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-rw-r--r--src/mesa/main/get.c6587
1 files changed, 6587 insertions, 0 deletions
diff --git a/src/mesa/main/get.c b/src/mesa/main/get.c
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+++ 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;
+}