diff options
| author | Radosław Kujawa <radoslaw.kujawa@c0ff33.net> | 2026-07-17 14:54:32 +0200 |
|---|---|---|
| committer | Radosław Kujawa <radoslaw.kujawa@c0ff33.net> | 2026-07-17 14:54:32 +0200 |
| commit | 2702c90d7a39fca2a3319c5e915fd290cb31fc70 (patch) | |
| tree | 283c4d851efef7e3a7cd03ba80c87e2bffcdbb2c /src/mesa/main/get.c | |
| parent | 836167945ec2c7ad5acdf0aa17ce35ec1b9428a6 (diff) | |
Initial import.
Diffstat (limited to 'src/mesa/main/get.c')
| -rw-r--r-- | src/mesa/main/get.c | 6587 |
1 files changed, 6587 insertions, 0 deletions
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c new file mode 100644 index 0000000..47e0e92 --- /dev/null +++ b/src/mesa/main/get.c @@ -0,0 +1,6587 @@ +/** + * \file get.c + * State query functions. + */ + +/* + * Mesa 3-D graphics library + * Version: 6.2.2 + * + * Copyright (C) 1999-2005 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. + */ + +/* + * Regarding GL_NV_light_max_exponent: + * + * Portions of this software may use or implement intellectual + * property owned and licensed by NVIDIA Corporation. NVIDIA disclaims + * any and all warranties with respect to such intellectual property, + * including any use thereof or modifications thereto. + */ + +#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 CHECK1(E1, str, PNAME) \ + if (!ctx->Extensions.E1) { \ + _mesa_error(ctx, GL_INVALID_VALUE, \ + "glGet" str "v(0x%x)", (int) PNAME); \ + return; \ + } + +#define CHECK2(E1, E2, str, PNAME) \ + if (!ctx->Extensions.E1 && !ctx->Extensions.E2) { \ + _mesa_error(ctx, GL_INVALID_VALUE, \ + "glGet" str "v(0x%x)", (int) PNAME); \ + return; \ + } + +#define CHECK_EXTENSION_B(EXTNAME, PNAME) \ + CHECK1(EXTNAME, "Boolean", PNAME ) + +#define CHECK_EXTENSION_I(EXTNAME, PNAME) \ + CHECK1(EXTNAME, "Integer", PNAME ) + +#define CHECK_EXTENSION_F(EXTNAME, PNAME) \ + CHECK1(EXTNAME, "Float", PNAME ) + +#define CHECK_EXTENSION_D(EXTNAME, PNAME) \ + CHECK1(EXTNAME, "Double", PNAME ) + +#define CHECK_EXTENSION2_B(EXT1, EXT2, PNAME) \ + CHECK2(EXT1, EXT2, "Boolean", PNAME) + +#define CHECK_EXTENSION2_I(EXT1, EXT2, PNAME) \ + CHECK2(EXT1, EXT2, "Integer", PNAME) + +#define CHECK_EXTENSION2_F(EXT1, EXT2, PNAME) \ + CHECK2(EXT1, EXT2, "Float", PNAME) + +#define CHECK_EXTENSION2_D(EXT1, EXT2, PNAME) \ + CHECK2(EXT1, EXT2, "Double", PNAME) + + + +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 GLAPIENTRY +_mesa_GetBooleanv( GLenum pname, GLboolean *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint i; + const GLuint clientUnit = ctx->Array.ActiveTexture; + const GLuint texUnit = ctx->Texture.CurrentUnit; + const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!params) + return; + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glGetBooleanv %s\n", _mesa_lookup_enum_by_nr(pname)); + + if (!ctx->_CurrentProgram) { + /* 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 (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->Visual.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: + *params = ENUM_TO_BOOL( ctx->Color.BlendEquationRGB ); + break; + case GL_BLEND_EQUATION_ALPHA_EXT: + *params = ENUM_TO_BOOL( ctx->Color.BlendEquationA ); + 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 = FLOAT_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->ListState.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 = INT_TO_BOOL(ctx->Pack.SkipImages); + break; + case GL_PACK_IMAGE_HEIGHT_EXT: + *params = INT_TO_BOOL(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[clientUnit].Enabled; + break; + case GL_TEXTURE_COORD_ARRAY_SIZE: + *params = INT_TO_BOOL(ctx->Array.TexCoord[clientUnit].Size); + break; + case GL_TEXTURE_COORD_ARRAY_TYPE: + *params = ENUM_TO_BOOL(ctx->Array.TexCoord[clientUnit].Type); + break; + case GL_TEXTURE_COORD_ARRAY_STRIDE: + *params = INT_TO_BOOL(ctx->Array.TexCoord[clientUnit].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 + clientUnit); + 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[3]); + 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_EXTENSION2_B(NV_point_sprite, ARB_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; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXTENSION_B(ARB_point_sprite, pname); + *params = ENUM_TO_BOOL(ctx->Point.SpriteOrigin); + 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->FragmentProgram.Current && + ctx->FragmentProgram.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.ArrayBufferObj->Name); + break; + case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.Vertex.BufferObj->Name); + break; + case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.Normal.BufferObj->Name); + break; + case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.Color.BufferObj->Name); + break; + case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.Index.BufferObj->Name); + break; + case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.TexCoord[clientUnit].BufferObj->Name); + break; + case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.EdgeFlag.BufferObj->Name); + break; + case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.SecondaryColor.BufferObj->Name); + break; + case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.FogCoord.BufferObj->Name); + break; + /*case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: - not supported */ + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_B(ARB_vertex_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Array.ElementArrayBufferObj->Name); + break; +#endif +#if FEATURE_EXT_pixel_buffer_object + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Pack.BufferObj->Name); + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_B(EXT_pixel_buffer_object, pname); + *params = INT_TO_BOOL(ctx->Unpack.BufferObj->Name); + break; +#endif + +#if FEATURE_ARB_vertex_program + /* GL_NV_vertex_program and GL_ARB_fragment_program define others */ + case GL_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXTENSION_B(ARB_vertex_program, pname); + *params = (ctx->Const.MaxVertexProgramAttribs > 0) ? GL_TRUE : GL_FALSE; + 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 GLAPIENTRY +_mesa_GetDoublev( GLenum pname, GLdouble *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint i; + const GLuint clientUnit = ctx->Array.ActiveTexture; + const GLuint texUnit = ctx->Texture.CurrentUnit; + const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!params) + return; + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glGetDoublev %s\n", _mesa_lookup_enum_by_nr(pname)); + + if (!ctx->_CurrentProgram) { + /* 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 (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->Visual.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: + *params = ENUM_TO_DOUBLE(ctx->Color.BlendEquationRGB); + break; + case GL_BLEND_EQUATION_ALPHA_EXT: + *params = ENUM_TO_DOUBLE(ctx->Color.BlendEquationA); + 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->ListState.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[clientUnit].Enabled; + break; + case GL_TEXTURE_COORD_ARRAY_SIZE: + *params = (GLdouble) ctx->Array.TexCoord[clientUnit].Size; + break; + case GL_TEXTURE_COORD_ARRAY_TYPE: + *params = ENUM_TO_DOUBLE(ctx->Array.TexCoord[clientUnit].Type); + break; + case GL_TEXTURE_COORD_ARRAY_STRIDE: + *params = (GLdouble) ctx->Array.TexCoord[clientUnit].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 + clientUnit); + 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[3]; + 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_EXTENSION2_D(NV_point_sprite, ARB_point_sprite, pname); + *params = (GLdouble) ctx->Point.PointSprite; + break; + case GL_POINT_SPRITE_R_MODE_NV: + CHECK_EXTENSION_D(NV_point_sprite, pname); + *params = (GLdouble) ctx->Point.SpriteRMode; + break; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXTENSION_D(ARB_point_sprite, pname); + *params = (GLdouble) ctx->Point.SpriteOrigin; + 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.ArrayBufferObj->Name; + break; + case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.Vertex.BufferObj->Name; + break; + case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.Normal.BufferObj->Name; + break; + case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.Color.BufferObj->Name; + break; + case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.Index.BufferObj->Name; + break; + case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.TexCoord[clientUnit].BufferObj->Name; + break; + case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.EdgeFlag.BufferObj->Name; + break; + case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.SecondaryColor.BufferObj->Name; + break; + case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.FogCoord.BufferObj->Name; + break; + /*case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: - not supported */ + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_D(ARB_vertex_buffer_object, pname); + *params = (GLdouble) ctx->Array.ElementArrayBufferObj->Name; + break; +#endif +#if FEATURE_EXT_pixel_buffer_object + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_D(EXT_pixel_buffer_object, pname); + *params = (GLdouble) ctx->Pack.BufferObj->Name; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_D(EXT_pixel_buffer_object, pname); + *params = (GLdouble) ctx->Unpack.BufferObj->Name; + break; +#endif + +#if FEATURE_ARB_vertex_program + /* GL_NV_vertex_program and GL_ARB_fragment_program define others */ + case GL_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXTENSION_D(ARB_vertex_program, pname); + *params = (GLdouble) ctx->Const.MaxVertexProgramAttribs; + 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 GLAPIENTRY +_mesa_GetFloatv( GLenum pname, GLfloat *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint i; + const GLuint clientUnit = ctx->Array.ActiveTexture; + const GLuint texUnit = ctx->Texture.CurrentUnit; + const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!params) + return; + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glGetFloatv %s\n", _mesa_lookup_enum_by_nr(pname)); + + if (!ctx->_CurrentProgram) { + /* 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 (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->Visual.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: + *params = ENUM_TO_FLOAT(ctx->Color.BlendEquationRGB); + break; + case GL_BLEND_EQUATION_ALPHA_EXT: + *params = ENUM_TO_FLOAT(ctx->Color.BlendEquationA); + break; + case GL_BLEND_COLOR_EXT: + params[0] = ctx->Color.BlendColor[0]; + params[1] = ctx->Color.BlendColor[1]; + params[2] = ctx->Color.BlendColor[2]; + params[3] = ctx->Color.BlendColor[3]; + break; + case GL_BLUE_BIAS: + *params = 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 = 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->ListState.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[clientUnit].Enabled; + break; + case GL_TEXTURE_COORD_ARRAY_SIZE: + *params = (GLfloat) ctx->Array.TexCoord[clientUnit].Size; + break; + case GL_TEXTURE_COORD_ARRAY_TYPE: + *params = ENUM_TO_FLOAT(ctx->Array.TexCoord[clientUnit].Type); + break; + case GL_TEXTURE_COORD_ARRAY_STRIDE: + *params = (GLfloat) ctx->Array.TexCoord[clientUnit].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 + clientUnit); + 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[3]; + 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_EXTENSION2_F(NV_point_sprite, ARB_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; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXTENSION_F(ARB_point_sprite, pname); + *params = (GLfloat) ctx->Point.SpriteOrigin; + 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.ArrayBufferObj->Name; + break; + case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.Vertex.BufferObj->Name; + break; + case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.Normal.BufferObj->Name; + break; + case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.Color.BufferObj->Name; + break; + case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.Index.BufferObj->Name; + break; + case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.TexCoord[clientUnit].BufferObj->Name; + break; + case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.EdgeFlag.BufferObj->Name; + break; + case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.SecondaryColor.BufferObj->Name; + break; + case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.FogCoord.BufferObj->Name; + break; + /*case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: - not supported */ + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_F(ARB_vertex_buffer_object, pname); + *params = (GLfloat) ctx->Array.ElementArrayBufferObj->Name; + break; +#endif +#if FEATURE_EXT_pixel_buffer_object + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname); + *params = (GLfloat) ctx->Pack.BufferObj->Name; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_F(EXT_pixel_buffer_object, pname); + *params = (GLfloat) ctx->Unpack.BufferObj->Name; + break; +#endif + +#if FEATURE_ARB_vertex_program + /* GL_NV_vertex_program and GL_ARB_fragment_program define others */ + case GL_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXTENSION_F(ARB_vertex_program, pname); + *params = (GLfloat) ctx->Const.MaxVertexProgramAttribs; + 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 GLAPIENTRY +_mesa_GetIntegerv( GLenum pname, GLint *params ) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint i; + const GLuint clientUnit = ctx->Array.ActiveTexture; + const GLuint texUnit = ctx->Texture.CurrentUnit; + const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!params) + return; + + if (MESA_VERBOSE & VERBOSE_API) + _mesa_debug(ctx, "glGetIntegerv %s\n", _mesa_lookup_enum_by_nr(pname)); + + if (!ctx->_CurrentProgram) { + /* 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 (ctx->Driver.GetIntegerv + && (*ctx->Driver.GetIntegerv)(ctx, pname, params)) + return; + + 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->Visual.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: + *params = (GLint) ctx->Color.BlendEquationRGB; + break; + case GL_BLEND_EQUATION_ALPHA_EXT: + *params = (GLint) ctx->Color.BlendEquationA; + break; + case GL_BLEND_COLOR_EXT: + params[0] = FLOAT_TO_INT( ctx->Color.BlendColor[0] ); + params[1] = FLOAT_TO_INT( ctx->Color.BlendColor[1] ); + params[2] = FLOAT_TO_INT( ctx->Color.BlendColor[2] ); + params[3] = FLOAT_TO_INT( ctx->Color.BlendColor[3] ); + break; + case GL_BLUE_BIAS: + *params = (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->ListState.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[clientUnit].Enabled; + break; + case GL_TEXTURE_COORD_ARRAY_SIZE: + *params = ctx->Array.TexCoord[clientUnit].Size; + break; + case GL_TEXTURE_COORD_ARRAY_TYPE: + *params = ctx->Array.TexCoord[clientUnit].Type; + break; + case GL_TEXTURE_COORD_ARRAY_STRIDE: + *params = ctx->Array.TexCoord[clientUnit].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 + clientUnit; + 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[3]; + 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_EXTENSION2_I(NV_point_sprite, ARB_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; + case GL_POINT_SPRITE_COORD_ORIGIN: + CHECK_EXTENSION_I(ARB_point_sprite, pname); + *params = (GLint) ctx->Point.SpriteOrigin; + 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.ArrayBufferObj->Name; + break; + case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.Vertex.BufferObj->Name; + break; + case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.Normal.BufferObj->Name; + break; + case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.Color.BufferObj->Name; + break; + case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.Index.BufferObj->Name; + break; + case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.TexCoord[clientUnit].BufferObj->Name; + break; + case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.EdgeFlag.BufferObj->Name; + break; + case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.SecondaryColor.BufferObj->Name; + break; + case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.FogCoord.BufferObj->Name; + break; + /*case GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: - not supported */ + case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: + CHECK_EXTENSION_I(ARB_vertex_buffer_object, pname); + *params = (GLint) ctx->Array.ElementArrayBufferObj->Name; + break; +#endif +#if FEATURE_EXT_pixel_buffer_object + case GL_PIXEL_PACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname); + *params = (GLint) ctx->Pack.BufferObj->Name; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: + CHECK_EXTENSION_I(EXT_pixel_buffer_object, pname); + *params = (GLint) ctx->Unpack.BufferObj->Name; + break; +#endif + +#if FEATURE_ARB_vertex_program + /* GL_NV_vertex_program and GL_ARB_fragment_program define others */ + case GL_MAX_VERTEX_ATTRIBS_ARB: + CHECK_EXTENSION_I(ARB_vertex_program, pname); + *params = (GLint) ctx->Const.MaxVertexProgramAttribs; + 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 GLAPIENTRY +_mesa_GetPointerv( GLenum pname, GLvoid **params ) +{ + GET_CURRENT_CONTEXT(ctx); + const GLuint clientUnit = ctx->Array.ActiveTexture; + 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 = (GLvoid *) ctx->Array.Vertex.Ptr; + break; + case GL_NORMAL_ARRAY_POINTER: + *params = (GLvoid *) ctx->Array.Normal.Ptr; + break; + case GL_COLOR_ARRAY_POINTER: + *params = (GLvoid *) ctx->Array.Color.Ptr; + break; + case GL_SECONDARY_COLOR_ARRAY_POINTER_EXT: + *params = (GLvoid *) ctx->Array.SecondaryColor.Ptr; + break; + case GL_FOG_COORDINATE_ARRAY_POINTER_EXT: + *params = (GLvoid *) ctx->Array.FogCoord.Ptr; + break; + case GL_INDEX_ARRAY_POINTER: + *params = (GLvoid *) ctx->Array.Index.Ptr; + break; + case GL_TEXTURE_COORD_ARRAY_POINTER: + *params = (GLvoid *) ctx->Array.TexCoord[clientUnit].Ptr; + break; + case GL_EDGE_FLAG_ARRAY_POINTER: + *params = (GLvoid *) 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 * GLAPIENTRY +_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; + static const char *version_1_5 = "1.5 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.EXT_texture_lod_bias && + ctx->Extensions.SGIS_generate_mipmap) { + if (ctx->Extensions.ARB_occlusion_query && + ctx->Extensions.ARB_vertex_buffer_object && + ctx->Extensions.EXT_shadow_funcs) { + return (const GLubyte *) version_1_5; + } + else { + 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 GLAPIENTRY +_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; +} |
