPointerv"); return; } *params = (GLvoid *) ctx->VertexProgram.Callback; break; case GL_VERTEX_PROGRAM_CALLBACK_DATA_MESA: if (!ctx->Extensions.MESA_program_debug) { _mesa_error(ctx, GL_INVALID_ENUM, "glGetPointerv"); return; } *params = ctx->VertexProgram.CallbackData; break; #endif default: _mesa_error( ctx, GL_INVALID_ENUM, "glGetPointerv" ); return; } } /** * Get a string describing the current GL connection. * * \param name name symbolic constant. * * \sa glGetString(). * * Tries to get the string from dd_function_table::GetString, otherwise returns * the hardcoded strings. */ const GLubyte * _mesa_GetString( GLenum name ) { GET_CURRENT_CONTEXT(ctx); static const char *vendor = "Brian Paul"; static const char *renderer = "Mesa"; static const char *version_1_2 = "1.2 Mesa " MESA_VERSION_STRING; static const char *version_1_3 = "1.3 Mesa " MESA_VERSION_STRING; static const char *version_1_4 = "1.4 Mesa " MESA_VERSION_STRING; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); /* this is a required driver function */ assert(ctx->Driver.GetString); { const GLubyte *str = (*ctx->Driver.GetString)(ctx, name); if (str) return str; switch (name) { case GL_VENDOR: return (const GLubyte *) vendor; case GL_RENDERER: return (const GLubyte *) renderer; case GL_VERSION: if (ctx->Extensions.ARB_multisample && ctx->Extensions.ARB_multitexture && ctx->Extensions.ARB_texture_border_clamp && ctx->Extensions.ARB_texture_compression && ctx->Extensions.ARB_texture_cube_map && ctx->Extensions.EXT_texture_env_add && ctx->Extensions.ARB_texture_env_combine && ctx->Extensions.ARB_texture_env_dot3) { if (ctx->Extensions.ARB_depth_texture && ctx->Extensions.ARB_shadow && ctx->Extensions.ARB_texture_env_crossbar && ctx->Extensions.ARB_texture_mirrored_repeat && ctx->Extensions.ARB_window_pos && ctx->Extensions.EXT_blend_color && ctx->Extensions.EXT_blend_func_separate && ctx->Extensions.EXT_blend_logic_op && ctx->Extensions.EXT_blend_minmax && ctx->Extensions.EXT_blend_subtract && ctx->Extensions.EXT_fog_coord && ctx->Extensions.EXT_multi_draw_arrays && ctx->Extensions.EXT_point_parameters && /*aka ARB*/ ctx->Extensions.EXT_secondary_color && ctx->Extensions.EXT_stencil_wrap && ctx->Extensions.SGIS_generate_mipmap) { return (const GLubyte *) version_1_4; } else { return (const GLubyte *) version_1_3; } } else { return (const GLubyte *) version_1_2; } case GL_EXTENSIONS: if (!ctx->Extensions.String) ctx->Extensions.String = _mesa_make_extension_string(ctx); return (const GLubyte *) ctx->Extensions.String; #if FEATURE_NV_fragment_program case GL_PROGRAM_ERROR_STRING_NV: if (ctx->Extensions.NV_fragment_program) { return (const GLubyte *) ctx->Program.ErrorString; } /* FALL-THROUGH */ #endif default: _mesa_error( ctx, GL_INVALID_ENUM, "glGetString" ); return (const GLubyte *) 0; } } } /** * Execute a glGetError() command. * * \return error number. * * Returns __GLcontextRec::ErrorValue. */ GLenum _mesa_GetError( void ) { GET_CURRENT_CONTEXT(ctx); GLenum e = ctx->ErrorValue; ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glGetError <-- %s\n", _mesa_lookup_enum_by_nr(e)); ctx->ErrorValue = (GLenum) GL_NO_ERROR; return e; }