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OS/2 Shareware BBS: 10 Tools
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mesa5.zip
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mesa5src.zip
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MesaDLL
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get.cpp
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2002-11-14
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/* $Id: get.c,v 1.100 2002/11/14 16:14:55 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "enable.h"
#include "enums.h"
#include "extensions.h"
#include "get.h"
#include "macros.h"
#include "mmath.h"
#include "mtypes.h"
#include "texcompress.h"
#include "math/m_matrix.h"
#define FLOAT_TO_BOOL(X) ( (X)==0.0F ? GL_FALSE : GL_TRUE )
#define INT_TO_BOOL(I) ( (I)==0 ? GL_FALSE : GL_TRUE )
#define ENUM_TO_BOOL(E) ( (E)==0 ? GL_FALSE : GL_TRUE )
#ifdef SPECIALCAST
/* Needed for an Amiga compiler */
#define ENUM_TO_FLOAT(X) ((GLfloat)(GLint)(X))
#define ENUM_TO_DOUBLE(X) ((GLdouble)(GLint)(X))
#else
/* all other compilers */
#define ENUM_TO_FLOAT(X) ((GLfloat)(X))
#define ENUM_TO_DOUBLE(X) ((GLdouble)(X))
#endif
/* Check if named extension is enabled, if not generate error and return */
#define CHECK_EXTENSION_B(EXTNAME, PNAME) \
if (!ctx->Extensions.EXTNAME) { \
_mesa_error(ctx, GL_INVALID_VALUE, \
"glGetBooleanv(0x%x)", (int) PNAME); \
return; \
}
#define CHECK_EXTENSION_I(EXTNAME, PNAME) \
if (!ctx->Extensions.EXTNAME) { \
_mesa_error(ctx, GL_INVALID_VALUE, \
"glGetIntegerv(0x%x)", (int) PNAME); \
return; \
}
#define CHECK_EXTENSION_F(EXTNAME, PNAME) \
if (!ctx->Extensions.EXTNAME) { \
_mesa_error(ctx, GL_INVALID_VALUE, \
"glGetFloatv(0x%x)", (int) PNAME); \
return; \
}
#define CHECK_EXTENSION_D(EXTNAME, PNAME) \
if (!ctx->Extensions.EXTNAME) { \
_mesa_error(ctx, GL_INVALID_VALUE, \
"glGetDoublev(0x%x)", (int) PNAME); \
return; \
}
static GLenum
pixel_texgen_mode(const GLcontext *ctx)
{
if (ctx->Pixel.FragmentRgbSource == GL_CURRENT_RASTER_POSITION) {
if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
return GL_RGBA;
}
else {
return GL_RGB;
}
}
else {
if (ctx->Pixel.FragmentAlphaSource == GL_CURRENT_RASTER_POSITION) {
return GL_ALPHA;
}
else {
return GL_NONE;
}
}
}
void
_mesa_GetBooleanv( GLenum pname, GLboolean *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (!params)
return;
/* We need this in order to get correct results for
* GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases.
*/
FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetBooleanv %s\n", _mesa_lookup_enum_by_nr(pname));
if (ctx->Driver.GetBooleanv
&& (*ctx->Driver.GetBooleanv)(ctx, pname, params))
return;
switch (pname) {
case GL_ACCUM_RED_BITS:
*params = INT_TO_BOOL(ctx->Visual.accumRedBits);
break;
case GL_ACCUM_GREEN_BITS:
*params = INT_TO_BOOL(ctx->Visual.accumGreenBits);
break;
case GL_ACCUM_BLUE_BITS:
*params = INT_TO_BOOL(ctx->Visual.accumBlueBits);
break;
case GL_ACCUM_ALPHA_BITS:
*params = INT_TO_BOOL(ctx->Visual.accumAlphaBits);
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[3]);
break;
case GL_ALPHA_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.AlphaBias);
break;
case GL_ALPHA_BITS:
*params = INT_TO_BOOL(ctx->Visual.alphaBits);
break;
case GL_ALPHA_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.AlphaScale);
break;
case GL_ALPHA_TEST:
*params = ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_BOOL(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = ctx->Color.AlphaRef ? GL_TRUE : GL_FALSE;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (ctx->Const.NumAuxBuffers) ? GL_TRUE : GL_FALSE;
break;
case GL_BLEND:
*params = ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendSrcA);
break;
case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_BOOL(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = ENUM_TO_BOOL( ctx->Color.BlendEquation );
break;
case GL_BLEND_COLOR_EXT:
params[0] = FLOAT_TO_BOOL( ctx->Color.BlendColor[0] );
params[1] = FLOAT_TO_BOOL( ctx->Color.BlendColor[1] );
params[2] = FLOAT_TO_BOOL( ctx->Color.BlendColor[2] );
params[3] = FLOAT_TO_BOOL( ctx->Color.BlendColor[3] );
break;
case GL_BLUE_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.BlueBias);
break;
case GL_BLUE_BITS:
*params = INT_TO_BOOL( ctx->Visual.blueBits );
break;
case GL_BLUE_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.BlueScale);
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ClientAttribStackDepth);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0)))
*params = GL_TRUE;
else
*params = GL_FALSE;
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = ctx->Color.ClearColor[0] ? GL_TRUE : GL_FALSE;
params[1] = ctx->Color.ClearColor[1] ? GL_TRUE : GL_FALSE;
params[2] = ctx->Color.ClearColor[2] ? GL_TRUE : GL_FALSE;
params[3] = ctx->Color.ClearColor[3] ? GL_TRUE : GL_FALSE;
break;
case GL_COLOR_MATERIAL:
*params = ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_BOOL(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_BOOL(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
params[1] = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
params[2] = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
params[3] = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
break;
case GL_CULL_FACE:
*params = ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_BOOL(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
FLUSH_CURRENT(ctx, 0);
params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
break;
case GL_CURRENT_INDEX:
FLUSH_CURRENT(ctx, 0);
*params = INT_TO_BOOL(ctx->Current.Index);
break;
case GL_CURRENT_NORMAL:
FLUSH_CURRENT(ctx, 0);
params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterColor[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterColor[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterColor[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterColor[3]);
break;
case GL_CURRENT_RASTER_DISTANCE:
*params = FLOAT_TO_BOOL(ctx->Current.RasterDistance);
break;
case GL_CURRENT_RASTER_INDEX:
*params = FLOAT_TO_BOOL(ctx->Current.RasterIndex);
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterPos[0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterPos[1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterPos[2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterPos[3]);
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.RasterTexCoords[texUnit][3]);
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
FLUSH_CURRENT(ctx, 0);
params[0] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
params[1] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
params[2] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
params[3] = FLOAT_TO_BOOL(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
break;
case GL_DEPTH_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.DepthBias);
break;
case GL_DEPTH_BITS:
*params = INT_TO_BOOL(ctx->Visual.depthBits);
break;
case GL_DEPTH_CLEAR_VALUE:
*params = FLOAT_TO_BOOL(ctx->Depth.Clear);
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_BOOL(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Viewport.Near);
params[1] = FLOAT_TO_BOOL(ctx->Viewport.Far);
break;
case GL_DEPTH_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.DepthScale);
break;
case GL_DEPTH_TEST:
*params = ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = ctx->Depth.Mask;
break;
case GL_DITHER:
*params = ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = ctx->Visual.doubleBufferMode;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_BOOL(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
FLUSH_CURRENT(ctx, 0);
*params = ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
*params = INT_TO_BOOL(ctx->Feedback.BufferSize);
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = INT_TO_BOOL(ctx->Feedback.Type);
break;
case GL_FOG:
*params = ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_BOOL(ctx->Fog.Color[0]);
params[1] = FLOAT_TO_BOOL(ctx->Fog.Color[1]);
params[2] = FLOAT_TO_BOOL(ctx->Fog.Color[2]);
params[3] = FLOAT_TO_BOOL(ctx->Fog.Color[3]);
break;
case GL_FOG_DENSITY:
*params = FLOAT_TO_BOOL(ctx->Fog.Density);
break;
case GL_FOG_END:
*params = FLOAT_TO_BOOL(ctx->Fog.End);
break;
case GL_FOG_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = FLOAT_TO_BOOL(ctx->Fog.Index);
break;
case GL_FOG_MODE:
*params = ENUM_TO_BOOL(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = FLOAT_TO_BOOL(ctx->Fog.End);
break;
case GL_FRONT_FACE:
*params = ENUM_TO_BOOL(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.GreenBias);
break;
case GL_GREEN_BITS:
*params = INT_TO_BOOL( ctx->Visual.greenBits );
break;
case GL_GREEN_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.GreenScale);
break;
case GL_INDEX_BITS:
*params = INT_TO_BOOL( ctx->Visual.indexBits );
break;
case GL_INDEX_CLEAR_VALUE:
*params = INT_TO_BOOL(ctx->Color.ClearIndex);
break;
case GL_INDEX_MODE:
*params = ctx->Visual.rgbMode ? GL_FALSE : GL_TRUE;
break;
case GL_INDEX_OFFSET:
*params = INT_TO_BOOL(ctx->Pixel.IndexOffset);
break;
case GL_INDEX_SHIFT:
*params = INT_TO_BOOL(ctx->Pixel.IndexShift);
break;
case GL_INDEX_WRITEMASK:
*params = INT_TO_BOOL(ctx->Color.IndexMask);
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[0]);
params[1] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[1]);
params[2] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[2]);
params[3] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[3]);
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
params[0] = ENUM_TO_BOOL(ctx->Light.Model.ColorControl);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = INT_TO_BOOL(ctx->Line.StipplePattern);
break;
case GL_LINE_STIPPLE_REPEAT:
*params = INT_TO_BOOL(ctx->Line.StippleFactor);
break;
case GL_LINE_WIDTH:
*params = FLOAT_TO_BOOL(ctx->Line.Width);
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = FLOAT_TO_BOOL(ctx->Const.LineWidthGranularity);
break;
case GL_LINE_WIDTH_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidthAA);
params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidthAA);
break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Const.MinLineWidth);
params[1] = FLOAT_TO_BOOL(ctx->Const.MaxLineWidth);
break;
case GL_LIST_BASE:
*params = INT_TO_BOOL(ctx->List.ListBase);
break;
case GL_LIST_INDEX:
*params = INT_TO_BOOL( ctx->CurrentListNum );
break;
case GL_LIST_MODE:
*params = ENUM_TO_BOOL( ctx->ExecuteFlag
? GL_COMPILE_AND_EXECUTE : GL_COMPILE );
break;
case GL_INDEX_LOGIC_OP:
*params = ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_BOOL(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u1);
params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u2);
break;
case GL_MAP1_GRID_SEGMENTS:
*params = INT_TO_BOOL(ctx->Eval.MapGrid1un);
break;
case GL_MAP1_INDEX:
*params = ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u1);
params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u2);
params[2] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v1);
params[3] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v2);
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = INT_TO_BOOL(ctx->Eval.MapGrid2un);
params[1] = INT_TO_BOOL(ctx->Eval.MapGrid2vn);
break;
case GL_MAP2_INDEX:
*params = ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_BOOL( ctx->Transform.MatrixMode );
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = INT_TO_BOOL( MAX_CLIENT_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIP_PLANES:
*params = INT_TO_BOOL(ctx->Const.MaxClipPlanes);
break;
case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */
*params = INT_TO_BOOL(ctx->Const.MaxArrayLockSize);
break;
case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */
*params = INT_TO_BOOL(ctx->Const.MaxArrayLockSize);
break;
case GL_MAX_EVAL_ORDER:
*params = INT_TO_BOOL(MAX_EVAL_ORDER);
break;
case GL_MAX_LIGHTS:
*params = INT_TO_BOOL(ctx->Const.MaxLights);
break;
case GL_MAX_LIST_NESTING:
*params = INT_TO_BOOL(MAX_LIST_NESTING);
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_MODELVIEW_STACK_DEPTH);
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_NAME_STACK_DEPTH);
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = INT_TO_BOOL(MAX_PIXEL_MAP_TABLE);
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_PROJECTION_STACK_DEPTH);
break;
case GL_MAX_TEXTURE_SIZE:
*params = INT_TO_BOOL(1 << (ctx->Const.MaxTextureLevels - 1));
break;
case GL_MAX_3D_TEXTURE_SIZE:
*params = INT_TO_BOOL(1 << (ctx->Const.Max3DTextureLevels - 1));
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = INT_TO_BOOL(MAX_TEXTURE_STACK_DEPTH);
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = INT_TO_BOOL(MAX_WIDTH);
params[1] = INT_TO_BOOL(MAX_HEIGHT);
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->ModelviewMatrixStack.Top->m[i]);
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ModelviewMatrixStack.Depth + 1);
break;
case GL_NAME_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->Select.NameStackDepth);
break;
case GL_NORMALIZE:
*params = ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = INT_TO_BOOL(ctx->Pack.Alignment);
break;
case GL_PACK_LSB_FIRST:
*params = ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = INT_TO_BOOL(ctx->Pack.RowLength);
break;
case GL_PACK_SKIP_PIXELS:
*params = INT_TO_BOOL(ctx->Pack.SkipPixels);
break;
case GL_PACK_SKIP_ROWS:
*params = INT_TO_BOOL(ctx->Pack.SkipRows);
break;
case GL_PACK_SWAP_BYTES:
*params = ctx->Pack.SwapBytes;
break;
case GL_PACK_SKIP_IMAGES_EXT:
*params = ctx->Pack.SkipImages;
break;
case GL_PACK_IMAGE_HEIGHT_EXT:
*params = ctx->Pack.ImageHeight;
break;
case GL_PACK_INVERT_MESA:
*params = ctx->Pack.Invert;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapAtoAsize);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapBtoBsize);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapGtoGsize);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoAsize);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoBsize);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoGsize);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoIsize);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapItoRsize);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapRtoRsize);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = INT_TO_BOOL(ctx->Pixel.MapStoSsize);
break;
case GL_POINT_SIZE:
*params = FLOAT_TO_BOOL(ctx->Point.Size);
break;
case GL_POINT_SIZE_GRANULARITY:
*params = FLOAT_TO_BOOL(ctx->Const.PointSizeGranularity );
break;
case GL_POINT_SIZE_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSizeAA);
params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSizeAA);
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = FLOAT_TO_BOOL(ctx->Const.MinPointSize);
params[1] = FLOAT_TO_BOOL(ctx->Const.MaxPointSize);
break;
case GL_POINT_SMOOTH:
*params = ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PointSmooth);
break;
case GL_POINT_SIZE_MIN_EXT:
*params = FLOAT_TO_BOOL(ctx->Point.MinSize);
break;
case GL_POINT_SIZE_MAX_EXT:
*params = FLOAT_TO_BOOL(ctx->Point.MaxSize);
break;
case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
*params = FLOAT_TO_BOOL(ctx->Point.Threshold);
break;
case GL_DISTANCE_ATTENUATION_EXT:
params[0] = FLOAT_TO_BOOL(ctx->Point.Params[0]);
params[1] = FLOAT_TO_BOOL(ctx->Point.Params[1]);
params[2] = FLOAT_TO_BOOL(ctx->Point.Params[2]);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_BOOL(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode);
break;
case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits );
break;
case GL_POLYGON_OFFSET_FACTOR:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor );
break;
case GL_POLYGON_OFFSET_UNITS:
*params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits );
break;
case GL_POLYGON_SMOOTH:
*params = ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_BOOL(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
*params = ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->ProjectionMatrixStack.Top->m[i]);
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->ProjectionMatrixStack.Depth + 1);
break;
case GL_READ_BUFFER:
*params = ENUM_TO_BOOL(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = FLOAT_TO_BOOL(ctx->Pixel.RedBias);
break;
case GL_RED_BITS:
*params = INT_TO_BOOL( ctx->Visual.redBits );
break;
case GL_RED_SCALE:
*params = FLOAT_TO_BOOL(ctx->Pixel.RedScale);
break;
case GL_RENDER_MODE:
*params = ENUM_TO_BOOL(ctx->RenderMode);
break;
case GL_RESCALE_NORMAL:
*params = ctx->Transform.RescaleNormals;
break;
case GL_RGBA_MODE:
*params = ctx->Visual.rgbMode;
break;
case GL_SCISSOR_BOX:
params[0] = INT_TO_BOOL(ctx->Scissor.X);
params[1] = INT_TO_BOOL(ctx->Scissor.Y);
params[2] = INT_TO_BOOL(ctx->Scissor.Width);
params[3] = INT_TO_BOOL(ctx->Scissor.Height);
break;
case GL_SCISSOR_TEST:
*params = ctx->Scissor.Enabled;
break;
case GL_SELECTION_BUFFER_SIZE:
*params = INT_TO_BOOL(ctx->Select.BufferSize);
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_BOOL(ctx->Light.ShadeModel);
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
*params = ctx->Texture.SharedPalette;
break;
case GL_STENCIL_BITS:
*params = INT_TO_BOOL(ctx->Visual.stencilBits);
break;
case GL_STENCIL_CLEAR_VALUE:
*params = INT_TO_BOOL(ctx->Stencil.Clear);
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_BOOL(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_BOOL(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
*params = INT_TO_BOOL(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_TEST:
*params = ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = INT_TO_BOOL(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_WRITEMASK:
*params = INT_TO_BOOL(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
break;
case GL_STEREO:
*params = ctx->Visual.stereoMode;
break;
case GL_SUBPIXEL_BITS:
*params = INT_TO_BOOL(ctx->Const.SubPixelBits);
break;
case GL_TEXTURE_1D:
*params = _mesa_IsEnabled(GL_TEXTURE_1D);
break;
case GL_TEXTURE_2D:
*params = _mesa_IsEnabled(GL_TEXTURE_2D);
break;
case GL_TEXTURE_3D:
*params = _mesa_IsEnabled(GL_TEXTURE_3D);
break;
case GL_TEXTURE_BINDING_1D:
*params = INT_TO_BOOL(textureUnit->Current1D->Name);
break;
case GL_TEXTURE_BINDING_2D:
*params = INT_TO_BOOL(textureUnit->Current2D->Name);
break;
case GL_TEXTURE_BINDING_3D:
*params = INT_TO_BOOL(textureUnit->Current3D->Name);
break;
case GL_TEXTURE_ENV_COLOR:
{
params[0] = FLOAT_TO_BOOL(textureUnit->EnvColor[0]);
params[1] = FLOAT_TO_BOOL(textureUnit->EnvColor[1]);
params[2] = FLOAT_TO_BOOL(textureUnit->EnvColor[2]);
params[3] = FLOAT_TO_BOOL(textureUnit->EnvColor[3]);
}
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_BOOL(textureUnit->EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (textureUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_T:
*params = (textureUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_R:
*params = (textureUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_GEN_Q:
*params = (textureUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] =
FLOAT_TO_BOOL(ctx->TextureMatrixStack[texUnit].Top->m[i]);
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = INT_TO_BOOL(ctx->TextureMatrixStack[texUnit].Depth + 1);
break;
case GL_UNPACK_ALIGNMENT:
*params = INT_TO_BOOL(ctx->Unpack.Alignment);
break;
case GL_UNPACK_LSB_FIRST:
*params = ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = INT_TO_BOOL(ctx->Unpack.RowLength);
break;
case GL_UNPACK_SKIP_PIXELS:
*params = INT_TO_BOOL(ctx->Unpack.SkipPixels);
break;
case GL_UNPACK_SKIP_ROWS:
*params = INT_TO_BOOL(ctx->Unpack.SkipRows);
break;
case GL_UNPACK_SWAP_BYTES:
*params = ctx->Unpack.SwapBytes;
break;
case GL_UNPACK_SKIP_IMAGES_EXT:
*params = ctx->Unpack.SkipImages;
break;
case GL_UNPACK_IMAGE_HEIGHT_EXT:
*params = ctx->Unpack.ImageHeight;
break;
case GL_UNPACK_CLIENT_STORAGE_APPLE:
*params = ctx->Unpack.ClientStorage;
break;
case GL_VIEWPORT:
params[0] = INT_TO_BOOL(ctx->Viewport.X);
params[1] = INT_TO_BOOL(ctx->Viewport.Y);
params[2] = INT_TO_BOOL(ctx->Viewport.Width);
params[3] = INT_TO_BOOL(ctx->Viewport.Height);
break;
case GL_ZOOM_X:
*params = FLOAT_TO_BOOL(ctx->Pixel.ZoomX);
break;
case GL_ZOOM_Y:
*params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY);
break;
case GL_VERTEX_ARRAY:
*params = ctx->Array.Vertex.Enabled;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.Vertex.Size);
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Vertex.Type);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.Vertex.Stride);
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_NORMAL_ARRAY:
*params = ctx->Array.Normal.Enabled;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.Normal.Stride);
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_COLOR_ARRAY:
*params = ctx->Array.Color.Enabled;
break;
case GL_COLOR_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.Color.Size);
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Color.Type);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.Color.Stride);
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_INDEX_ARRAY:
*params = ctx->Array.Index.Enabled;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.Index.Stride);
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_TEXTURE_COORD_ARRAY:
*params = ctx->Array.TexCoord[texUnit].Enabled;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Size);
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_BOOL(ctx->Array.TexCoord[texUnit].Type);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Stride);
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
case GL_EDGE_FLAG_ARRAY:
*params = ctx->Array.EdgeFlag.Enabled;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = INT_TO_BOOL(ctx->Array.EdgeFlag.Stride);
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = INT_TO_BOOL(0);
break;
/* GL_ARB_multitexture */
case GL_MAX_TEXTURE_UNITS_ARB:
CHECK_EXTENSION_B(ARB_multitexture, pname);
*params = INT_TO_BOOL(ctx->Const.MaxTextureUnits);
break;
case GL_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_B(ARB_multitexture, pname);
*params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_B(ARB_multitexture, pname);
*params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
break;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
*params = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
break;
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
*params = INT_TO_BOOL(textureUnit->CurrentCubeMap->Name);
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
*params = INT_TO_BOOL(1 << (ctx->Const.MaxCubeTextureLevels - 1));
break;
/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSION_HINT_ARB:
CHECK_EXTENSION_B(ARB_texture_compression, pname);
*params = INT_TO_BOOL(ctx->Hint.TextureCompression);
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_B(ARB_texture_compression, pname);
*params = INT_TO_BOOL(_mesa_get_compressed_formats(ctx, NULL));
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_B(ARB_texture_compression, pname);
{
GLint formats[100];
GLuint i, n;
n = _mesa_get_compressed_formats(ctx, formats);
for (i = 0; i < n; i++)
params[i] = INT_TO_BOOL(formats[i]);
}
break;
/* GL_EXT_compiled_vertex_array */
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
*params = ctx->Array.LockFirst ? GL_TRUE : GL_FALSE;
break;
case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
*params = ctx->Array.LockCount ? GL_TRUE : GL_FALSE;
break;
/* GL_ARB_transpose_matrix */
case GL_TRANSPOSE_COLOR_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ColorMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(tm[i]);
}
}
break;
case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ModelviewMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(tm[i]);
}
}
break;
case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ProjectionMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(tm[i]);
}
}
break;
case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m);
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(tm[i]);
}
}
break;
/* GL_HP_occlusion_test */
case GL_OCCLUSION_TEST_HP:
CHECK_EXTENSION_B(HP_occlusion_test, pname);
*params = ctx->Depth.OcclusionTest;
return;
case GL_OCCLUSION_TEST_RESULT_HP:
CHECK_EXTENSION_B(HP_occlusion_test, pname);
if (ctx->Depth.OcclusionTest)
*params = ctx->OcclusionResult;
else
*params = ctx->OcclusionResultSaved;
/* reset flag now */
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
return;
/* GL_SGIS_pixel_texture */
case GL_PIXEL_TEXTURE_SGIS:
*params = ctx->Pixel.PixelTextureEnabled;
break;
/* GL_SGIX_pixel_texture */
case GL_PIXEL_TEX_GEN_SGIX:
*params = ctx->Pixel.PixelTextureEnabled;
break;
case GL_PIXEL_TEX_GEN_MODE_SGIX:
*params = (GLboolean) pixel_texgen_mode(ctx);
break;
/* GL_SGI_color_matrix (also in 1.2 imaging) */
case GL_COLOR_MATRIX_SGI:
for (i=0;i<16;i++) {
params[i] = FLOAT_TO_BOOL(ctx->ColorMatrixStack.Top->m[i]);
}
break;
case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = INT_TO_BOOL(ctx->ColorMatrixStack.Depth + 1);
break;
case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = FLOAT_TO_BOOL(MAX_COLOR_STACK_DEPTH);
break;
case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[0]);
break;
case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[1]);
break;
case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[2]);
break;
case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixScale[3]);
break;
case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[0]);
break;
case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[1]);
break;
case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[2]);
break;
case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
*params = FLOAT_TO_BOOL(ctx->Pixel.PostColorMatrixBias[3]);
break;
/* GL_EXT_convolution (also in 1.2 imaging) */
case GL_CONVOLUTION_1D_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = ctx->Pixel.Convolution1DEnabled;
break;
case GL_CONVOLUTION_2D:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = ctx->Pixel.Convolution2DEnabled;
break;
case GL_SEPARABLE_2D:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = ctx->Pixel.Separable2DEnabled;
break;
case GL_POST_CONVOLUTION_RED_SCALE_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[0]);
break;
case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[1]);
break;
case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[2]);
break;
case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionScale[3]);
break;
case GL_POST_CONVOLUTION_RED_BIAS_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[0]);
break;
case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[1]);
break;
case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]);
break;
case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
CHECK_EXTENSION_B(EXT_convolution, pname);
*params = FLOAT_TO_BOOL(ctx->Pixel.PostConvolutionBias[2]);
break;
/* GL_EXT_histogram (also in 1.2 imaging) */
case GL_HISTOGRAM:
CHECK_EXTENSION_B(EXT_histogram, pname);
*params = ctx->Pixel.HistogramEnabled;
break;
case GL_MINMAX:
CHECK_EXTENSION_B(EXT_histogram, pname);
*params = ctx->Pixel.MinMaxEnabled;
break;
/* GL_SGI_color_table (also in 1.2 imaging */
case GL_COLOR_TABLE_SGI:
*params = ctx->Pixel.ColorTableEnabled;
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
*params = ctx->Pixel.PostConvolutionColorTableEnabled;
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
*params = ctx->Pixel.PostColorMatrixColorTableEnabled;
break;
/* GL_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]);
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.Stride);
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;
/* GL_EXT_texture_lod_bias */
case GL_MAX_TEXTURE_LOD_BIAS_EXT:
*params = FLOAT_TO_BOOL(ctx->Const.MaxTextureLodBias);
break;
/* GL_EXT_texture_filter_anisotropic */
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
CHECK_EXTENSION_B(EXT_texture_filter_anisotropic, pname);
*params = FLOAT_TO_BOOL(ctx->Const.MaxTextureMaxAnisotropy);
break;
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = ctx->Multisample.Enabled;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = ctx->Multisample.SampleAlphaToCoverage;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = ctx->Multisample.SampleAlphaToOne;
break;
case GL_SAMPLE_COVERAGE_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = ctx->Multisample.SampleCoverage;
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = FLOAT_TO_BOOL(ctx->Multisample.SampleCoverageValue);
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = ctx->Multisample.SampleCoverageInvert;
break;
case GL_SAMPLE_BUFFERS_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = 0; /* XXX fix someday */
break;
case GL_SAMPLES_ARB:
CHECK_EXTENSION_B(ARB_multisample, pname);
*params = 0; /* XXX fix someday */
break;
/* GL_IBM_rasterpos_clip */
case GL_RASTER_POSITION_UNCLIPPED_IBM:
CHECK_EXTENSION_B(IBM_rasterpos_clip, pname);
*params = ctx->Transform.RasterPositionUnclipped;
break;
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = ctx->Point.PointSprite;
break;
case GL_POINT_SPRITE_R_MODE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = ENUM_TO_BOOL(ctx->Point.SpriteRMode);
break;
/* GL_SGIS_generate_mipmap */
case GL_GENERATE_MIPMAP_HINT_SGIS:
CHECK_EXTENSION_B(SGIS_generate_mipmap, pname);
*params = ENUM_TO_BOOL(ctx->Hint.GenerateMipmap);
break;
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = ctx->VertexProgram.Enabled;
break;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = ctx->VertexProgram.PointSizeEnabled;
break;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = ctx->VertexProgram.TwoSideEnabled;
break;
case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (MAX_PROGRAM_STACK_DEPTH > 0) ? GL_TRUE : GL_FALSE;
break;
case GL_MAX_TRACK_MATRICES_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (MAX_PROGRAM_MATRICES > 0) ? GL_TRUE : GL_FALSE;
break;
case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (ctx->CurrentStack->Depth > 0) ? GL_TRUE : GL_FALSE;
break;
case GL_CURRENT_MATRIX_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (ctx->Transform.MatrixMode != 0) ? GL_TRUE : GL_FALSE;
break;
case GL_VERTEX_PROGRAM_BINDING_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (ctx->VertexProgram.CurrentID != 0) ? GL_TRUE : GL_FALSE;
break;
case GL_PROGRAM_ERROR_POSITION_NV:
CHECK_EXTENSION_B(NV_vertex_program, pname);
*params = (ctx->VertexProgram.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 */
/* 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;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
}
}
void
_mesa_GetDoublev( GLenum pname, GLdouble *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (!params)
return;
/* We need this in order to get correct results for
* GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases.
*/
FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetDoublev %s\n", _mesa_lookup_enum_by_nr(pname));
if (ctx->Driver.GetDoublev && (*ctx->Driver.GetDoublev)(ctx, pname, params))
return;
switch (pname) {
case GL_ACCUM_RED_BITS:
*params = (GLdouble) ctx->Visual.accumRedBits;
break;
case GL_ACCUM_GREEN_BITS:
*params = (GLdouble) ctx->Visual.accumGreenBits;
break;
case GL_ACCUM_BLUE_BITS:
*params = (GLdouble) ctx->Visual.accumBlueBits;
break;
case GL_ACCUM_ALPHA_BITS:
*params = (GLdouble) ctx->Visual.accumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = (GLdouble) ctx->Accum.ClearColor[0];
params[1] = (GLdouble) ctx->Accum.ClearColor[1];
params[2] = (GLdouble) ctx->Accum.ClearColor[2];
params[3] = (GLdouble) ctx->Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = (GLdouble) ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = (GLdouble) ctx->Visual.alphaBits;
break;
case GL_ALPHA_SCALE:
*params = (GLdouble) ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLdouble) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = (GLdouble) ctx->Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLdouble ) (ctx->AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = (GLdouble) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLdouble) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLdouble) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcA);
break;
case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = ENUM_TO_DOUBLE(ctx->Color.BlendEquation);
break;
case GL_BLEND_COLOR_EXT:
params[0] = (GLdouble) ctx->Color.BlendColor[0];
params[1] = (GLdouble) ctx->Color.BlendColor[1];
params[2] = (GLdouble) ctx->Color.BlendColor[2];
params[3] = (GLdouble) ctx->Color.BlendColor[3];
break;
case GL_BLUE_BIAS:
*params = (GLdouble) ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLdouble) ctx->Visual.blueBits;
break;
case GL_BLUE_SCALE:
*params = (GLdouble) ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLdouble) (ctx->ClientAttribStackDepth);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0)))
*params = 1.0;
else
*params = 0.0;
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = (GLdouble) ctx->Color.ClearColor[0];
params[1] = (GLdouble) ctx->Color.ClearColor[1];
params[2] = (GLdouble) ctx->Color.ClearColor[2];
params[3] = (GLdouble) ctx->Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLdouble) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0 : 0.0;
params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0 : 0.0;
params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0 : 0.0;
params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0 : 0.0;
break;
case GL_CULL_FACE:
*params = (GLdouble) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_DOUBLE(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
FLUSH_CURRENT(ctx, 0);
params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0];
params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1];
params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2];
params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3];
break;
case GL_CURRENT_INDEX:
FLUSH_CURRENT(ctx, 0);
*params = (GLdouble) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
FLUSH_CURRENT(ctx, 0);
params[0] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0];
params[1] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1];
params[2] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = (GLdouble) ctx->Current.RasterColor[0];
params[1] = (GLdouble) ctx->Current.RasterColor[1];
params[2] = (GLdouble) ctx->Current.RasterColor[2];
params[3] = (GLdouble) ctx->Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLdouble) ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLdouble) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLdouble) ctx->Current.RasterPos[0];
params[1] = (GLdouble) ctx->Current.RasterPos[1];
params[2] = (GLdouble) ctx->Current.RasterPos[2];
params[3] = (GLdouble) ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][0];
params[1] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][1];
params[2] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][2];
params[3] = (GLdouble) ctx->Current.RasterTexCoords[texUnit][3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLdouble) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
FLUSH_CURRENT(ctx, 0);
params[0] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
params[1] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
params[2] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
params[3] = (GLdouble) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
break;
case GL_DEPTH_BIAS:
*params = (GLdouble) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLdouble) ctx->Visual.depthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLdouble) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = (GLdouble) ctx->Viewport.Near;
params[1] = (GLdouble) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLdouble) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLdouble) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLdouble) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLdouble) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLdouble) ctx->Visual.doubleBufferMode;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_DOUBLE(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
FLUSH_CURRENT(ctx, 0);
*params = (GLdouble) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
*params = (GLdouble) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Feedback.Type);
break;
case GL_FOG:
*params = (GLdouble) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = (GLdouble) ctx->Fog.Color[0];
params[1] = (GLdouble) ctx->Fog.Color[1];
params[2] = (GLdouble) ctx->Fog.Color[2];
params[3] = (GLdouble) ctx->Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = (GLdouble) ctx->Fog.Density;
break;
case GL_FOG_END:
*params = (GLdouble) ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = (GLdouble) ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = ENUM_TO_DOUBLE(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = (GLdouble) ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = ENUM_TO_DOUBLE(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = (GLdouble) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLdouble) ctx->Visual.greenBits;
break;
case GL_GREEN_SCALE:
*params = (GLdouble) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLdouble) ctx->Visual.indexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLdouble) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual.rgbMode ? 0.0 : 1.0;
break;
case GL_INDEX_OFFSET:
*params = (GLdouble) ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLdouble) ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLdouble) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLdouble) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLdouble) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = (GLdouble) ctx->Light.Model.Ambient[0];
params[1] = (GLdouble) ctx->Light.Model.Ambient[1];
params[2] = (GLdouble) ctx->Light.Model.Ambient[2];
params[3] = (GLdouble) ctx->Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
params[0] = (GLdouble) ctx->Light.Model.ColorControl;
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLdouble) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLdouble) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLdouble) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = (GLdouble) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLdouble) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLdouble) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLdouble) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLdouble) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLdouble) ctx->Const.MinLineWidthAA;
params[1] = (GLdouble) ctx->Const.MaxLineWidthAA;
break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = (GLdouble) ctx->Const.MinLineWidth;
params[1] = (GLdouble) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLdouble) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLdouble) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? ENUM_TO_DOUBLE(GL_COMPILE_AND_EXECUTE)
: ENUM_TO_DOUBLE(GL_COMPILE);
break;
case GL_INDEX_LOGIC_OP:
*params = (GLdouble) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLdouble) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_DOUBLE(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = (GLdouble) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLdouble) ctx->Eval.MapGrid1u1;
params[1] = (GLdouble) ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLdouble) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLdouble) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLdouble) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLdouble) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLdouble) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLdouble) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLdouble) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLdouble) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLdouble) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLdouble) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLdouble) ctx->Eval.MapGrid2u1;
params[1] = (GLdouble) ctx->Eval.MapGrid2u2;
params[2] = (GLdouble) ctx->Eval.MapGrid2v1;
params[3] = (GLdouble) ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLdouble) ctx->Eval.MapGrid2un;
params[1] = (GLdouble) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLdouble) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLdouble) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLdouble) ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLdouble) ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLdouble) ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLdouble) ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLdouble) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLdouble) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLdouble) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLdouble) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_DOUBLE(ctx->Transform.MatrixMode);
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLdouble) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLdouble) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLdouble) ctx->Const.MaxClipPlanes;
break;
case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */
*params = (GLdouble) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */
*params = (GLdouble) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLdouble) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLdouble) ctx->Const.MaxLights;
break;
case GL_MAX_LIST_NESTING:
*params = (GLdouble) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLdouble) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLdouble) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLdouble) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLdouble) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (GLdouble) (1 << (ctx->Const.MaxTextureLevels - 1));
break;
case GL_MAX_3D_TEXTURE_SIZE:
*params = (GLdouble) (1 << (ctx->Const.Max3DTextureLevels - 1));
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLdouble) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLdouble) MAX_WIDTH;
params[1] = (GLdouble) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->ModelviewMatrixStack.Top->m[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLdouble) (ctx->ModelviewMatrixStack.Depth + 1);
break;
case GL_NAME_STACK_DEPTH:
*params = (GLdouble) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLdouble) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLdouble) ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLdouble) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLdouble) ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLdouble) ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLdouble) ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLdouble) ctx->Pack.SwapBytes;
break;
case GL_PACK_SKIP_IMAGES_EXT:
*params = (GLdouble) ctx->Pack.SkipImages;
break;
case GL_PACK_IMAGE_HEIGHT_EXT:
*params = (GLdouble) ctx->Pack.ImageHeight;
break;
case GL_PACK_INVERT_MESA:
*params = (GLdouble) ctx->Pack.Invert;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLdouble) ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLdouble) ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLdouble) ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLdouble) ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLdouble) ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLdouble) ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLdouble) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLdouble) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLdouble) ctx->Const.MinPointSizeAA;
params[1] = (GLdouble) ctx->Const.MaxPointSizeAA;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = (GLdouble) ctx->Const.MinPointSize;
params[1] = (GLdouble) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLdouble) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PointSmooth);
break;
case GL_POINT_SIZE_MIN_EXT:
*params = (GLdouble) (ctx->Point.MinSize);
break;
case GL_POINT_SIZE_MAX_EXT:
*params = (GLdouble) (ctx->Point.MaxSize);
break;
case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
*params = (GLdouble) (ctx->Point.Threshold);
break;
case GL_DISTANCE_ATTENUATION_EXT:
params[0] = (GLdouble) (ctx->Point.Params[0]);
params[1] = (GLdouble) (ctx->Point.Params[1]);
params[2] = (GLdouble) (ctx->Point.Params[2]);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_DOUBLE(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode);
break;
case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = (GLdouble) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLdouble) ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = (GLdouble) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLdouble) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_DOUBLE(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
*params = (GLdouble) ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->ProjectionMatrixStack.Top->m[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLdouble) (ctx->ProjectionMatrixStack.Depth + 1);
break;
case GL_READ_BUFFER:
*params = ENUM_TO_DOUBLE(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = (GLdouble) ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLdouble) ctx->Visual.redBits;
break;
case GL_RED_SCALE:
*params = (GLdouble) ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = ENUM_TO_DOUBLE(ctx->RenderMode);
break;
case GL_RESCALE_NORMAL:
*params = (GLdouble) ctx->Transform.RescaleNormals;
break;
case GL_RGBA_MODE:
*params = (GLdouble) ctx->Visual.rgbMode;
break;
case GL_SCISSOR_BOX:
params[0] = (GLdouble) ctx->Scissor.X;
params[1] = (GLdouble) ctx->Scissor.Y;
params[2] = (GLdouble) ctx->Scissor.Width;
params[3] = (GLdouble) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLdouble) ctx->Scissor.Enabled;
break;
case GL_SELECTION_BUFFER_SIZE:
*params = (GLdouble) ctx->Select.BufferSize;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_DOUBLE(ctx->Light.ShadeModel);
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
*params = (GLdouble) ctx->Texture.SharedPalette;
break;
case GL_STENCIL_BITS:
*params = (GLdouble) ctx->Visual.stencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLdouble) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_DOUBLE(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
*params = (GLdouble) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLdouble) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLdouble) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
*params = (GLdouble) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLdouble) ctx->Visual.stereoMode;
break;
case GL_SUBPIXEL_BITS:
*params = (GLdouble) ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
*params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_2D:
*params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_3D:
*params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0 : 0.0;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLdouble) textureUnit->Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = (GLdouble) textureUnit->Current2D->Name;
break;
case GL_TEXTURE_BINDING_3D:
*params = (GLdouble) textureUnit->Current3D->Name;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = (GLdouble) textureUnit->EnvColor[0];
params[1] = (GLdouble) textureUnit->EnvColor[1];
params[2] = (GLdouble) textureUnit->EnvColor[2];
params[3] = (GLdouble) textureUnit->EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_DOUBLE(textureUnit->EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_T:
*params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_R:
*params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_GEN_Q:
*params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->TextureMatrixStack[texUnit].Top->m[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLdouble) (ctx->TextureMatrixStack[texUnit].Depth + 1);
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLdouble) ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLdouble) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLdouble) ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLdouble) ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLdouble) ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLdouble) ctx->Unpack.SwapBytes;
break;
case GL_UNPACK_SKIP_IMAGES_EXT:
*params = (GLdouble) ctx->Unpack.SkipImages;
break;
case GL_UNPACK_IMAGE_HEIGHT_EXT:
*params = (GLdouble) ctx->Unpack.ImageHeight;
break;
case GL_UNPACK_CLIENT_STORAGE_APPLE:
*params = (GLdouble) ctx->Unpack.ClientStorage;
break;
case GL_VIEWPORT:
params[0] = (GLdouble) ctx->Viewport.X;
params[1] = (GLdouble) ctx->Viewport.Y;
params[2] = (GLdouble) ctx->Viewport.Width;
params[3] = (GLdouble) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLdouble) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLdouble) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY:
*params = (GLdouble) ctx->Array.Vertex.Enabled;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Vertex.Type);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.Vertex.Stride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_NORMAL_ARRAY:
*params = (GLdouble) ctx->Array.Normal.Enabled;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.Normal.Stride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_COLOR_ARRAY:
*params = (GLdouble) ctx->Array.Color.Enabled;
break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Color.Type);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.Color.Stride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_INDEX_ARRAY:
*params = (GLdouble) ctx->Array.Index.Enabled;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.Index.Stride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_COORD_ARRAY:
*params = (GLdouble) ctx->Array.TexCoord[texUnit].Enabled;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLdouble) ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_DOUBLE(ctx->Array.TexCoord[texUnit].Type);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.TexCoord[texUnit].Stride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_EDGE_FLAG_ARRAY:
*params = (GLdouble) ctx->Array.EdgeFlag.Enabled;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLdouble) ctx->Array.EdgeFlag.Stride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0.0;
break;
/* GL_ARB_multitexture */
case GL_MAX_TEXTURE_UNITS_ARB:
CHECK_EXTENSION_D(ARB_multitexture, pname);
*params = (GLdouble) ctx->Const.MaxTextureUnits;
break;
case GL_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_D(ARB_multitexture, pname);
*params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_D(ARB_multitexture, pname);
*params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
break;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION_D(ARB_texture_cube_map, pname);
*params = (GLdouble) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
break;
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
CHECK_EXTENSION_D(ARB_texture_cube_map, pname);
*params = (GLdouble) textureUnit->CurrentCubeMap->Name;
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
CHECK_EXTENSION_D(ARB_texture_cube_map, pname);
*params = (GLdouble) (1 << (ctx->Const.MaxCubeTextureLevels - 1));
break;
/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSION_HINT_ARB:
CHECK_EXTENSION_D(ARB_texture_compression, pname);
*params = (GLdouble) ctx->Hint.TextureCompression;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_D(ARB_texture_compression, pname);
*params = (GLdouble) _mesa_get_compressed_formats(ctx, NULL);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_D(ARB_texture_compression, pname);
{
GLint formats[100];
GLuint i, n;
n = _mesa_get_compressed_formats(ctx, formats);
for (i = 0; i < n; i++)
params[i] = (GLdouble) formats[i];
}
break;
/* GL_EXT_compiled_vertex_array */
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
*params = (GLdouble) ctx->Array.LockFirst;
break;
case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
*params = (GLdouble) ctx->Array.LockCount;
break;
/* GL_ARB_transpose_matrix */
case GL_TRANSPOSE_COLOR_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ColorMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLdouble) tm[i];
}
}
break;
case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ModelviewMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLdouble) tm[i];
}
}
break;
case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ProjectionMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLdouble) tm[i];
}
}
break;
case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m);
for (i=0;i<16;i++) {
params[i] = (GLdouble) tm[i];
}
}
break;
/* GL_HP_occlusion_test */
case GL_OCCLUSION_TEST_HP:
CHECK_EXTENSION_D(HP_occlusion_test, pname);
*params = (GLdouble) ctx->Depth.OcclusionTest;
break;
case GL_OCCLUSION_TEST_RESULT_HP:
CHECK_EXTENSION_D(HP_occlusion_test, pname);
if (ctx->Depth.OcclusionTest)
*params = (GLdouble) ctx->OcclusionResult;
else
*params = (GLdouble) ctx->OcclusionResultSaved;
/* reset flag now */
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
break;
/* GL_SGIS_pixel_texture */
case GL_PIXEL_TEXTURE_SGIS:
*params = (GLdouble) ctx->Pixel.PixelTextureEnabled;
break;
/* GL_SGIX_pixel_texture */
case GL_PIXEL_TEX_GEN_SGIX:
*params = (GLdouble) ctx->Pixel.PixelTextureEnabled;
break;
case GL_PIXEL_TEX_GEN_MODE_SGIX:
*params = (GLdouble) pixel_texgen_mode(ctx);
break;
/* GL_SGI_color_matrix (also in 1.2 imaging) */
case GL_COLOR_MATRIX_SGI:
for (i=0;i<16;i++) {
params[i] = (GLdouble) ctx->ColorMatrixStack.Top->m[i];
}
break;
case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = (GLdouble) (ctx->ColorMatrixStack.Depth + 1);
break;
case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = (GLdouble) MAX_COLOR_STACK_DEPTH;
break;
case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixScale[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixScale[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixScale[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixScale[3];
break;
case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixBias[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixBias[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixBias[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixBias[3];
break;
/* GL_EXT_convolution (also in 1.2 imaging) */
case GL_CONVOLUTION_1D_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.Convolution1DEnabled;
break;
case GL_CONVOLUTION_2D:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.Convolution2DEnabled;
break;
case GL_SEPARABLE_2D:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.Separable2DEnabled;
break;
case GL_POST_CONVOLUTION_RED_SCALE_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionScale[0];
break;
case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionScale[1];
break;
case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionScale[2];
break;
case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionScale[3];
break;
case GL_POST_CONVOLUTION_RED_BIAS_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionBias[0];
break;
case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionBias[1];
break;
case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionBias[2];
break;
case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
CHECK_EXTENSION_D(EXT_convolution, pname);
*params = (GLdouble) ctx->Pixel.PostConvolutionBias[2];
break;
/* GL_EXT_histogram (also in 1.2 imaging) */
case GL_HISTOGRAM:
CHECK_EXTENSION_D(EXT_histogram, pname);
*params = (GLdouble) ctx->Pixel.HistogramEnabled;
break;
case GL_MINMAX:
CHECK_EXTENSION_D(EXT_histogram, pname);
*params = (GLdouble) ctx->Pixel.MinMaxEnabled;
break;
/* GL_SGI_color_table (also in 1.2 imaging */
case GL_COLOR_TABLE_SGI:
*params = (GLdouble) ctx->Pixel.ColorTableEnabled;
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
*params = (GLdouble) ctx->Pixel.PostConvolutionColorTableEnabled;
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
*params = (GLdouble) ctx->Pixel.PostColorMatrixColorTableEnabled;
break;
/* GL_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];
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.Stride;
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;
/* GL_EXT_texture_lod_bias */
case GL_MAX_TEXTURE_LOD_BIAS_EXT:
*params = (GLdouble) ctx->Const.MaxTextureLodBias;
break;
/* GL_EXT_texture_filter_anisotropic */
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
CHECK_EXTENSION_D(EXT_texture_filter_anisotropic, pname);
*params = (GLdouble) ctx->Const.MaxTextureMaxAnisotropy;
break;
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = (GLdouble) ctx->Multisample.Enabled;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = (GLdouble) ctx->Multisample.SampleAlphaToCoverage;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = (GLdouble) ctx->Multisample.SampleAlphaToOne;
break;
case GL_SAMPLE_COVERAGE_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = (GLdouble) ctx->Multisample.SampleCoverage;
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = ctx->Multisample.SampleCoverageValue;
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = (GLdouble) ctx->Multisample.SampleCoverageInvert;
break;
case GL_SAMPLE_BUFFERS_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = 0.0; /* XXX fix someday */
break;
case GL_SAMPLES_ARB:
CHECK_EXTENSION_D(ARB_multisample, pname);
*params = 0.0; /* XXX fix someday */
break;
/* GL_IBM_rasterpos_clip */
case GL_RASTER_POSITION_UNCLIPPED_IBM:
CHECK_EXTENSION_D(IBM_rasterpos_clip, pname);
*params = (GLdouble) ctx->Transform.RasterPositionUnclipped;
break;
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLdouble) ctx->Point.PointSprite;
break;
case GL_POINT_SPRITE_R_MODE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLdouble) ctx->Point.SpriteRMode;
break;
/* GL_SGIS_generate_mipmap */
case GL_GENERATE_MIPMAP_HINT_SGIS:
CHECK_EXTENSION_D(SGIS_generate_mipmap, pname);
*params = (GLdouble) ctx->Hint.GenerateMipmap;
break;
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->VertexProgram.Enabled;
break;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->VertexProgram.PointSizeEnabled;
break;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->VertexProgram.TwoSideEnabled;
break;
case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) MAX_PROGRAM_STACK_DEPTH;
break;
case GL_MAX_TRACK_MATRICES_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) MAX_PROGRAM_MATRICES;
break;
case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->CurrentStack->Depth;
break;
case GL_CURRENT_MATRIX_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->Transform.MatrixMode;
break;
case GL_VERTEX_PROGRAM_BINDING_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->VertexProgram.CurrentID;
break;
case GL_PROGRAM_ERROR_POSITION_NV:
CHECK_EXTENSION_D(NV_vertex_program, pname);
*params = (GLdouble) ctx->VertexProgram.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 */
/* 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;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetDoublev(pname=0x%x)", pname);
}
}
void
_mesa_GetFloatv( GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (!params)
return;
/* We need this in order to get correct results for
* GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases.
*/
FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetFloatv %s\n", _mesa_lookup_enum_by_nr(pname));
if (ctx->Driver.GetFloatv && (*ctx->Driver.GetFloatv)(ctx, pname, params))
return;
switch (pname) {
case GL_ACCUM_RED_BITS:
*params = (GLfloat) ctx->Visual.accumRedBits;
break;
case GL_ACCUM_GREEN_BITS:
*params = (GLfloat) ctx->Visual.accumGreenBits;
break;
case GL_ACCUM_BLUE_BITS:
*params = (GLfloat) ctx->Visual.accumBlueBits;
break;
case GL_ACCUM_ALPHA_BITS:
*params = (GLfloat) ctx->Visual.accumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = ctx->Accum.ClearColor[0];
params[1] = ctx->Accum.ClearColor[1];
params[2] = ctx->Accum.ClearColor[2];
params[3] = ctx->Accum.ClearColor[3];
break;
case GL_ALPHA_BIAS:
*params = ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = (GLfloat) ctx->Visual.alphaBits;
break;
case GL_ALPHA_SCALE:
*params = ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLfloat) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_FUNC:
*params = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);
break;
case GL_ALPHA_TEST_REF:
*params = (GLfloat) ctx->Color.AlphaRef;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLfloat) (ctx->AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = (GLfloat) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLfloat) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLfloat) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_SRC_RGB_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
break;
case GL_BLEND_DST_RGB_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
break;
case GL_BLEND_SRC_ALPHA_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);
break;
case GL_BLEND_DST_ALPHA_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendDstA);
break;
case GL_BLEND_EQUATION_EXT:
*params = ENUM_TO_FLOAT(ctx->Color.BlendEquation);
break;
case GL_BLEND_COLOR_EXT:
params[0] = ctx->Color.BlendColor[0];
params[1] = ctx->Color.BlendColor[1];
params[2] = ctx->Color.BlendColor[2];
params[3] = ctx->Color.BlendColor[3];
break;
case GL_BLUE_BIAS:
*params = ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLfloat) ctx->Visual.blueBits;
break;
case GL_BLUE_SCALE:
*params = ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLfloat) (ctx->ClientAttribStackDepth);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0)))
*params = 1.0;
else
*params = 0.0;
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = ctx->Color.ClearColor[0];
params[1] = ctx->Color.ClearColor[1];
params[2] = ctx->Color.ClearColor[2];
params[3] = ctx->Color.ClearColor[3];
break;
case GL_COLOR_MATERIAL:
*params = (GLfloat) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace);
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode);
break;
case GL_COLOR_WRITEMASK:
params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0F : 0.0F;
params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0F : 0.0F;
params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0F : 0.0F;
params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0F : 0.0F;
break;
case GL_CULL_FACE:
*params = (GLfloat) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);
break;
case GL_CURRENT_COLOR:
FLUSH_CURRENT(ctx, 0);
params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0];
params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1];
params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2];
params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3];
break;
case GL_CURRENT_INDEX:
FLUSH_CURRENT(ctx, 0);
*params = (GLfloat) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
FLUSH_CURRENT(ctx, 0);
params[0] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0];
params[1] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1];
params[2] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2];
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = ctx->Current.RasterColor[0];
params[1] = ctx->Current.RasterColor[1];
params[2] = ctx->Current.RasterColor[2];
params[3] = ctx->Current.RasterColor[3];
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLfloat) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = ctx->Current.RasterPos[0];
params[1] = ctx->Current.RasterPos[1];
params[2] = ctx->Current.RasterPos[2];
params[3] = ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = ctx->Current.RasterTexCoords[texUnit][0];
params[1] = ctx->Current.RasterTexCoords[texUnit][1];
params[2] = ctx->Current.RasterTexCoords[texUnit][2];
params[3] = ctx->Current.RasterTexCoords[texUnit][3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLfloat) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
FLUSH_CURRENT(ctx, 0);
params[0] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
params[1] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
params[2] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
params[3] = (GLfloat) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
break;
case GL_DEPTH_BIAS:
*params = (GLfloat) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = (GLfloat) ctx->Visual.depthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLfloat) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = ENUM_TO_FLOAT(ctx->Depth.Func);
break;
case GL_DEPTH_RANGE:
params[0] = (GLfloat) ctx->Viewport.Near;
params[1] = (GLfloat) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLfloat) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLfloat) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLfloat) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLfloat) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLfloat) ctx->Visual.doubleBufferMode;
break;
case GL_DRAW_BUFFER:
*params = ENUM_TO_FLOAT(ctx->Color.DrawBuffer);
break;
case GL_EDGE_FLAG:
FLUSH_CURRENT(ctx, 0);
*params = (GLfloat) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
*params = (GLfloat) ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ENUM_TO_FLOAT(ctx->Feedback.Type);
break;
case GL_FOG:
*params = (GLfloat) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = ctx->Fog.Color[0];
params[1] = ctx->Fog.Color[1];
params[2] = ctx->Fog.Color[2];
params[3] = ctx->Fog.Color[3];
break;
case GL_FOG_DENSITY:
*params = ctx->Fog.Density;
break;
case GL_FOG_END:
*params = ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
*params = ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = ENUM_TO_FLOAT(ctx->Fog.Mode);
break;
case GL_FOG_START:
*params = ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
*params = (GLfloat) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLfloat) ctx->Visual.greenBits;
break;
case GL_GREEN_SCALE:
*params = (GLfloat) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLfloat) ctx->Visual.indexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLfloat) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual.rgbMode ? 0.0F : 1.0F;
break;
case GL_INDEX_OFFSET:
*params = (GLfloat) ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = (GLfloat) ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLfloat) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLfloat) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLfloat) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = ctx->Light.Model.Ambient[0];
params[1] = ctx->Light.Model.Ambient[1];
params[2] = ctx->Light.Model.Ambient[2];
params[3] = ctx->Light.Model.Ambient[3];
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLfloat) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLfloat) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLfloat) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
*params = (GLfloat) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLfloat) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLfloat) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLfloat) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLfloat) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLfloat) ctx->Const.MinLineWidthAA;
params[1] = (GLfloat) ctx->Const.MaxLineWidthAA;
break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = (GLfloat) ctx->Const.MinLineWidth;
params[1] = (GLfloat) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLfloat) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLfloat) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? ENUM_TO_FLOAT(GL_COMPILE_AND_EXECUTE)
: ENUM_TO_FLOAT(GL_COMPILE);
break;
case GL_INDEX_LOGIC_OP:
*params = (GLfloat) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLfloat) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = ENUM_TO_FLOAT(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
*params = (GLfloat) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = ctx->Eval.MapGrid1u1;
params[1] = ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLfloat) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLfloat) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLfloat) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLfloat) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLfloat) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLfloat) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLfloat) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLfloat) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLfloat) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLfloat) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = ctx->Eval.MapGrid2u1;
params[1] = ctx->Eval.MapGrid2u2;
params[2] = ctx->Eval.MapGrid2v1;
params[3] = ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLfloat) ctx->Eval.MapGrid2un;
params[1] = (GLfloat) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLfloat) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLfloat) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLfloat) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLfloat) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLfloat) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLfloat) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLfloat) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLfloat) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLfloat) ctx->Const.MaxClipPlanes;
break;
case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */
*params = (GLfloat) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */
*params = (GLfloat) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLfloat) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLfloat) ctx->Const.MaxLights;
break;
case GL_MAX_LIST_NESTING:
*params = (GLfloat) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLfloat) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLfloat) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLfloat) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLfloat) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (GLfloat) (1 << (ctx->Const.MaxTextureLevels - 1));
break;
case GL_MAX_3D_TEXTURE_SIZE:
*params = (GLfloat) (1 << (ctx->Const.Max3DTextureLevels - 1));
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLfloat) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLfloat) MAX_WIDTH;
params[1] = (GLfloat) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->ModelviewMatrixStack.Top->m[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLfloat) (ctx->ModelviewMatrixStack.Depth + 1);
break;
case GL_NAME_STACK_DEPTH:
*params = (GLfloat) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLfloat) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = (GLfloat) ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLfloat) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = (GLfloat) ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = (GLfloat) ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = (GLfloat) ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLfloat) ctx->Pack.SwapBytes;
break;
case GL_PACK_SKIP_IMAGES_EXT:
*params = (GLfloat) ctx->Pack.SkipImages;
break;
case GL_PACK_IMAGE_HEIGHT_EXT:
*params = (GLfloat) ctx->Pack.ImageHeight;
break;
case GL_PACK_INVERT_MESA:
*params = (GLfloat) ctx->Pack.Invert;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = (GLfloat) ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = (GLfloat) ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = (GLfloat) ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = (GLfloat) ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = (GLfloat) ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = (GLfloat) ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLfloat) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLfloat) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLfloat) ctx->Const.MinPointSizeAA;
params[1] = (GLfloat) ctx->Const.MaxPointSizeAA;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = (GLfloat) ctx->Const.MinPointSize;
params[1] = (GLfloat) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLfloat) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);
break;
case GL_POINT_SIZE_MIN_EXT:
*params = (GLfloat) (ctx->Point.MinSize);
break;
case GL_POINT_SIZE_MAX_EXT:
*params = (GLfloat) (ctx->Point.MaxSize);
break;
case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
*params = (GLfloat) (ctx->Point.Threshold);
break;
case GL_DISTANCE_ATTENUATION_EXT:
params[0] = (GLfloat) (ctx->Point.Params[0]);
params[1] = (GLfloat) (ctx->Point.Params[1]);
params[2] = (GLfloat) (ctx->Point.Params[2]);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode);
break;
#ifdef GL_EXT_polygon_offset
case GL_POLYGON_OFFSET_BIAS_EXT:
*params = ctx->Polygon.OffsetUnits;
break;
#endif
case GL_POLYGON_OFFSET_FACTOR:
*params = ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLfloat) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
*params = (GLfloat) ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->ProjectionMatrixStack.Top->m[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLfloat) (ctx->ProjectionMatrixStack.Depth + 1);
break;
case GL_READ_BUFFER:
*params = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
*params = ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLfloat) ctx->Visual.redBits;
break;
case GL_RED_SCALE:
*params = ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = ENUM_TO_FLOAT(ctx->RenderMode);
break;
case GL_RESCALE_NORMAL:
*params = (GLfloat) ctx->Transform.RescaleNormals;
break;
case GL_RGBA_MODE:
*params = (GLfloat) ctx->Visual.rgbMode;
break;
case GL_SCISSOR_BOX:
params[0] = (GLfloat) ctx->Scissor.X;
params[1] = (GLfloat) ctx->Scissor.Y;
params[2] = (GLfloat) ctx->Scissor.Width;
params[3] = (GLfloat) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLfloat) ctx->Scissor.Enabled;
break;
case GL_SELECTION_BUFFER_SIZE:
*params = (GLfloat) ctx->Select.BufferSize;
break;
case GL_SHADE_MODEL:
*params = ENUM_TO_FLOAT(ctx->Light.ShadeModel);
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
*params = (GLfloat) ctx->Texture.SharedPalette;
break;
case GL_STENCIL_BITS:
*params = (GLfloat) ctx->Visual.stencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLfloat) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
*params = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
*params = (GLfloat) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLfloat) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLfloat) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
*params = (GLfloat) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLfloat) ctx->Visual.stereoMode;
break;
case GL_SUBPIXEL_BITS:
*params = (GLfloat) ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
*params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_2D:
*params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_3D:
*params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_BINDING_1D:
*params = (GLfloat) textureUnit->Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = (GLfloat) textureUnit->Current2D->Name;
break;
case GL_TEXTURE_BINDING_3D:
*params = (GLfloat) textureUnit->Current2D->Name;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = textureUnit->EnvColor[0];
params[1] = textureUnit->EnvColor[1];
params[2] = textureUnit->EnvColor[2];
params[3] = textureUnit->EnvColor[3];
break;
case GL_TEXTURE_ENV_MODE:
*params = ENUM_TO_FLOAT(textureUnit->EnvMode);
break;
case GL_TEXTURE_GEN_S:
*params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_GEN_T:
*params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_GEN_R:
*params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_GEN_Q:
*params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0F : 0.0F;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = ctx->TextureMatrixStack[texUnit].Top->m[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLfloat) (ctx->TextureMatrixStack[texUnit].Depth + 1);
break;
case GL_UNPACK_ALIGNMENT:
*params = (GLfloat) ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLfloat) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = (GLfloat) ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = (GLfloat) ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = (GLfloat) ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLfloat) ctx->Unpack.SwapBytes;
break;
case GL_UNPACK_SKIP_IMAGES_EXT:
*params = (GLfloat) ctx->Unpack.SkipImages;
break;
case GL_UNPACK_IMAGE_HEIGHT_EXT:
*params = (GLfloat) ctx->Unpack.ImageHeight;
break;
case GL_UNPACK_CLIENT_STORAGE_APPLE:
*params = (GLfloat) ctx->Unpack.ClientStorage;
break;
case GL_VIEWPORT:
params[0] = (GLfloat) ctx->Viewport.X;
params[1] = (GLfloat) ctx->Viewport.Y;
params[2] = (GLfloat) ctx->Viewport.Width;
params[3] = (GLfloat) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLfloat) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLfloat) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY:
*params = (GLfloat) ctx->Array.Vertex.Enabled;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Vertex.Type);
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.Vertex.Stride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_NORMAL_ARRAY:
*params = (GLfloat) ctx->Array.Normal.Enabled;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Normal.Type);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.Normal.Stride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_COLOR_ARRAY:
*params = (GLfloat) ctx->Array.Color.Enabled;
break;
case GL_COLOR_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Color.Type);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.Color.Stride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_INDEX_ARRAY:
*params = (GLfloat) ctx->Array.Index.Enabled;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.Index.Type);
break;
case GL_INDEX_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.Index.Stride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_TEXTURE_COORD_ARRAY:
*params = (GLfloat) ctx->Array.TexCoord[texUnit].Enabled;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = (GLfloat) ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ENUM_TO_FLOAT(ctx->Array.TexCoord[texUnit].Type);
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.TexCoord[texUnit].Stride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0.0;
break;
case GL_EDGE_FLAG_ARRAY:
*params = (GLfloat) ctx->Array.EdgeFlag.Enabled;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = (GLfloat) ctx->Array.EdgeFlag.Stride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0.0;
break;
/* GL_ARB_multitexture */
case GL_MAX_TEXTURE_UNITS_ARB:
CHECK_EXTENSION_F(ARB_multitexture, pname);
*params = (GLfloat) ctx->Const.MaxTextureUnits;
break;
case GL_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_F(ARB_multitexture, pname);
*params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_F(ARB_multitexture, pname);
*params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
break;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
*params = (GLfloat) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
break;
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
*params = (GLfloat) textureUnit->CurrentCubeMap->Name;
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
CHECK_EXTENSION_F(ARB_texture_cube_map, pname);
*params = (GLfloat) (1 << (ctx->Const.MaxCubeTextureLevels - 1));
break;
/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSION_HINT_ARB:
CHECK_EXTENSION_F(ARB_texture_compression, pname);
*params = (GLfloat) ctx->Hint.TextureCompression;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_F(ARB_texture_compression, pname);
*params = (GLfloat) _mesa_get_compressed_formats(ctx, NULL);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_F(ARB_texture_compression, pname);
{
GLint formats[100];
GLuint i, n;
n = _mesa_get_compressed_formats(ctx, formats);
for (i = 0; i < n; i++)
params[i] = (GLfloat) formats[i];
}
break;
/* GL_EXT_compiled_vertex_array */
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
*params = (GLfloat) ctx->Array.LockFirst;
break;
case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
CHECK_EXTENSION_F(EXT_compiled_vertex_array, pname);
*params = (GLfloat) ctx->Array.LockCount;
break;
/* GL_ARB_transpose_matrix */
case GL_TRANSPOSE_COLOR_MATRIX_ARB:
_math_transposef(params, ctx->ColorMatrixStack.Top->m);
break;
case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
_math_transposef(params, ctx->ModelviewMatrixStack.Top->m);
break;
case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
_math_transposef(params, ctx->ProjectionMatrixStack.Top->m);
break;
case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
_math_transposef(params, ctx->TextureMatrixStack[texUnit].Top->m);
break;
/* GL_HP_occlusion_test */
case GL_OCCLUSION_TEST_HP:
CHECK_EXTENSION_F(HP_occlusion_test, pname);
*params = (GLfloat) ctx->Depth.OcclusionTest;
break;
case GL_OCCLUSION_TEST_RESULT_HP:
CHECK_EXTENSION_F(HP_occlusion_test, pname);
if (ctx->Depth.OcclusionTest)
*params = (GLfloat) ctx->OcclusionResult;
else
*params = (GLfloat) ctx->OcclusionResultSaved;
/* reset flag now */
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
break;
/* GL_SGIS_pixel_texture */
case GL_PIXEL_TEXTURE_SGIS:
*params = (GLfloat) ctx->Pixel.PixelTextureEnabled;
break;
/* GL_SGIX_pixel_texture */
case GL_PIXEL_TEX_GEN_SGIX:
*params = (GLfloat) ctx->Pixel.PixelTextureEnabled;
break;
case GL_PIXEL_TEX_GEN_MODE_SGIX:
*params = (GLfloat) pixel_texgen_mode(ctx);
break;
/* GL_SGI_color_matrix (also in 1.2 imaging) */
case GL_COLOR_MATRIX_SGI:
for (i=0;i<16;i++) {
params[i] = ctx->ColorMatrixStack.Top->m[i];
}
break;
case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = (GLfloat) (ctx->ColorMatrixStack.Depth + 1);
break;
case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
*params = (GLfloat) MAX_COLOR_STACK_DEPTH;
break;
case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
*params = ctx->Pixel.PostColorMatrixScale[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
*params = ctx->Pixel.PostColorMatrixScale[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
*params = ctx->Pixel.PostColorMatrixScale[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
*params = ctx->Pixel.PostColorMatrixScale[3];
break;
case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
*params = ctx->Pixel.PostColorMatrixBias[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
*params = ctx->Pixel.PostColorMatrixBias[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
*params = ctx->Pixel.PostColorMatrixBias[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
*params = ctx->Pixel.PostColorMatrixBias[3];
break;
/* GL_EXT_convolution (also in 1.2 imaging) */
case GL_CONVOLUTION_1D_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = (GLfloat) ctx->Pixel.Convolution1DEnabled;
break;
case GL_CONVOLUTION_2D:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = (GLfloat) ctx->Pixel.Convolution2DEnabled;
break;
case GL_SEPARABLE_2D:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = (GLfloat) ctx->Pixel.Separable2DEnabled;
break;
case GL_POST_CONVOLUTION_RED_SCALE_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionScale[0];
break;
case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionScale[1];
break;
case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionScale[2];
break;
case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionScale[3];
break;
case GL_POST_CONVOLUTION_RED_BIAS_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionBias[0];
break;
case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionBias[1];
break;
case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionBias[2];
break;
case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
CHECK_EXTENSION_F(EXT_convolution, pname);
*params = ctx->Pixel.PostConvolutionBias[2];
break;
/* GL_EXT_histogram (also in 1.2 imaging) */
case GL_HISTOGRAM:
CHECK_EXTENSION_F(EXT_histogram, pname);
*params = (GLfloat) ctx->Pixel.HistogramEnabled;
break;
case GL_MINMAX:
CHECK_EXTENSION_F(EXT_histogram, pname);
*params = (GLfloat) ctx->Pixel.MinMaxEnabled;
break;
/* GL_SGI_color_table (also in 1.2 imaging */
case GL_COLOR_TABLE_SGI:
*params = (GLfloat) ctx->Pixel.ColorTableEnabled;
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
*params = (GLfloat) ctx->Pixel.PostConvolutionColorTableEnabled;
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
*params = (GLfloat) ctx->Pixel.PostColorMatrixColorTableEnabled;
break;
/* GL_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];
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.Stride;
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;
/* GL_EXT_texture_lod_bias */
case GL_MAX_TEXTURE_LOD_BIAS_EXT:
*params = ctx->Const.MaxTextureLodBias;
break;
/* GL_EXT_texture_filter_anisotropic */
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
CHECK_EXTENSION_F(EXT_texture_filter_anisotropic, pname);
*params = ctx->Const.MaxTextureMaxAnisotropy;
break;
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = (GLfloat) ctx->Multisample.Enabled;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = (GLfloat) ctx->Multisample.SampleAlphaToCoverage;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = (GLfloat) ctx->Multisample.SampleAlphaToOne;
break;
case GL_SAMPLE_COVERAGE_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = (GLfloat) ctx->Multisample.SampleCoverage;
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = ctx->Multisample.SampleCoverageValue;
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = (GLfloat) ctx->Multisample.SampleCoverageInvert;
break;
case GL_SAMPLE_BUFFERS_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = 0.0; /* XXX fix someday */
break;
case GL_SAMPLES_ARB:
CHECK_EXTENSION_F(ARB_multisample, pname);
*params = 0.0; /* XXX fix someday */
break;
/* GL_IBM_rasterpos_clip */
case GL_RASTER_POSITION_UNCLIPPED_IBM:
CHECK_EXTENSION_F(IBM_rasterpos_clip, pname);
*params = (GLfloat) ctx->Transform.RasterPositionUnclipped;
break;
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLfloat) ctx->Point.PointSprite;
break;
case GL_POINT_SPRITE_R_MODE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLfloat) ctx->Point.SpriteRMode;
break;
/* GL_SGIS_generate_mipmap */
case GL_GENERATE_MIPMAP_HINT_SGIS:
CHECK_EXTENSION_F(SGIS_generate_mipmap, pname);
*params = (GLfloat) ctx->Hint.GenerateMipmap;
break;
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->VertexProgram.Enabled;
break;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->VertexProgram.PointSizeEnabled;
break;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->VertexProgram.TwoSideEnabled;
break;
case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) MAX_PROGRAM_STACK_DEPTH;
break;
case GL_MAX_TRACK_MATRICES_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) MAX_PROGRAM_MATRICES;
break;
case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->CurrentStack->Depth;
break;
case GL_CURRENT_MATRIX_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->Transform.MatrixMode;
break;
case GL_VERTEX_PROGRAM_BINDING_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->VertexProgram.CurrentID;
break;
case GL_PROGRAM_ERROR_POSITION_NV:
CHECK_EXTENSION_F(NV_vertex_program, pname);
*params = (GLfloat) ctx->VertexProgram.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_B(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_B(NV_vertex_program, pname);
{
GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV;
*params = (GLfloat) ctx->Eval.Map2Attrib[n];
}
break;
/* 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;
#endif /* FEATURE_NV_vertex_program */
/* 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;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(0x%x)", pname);
}
}
void
_mesa_GetIntegerv( GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint i;
GLuint texUnit = ctx->Texture.CurrentUnit;
const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit];
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (!params)
return;
/* We need this in order to get correct results for
* GL_OCCLUSION_TEST_RESULT_HP. There might be other important cases.
*/
FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetIntegerv %s\n", _mesa_lookup_enum_by_nr(pname));
if (ctx->Driver.GetIntegerv
&& (*ctx->Driver.GetIntegerv)(ctx, pname, params))
return;
switch (pname) {
case GL_ACCUM_RED_BITS:
*params = (GLint) ctx->Visual.accumRedBits;
break;
case GL_ACCUM_GREEN_BITS:
*params = (GLint) ctx->Visual.accumGreenBits;
break;
case GL_ACCUM_BLUE_BITS:
*params = (GLint) ctx->Visual.accumBlueBits;
break;
case GL_ACCUM_ALPHA_BITS:
*params = (GLint) ctx->Visual.accumAlphaBits;
break;
case GL_ACCUM_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( ctx->Accum.ClearColor[0] );
params[1] = FLOAT_TO_INT( ctx->Accum.ClearColor[1] );
params[2] = FLOAT_TO_INT( ctx->Accum.ClearColor[2] );
params[3] = FLOAT_TO_INT( ctx->Accum.ClearColor[3] );
break;
case GL_ALPHA_BIAS:
*params = (GLint) ctx->Pixel.AlphaBias;
break;
case GL_ALPHA_BITS:
*params = ctx->Visual.alphaBits;
break;
case GL_ALPHA_SCALE:
*params = (GLint) ctx->Pixel.AlphaScale;
break;
case GL_ALPHA_TEST:
*params = (GLint) ctx->Color.AlphaEnabled;
break;
case GL_ALPHA_TEST_REF:
*params = FLOAT_TO_INT(ctx->Color.AlphaRef);
break;
case GL_ALPHA_TEST_FUNC:
*params = (GLint) ctx->Color.AlphaFunc;
break;
case GL_ATTRIB_STACK_DEPTH:
*params = (GLint) (ctx->AttribStackDepth);
break;
case GL_AUTO_NORMAL:
*params = (GLint) ctx->Eval.AutoNormal;
break;
case GL_AUX_BUFFERS:
*params = (GLint) ctx->Const.NumAuxBuffers;
break;
case GL_BLEND:
*params = (GLint) ctx->Color.BlendEnabled;
break;
case GL_BLEND_DST:
*params = (GLint) ctx->Color.BlendDstRGB;
break;
case GL_BLEND_SRC:
*params = (GLint) ctx->Color.BlendSrcRGB;
break;
case GL_BLEND_SRC_RGB_EXT:
*params = (GLint) ctx->Color.BlendSrcRGB;
break;
case GL_BLEND_DST_RGB_EXT:
*params = (GLint) ctx->Color.BlendDstRGB;
break;
case GL_BLEND_SRC_ALPHA_EXT:
*params = (GLint) ctx->Color.BlendSrcA;
break;
case GL_BLEND_DST_ALPHA_EXT:
*params = (GLint) ctx->Color.BlendDstA;
break;
case GL_BLEND_EQUATION_EXT:
*params = (GLint) ctx->Color.BlendEquation;
break;
case GL_BLEND_COLOR_EXT:
params[0] = FLOAT_TO_INT( ctx->Color.BlendColor[0] );
params[1] = FLOAT_TO_INT( ctx->Color.BlendColor[1] );
params[2] = FLOAT_TO_INT( ctx->Color.BlendColor[2] );
params[3] = FLOAT_TO_INT( ctx->Color.BlendColor[3] );
break;
case GL_BLUE_BIAS:
*params = (GLint) ctx->Pixel.BlueBias;
break;
case GL_BLUE_BITS:
*params = (GLint) ctx->Visual.blueBits;
break;
case GL_BLUE_SCALE:
*params = (GLint) ctx->Pixel.BlueScale;
break;
case GL_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLint) (ctx->ClientAttribStackDepth);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
if (ctx->Transform.ClipPlanesEnabled & (1 << (pname - GL_CLIP_PLANE0)))
*params = 1;
else
*params = 0;
break;
case GL_COLOR_CLEAR_VALUE:
params[0] = FLOAT_TO_INT( (ctx->Color.ClearColor[0]) );
params[1] = FLOAT_TO_INT( (ctx->Color.ClearColor[1]) );
params[2] = FLOAT_TO_INT( (ctx->Color.ClearColor[2]) );
params[3] = FLOAT_TO_INT( (ctx->Color.ClearColor[3]) );
break;
case GL_COLOR_MATERIAL:
*params = (GLint) ctx->Light.ColorMaterialEnabled;
break;
case GL_COLOR_MATERIAL_FACE:
*params = (GLint) ctx->Light.ColorMaterialFace;
break;
case GL_COLOR_MATERIAL_PARAMETER:
*params = (GLint) ctx->Light.ColorMaterialMode;
break;
case GL_COLOR_WRITEMASK:
params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
break;
case GL_CULL_FACE:
*params = (GLint) ctx->Polygon.CullFlag;
break;
case GL_CULL_FACE_MODE:
*params = (GLint) ctx->Polygon.CullFaceMode;
break;
case GL_CURRENT_COLOR:
FLUSH_CURRENT(ctx, 0);
params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
break;
case GL_CURRENT_INDEX:
FLUSH_CURRENT(ctx, 0);
*params = (GLint) ctx->Current.Index;
break;
case GL_CURRENT_NORMAL:
FLUSH_CURRENT(ctx, 0);
params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
break;
case GL_CURRENT_RASTER_COLOR:
params[0] = FLOAT_TO_INT( ctx->Current.RasterColor[0] );
params[1] = FLOAT_TO_INT( ctx->Current.RasterColor[1] );
params[2] = FLOAT_TO_INT( ctx->Current.RasterColor[2] );
params[3] = FLOAT_TO_INT( ctx->Current.RasterColor[3] );
break;
case GL_CURRENT_RASTER_DISTANCE:
params[0] = (GLint) ctx->Current.RasterDistance;
break;
case GL_CURRENT_RASTER_INDEX:
*params = (GLint) ctx->Current.RasterIndex;
break;
case GL_CURRENT_RASTER_POSITION:
params[0] = (GLint) ctx->Current.RasterPos[0];
params[1] = (GLint) ctx->Current.RasterPos[1];
params[2] = (GLint) ctx->Current.RasterPos[2];
params[3] = (GLint) ctx->Current.RasterPos[3];
break;
case GL_CURRENT_RASTER_TEXTURE_COORDS:
params[0] = (GLint) ctx->Current.RasterTexCoords[texUnit][0];
params[1] = (GLint) ctx->Current.RasterTexCoords[texUnit][1];
params[2] = (GLint) ctx->Current.RasterTexCoords[texUnit][2];
params[3] = (GLint) ctx->Current.RasterTexCoords[texUnit][3];
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = (GLint) ctx->Current.RasterPosValid;
break;
case GL_CURRENT_TEXTURE_COORDS:
FLUSH_CURRENT(ctx, 0);
params[0] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
params[1] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
params[2] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
params[3] = (GLint) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
break;
case GL_DEPTH_BIAS:
*params = (GLint) ctx->Pixel.DepthBias;
break;
case GL_DEPTH_BITS:
*params = ctx->Visual.depthBits;
break;
case GL_DEPTH_CLEAR_VALUE:
*params = (GLint) ctx->Depth.Clear;
break;
case GL_DEPTH_FUNC:
*params = (GLint) ctx->Depth.Func;
break;
case GL_DEPTH_RANGE:
params[0] = (GLint) ctx->Viewport.Near;
params[1] = (GLint) ctx->Viewport.Far;
break;
case GL_DEPTH_SCALE:
*params = (GLint) ctx->Pixel.DepthScale;
break;
case GL_DEPTH_TEST:
*params = (GLint) ctx->Depth.Test;
break;
case GL_DEPTH_WRITEMASK:
*params = (GLint) ctx->Depth.Mask;
break;
case GL_DITHER:
*params = (GLint) ctx->Color.DitherFlag;
break;
case GL_DOUBLEBUFFER:
*params = (GLint) ctx->Visual.doubleBufferMode;
break;
case GL_DRAW_BUFFER:
*params = (GLint) ctx->Color.DrawBuffer;
break;
case GL_EDGE_FLAG:
FLUSH_CURRENT(ctx, 0);
*params = (GLint) ctx->Current.EdgeFlag;
break;
case GL_FEEDBACK_BUFFER_SIZE:
*params = ctx->Feedback.BufferSize;
break;
case GL_FEEDBACK_BUFFER_TYPE:
*params = ctx->Feedback.Type;
break;
case GL_FOG:
*params = (GLint) ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_INT( ctx->Fog.Color[0] );
params[1] = FLOAT_TO_INT( ctx->Fog.Color[1] );
params[2] = FLOAT_TO_INT( ctx->Fog.Color[2] );
params[3] = FLOAT_TO_INT( ctx->Fog.Color[3] );
break;
case GL_FOG_DENSITY:
*params = (GLint) ctx->Fog.Density;
break;
case GL_FOG_END:
*params = (GLint) ctx->Fog.End;
break;
case GL_FOG_HINT:
*params = (GLint) ctx->Hint.Fog;
break;
case GL_FOG_INDEX:
*params = (GLint) ctx->Fog.Index;
break;
case GL_FOG_MODE:
*params = (GLint) ctx->Fog.Mode;
break;
case GL_FOG_START:
*params = (GLint) ctx->Fog.Start;
break;
case GL_FRONT_FACE:
*params = (GLint) ctx->Polygon.FrontFace;
break;
case GL_GREEN_BIAS:
*params = (GLint) ctx->Pixel.GreenBias;
break;
case GL_GREEN_BITS:
*params = (GLint) ctx->Visual.greenBits;
break;
case GL_GREEN_SCALE:
*params = (GLint) ctx->Pixel.GreenScale;
break;
case GL_INDEX_BITS:
*params = (GLint) ctx->Visual.indexBits;
break;
case GL_INDEX_CLEAR_VALUE:
*params = (GLint) ctx->Color.ClearIndex;
break;
case GL_INDEX_MODE:
*params = ctx->Visual.rgbMode ? 0 : 1;
break;
case GL_INDEX_OFFSET:
*params = ctx->Pixel.IndexOffset;
break;
case GL_INDEX_SHIFT:
*params = ctx->Pixel.IndexShift;
break;
case GL_INDEX_WRITEMASK:
*params = (GLint) ctx->Color.IndexMask;
break;
case GL_LIGHT0:
case GL_LIGHT1:
case GL_LIGHT2:
case GL_LIGHT3:
case GL_LIGHT4:
case GL_LIGHT5:
case GL_LIGHT6:
case GL_LIGHT7:
*params = (GLint) ctx->Light.Light[pname-GL_LIGHT0].Enabled;
break;
case GL_LIGHTING:
*params = (GLint) ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_INT( ctx->Light.Model.Ambient[0] );
params[1] = FLOAT_TO_INT( ctx->Light.Model.Ambient[1] );
params[2] = FLOAT_TO_INT( ctx->Light.Model.Ambient[2] );
params[3] = FLOAT_TO_INT( ctx->Light.Model.Ambient[3] );
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
params[0] = (GLint) ctx->Light.Model.ColorControl;
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = (GLint) ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (GLint) ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
*params = (GLint) ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
*params = (GLint) ctx->Hint.LineSmooth;
break;
case GL_LINE_STIPPLE:
*params = (GLint) ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLint) ctx->Line.StipplePattern;
break;
case GL_LINE_STIPPLE_REPEAT:
*params = (GLint) ctx->Line.StippleFactor;
break;
case GL_LINE_WIDTH:
*params = (GLint) ctx->Line.Width;
break;
case GL_LINE_WIDTH_GRANULARITY:
*params = (GLint) ctx->Const.LineWidthGranularity;
break;
case GL_LINE_WIDTH_RANGE:
params[0] = (GLint) ctx->Const.MinLineWidthAA;
params[1] = (GLint) ctx->Const.MaxLineWidthAA;
break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = (GLint) ctx->Const.MinLineWidth;
params[1] = (GLint) ctx->Const.MaxLineWidth;
break;
case GL_LIST_BASE:
*params = (GLint) ctx->List.ListBase;
break;
case GL_LIST_INDEX:
*params = (GLint) ctx->CurrentListNum;
break;
case GL_LIST_MODE:
*params = ctx->ExecuteFlag ? (GLint) GL_COMPILE_AND_EXECUTE
: (GLint) GL_COMPILE;
break;
case GL_INDEX_LOGIC_OP:
*params = (GLint) ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
*params = (GLint) ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
*params = (GLint) ctx->Color.LogicOp;
break;
case GL_MAP1_COLOR_4:
*params = (GLint) ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = (GLint) ctx->Eval.MapGrid1u1;
params[1] = (GLint) ctx->Eval.MapGrid1u2;
break;
case GL_MAP1_GRID_SEGMENTS:
*params = (GLint) ctx->Eval.MapGrid1un;
break;
case GL_MAP1_INDEX:
*params = (GLint) ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
*params = (GLint) ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
*params = (GLint) ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
*params = (GLint) ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
*params = (GLint) ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
*params = (GLint) ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
*params = (GLint) ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
*params = (GLint) ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
*params = (GLint) ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = (GLint) ctx->Eval.MapGrid2u1;
params[1] = (GLint) ctx->Eval.MapGrid2u2;
params[2] = (GLint) ctx->Eval.MapGrid2v1;
params[3] = (GLint) ctx->Eval.MapGrid2v2;
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = (GLint) ctx->Eval.MapGrid2un;
params[1] = (GLint) ctx->Eval.MapGrid2vn;
break;
case GL_MAP2_INDEX:
*params = (GLint) ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
*params = (GLint) ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
*params = (GLint) ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
*params = (GLint) ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
*params = (GLint) ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
*params = (GLint) ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
*params = (GLint) ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
*params = (GLint) ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
*params = (GLint) ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
*params = (GLint) ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
*params = (GLint) ctx->Transform.MatrixMode;
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
*params = (GLint) MAX_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*params = (GLint) MAX_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_MAX_CLIP_PLANES:
*params = (GLint) ctx->Const.MaxClipPlanes;
break;
case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */
*params = (GLint) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */
*params = (GLint) ctx->Const.MaxArrayLockSize;
break;
case GL_MAX_EVAL_ORDER:
*params = (GLint) MAX_EVAL_ORDER;
break;
case GL_MAX_LIGHTS:
*params = (GLint) ctx->Const.MaxLights;
break;
case GL_MAX_LIST_NESTING:
*params = (GLint) MAX_LIST_NESTING;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = (GLint) MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = (GLint) MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PIXEL_MAP_TABLE:
*params = (GLint) MAX_PIXEL_MAP_TABLE;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = (GLint) MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_SIZE:
*params = (1 << (ctx->Const.MaxTextureLevels - 1));
break;
case GL_MAX_3D_TEXTURE_SIZE:
*params = (1 << (ctx->Const.Max3DTextureLevels - 1));
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = (GLint) MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = (GLint) MAX_WIDTH;
params[1] = (GLint) MAX_HEIGHT;
break;
case GL_MODELVIEW_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->ModelviewMatrixStack.Top->m[i];
}
break;
case GL_MODELVIEW_STACK_DEPTH:
*params = (GLint) (ctx->ModelviewMatrixStack.Depth + 1);
break;
case GL_NAME_STACK_DEPTH:
*params = (GLint) ctx->Select.NameStackDepth;
break;
case GL_NORMALIZE:
*params = (GLint) ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
*params = ctx->Pack.Alignment;
break;
case GL_PACK_LSB_FIRST:
*params = (GLint) ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
*params = ctx->Pack.RowLength;
break;
case GL_PACK_SKIP_PIXELS:
*params = ctx->Pack.SkipPixels;
break;
case GL_PACK_SKIP_ROWS:
*params = ctx->Pack.SkipRows;
break;
case GL_PACK_SWAP_BYTES:
*params = (GLint) ctx->Pack.SwapBytes;
break;
case GL_PACK_SKIP_IMAGES_EXT:
*params = ctx->Pack.SkipImages;
break;
case GL_PACK_IMAGE_HEIGHT_EXT:
*params = ctx->Pack.ImageHeight;
break;
case GL_PACK_INVERT_MESA:
*params = ctx->Pack.Invert;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
*params = (GLint) ctx->Hint.PerspectiveCorrection;
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = ctx->Pixel.MapAtoAsize;
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
*params = ctx->Pixel.MapBtoBsize;
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
*params = ctx->Pixel.MapGtoGsize;
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
*params = ctx->Pixel.MapItoAsize;
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
*params = ctx->Pixel.MapItoBsize;
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
*params = ctx->Pixel.MapItoGsize;
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
*params = ctx->Pixel.MapItoIsize;
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
*params = ctx->Pixel.MapItoRsize;
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
*params = ctx->Pixel.MapRtoRsize;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
*params = ctx->Pixel.MapStoSsize;
break;
case GL_POINT_SIZE:
*params = (GLint) ctx->Point.Size;
break;
case GL_POINT_SIZE_GRANULARITY:
*params = (GLint) ctx->Const.PointSizeGranularity;
break;
case GL_POINT_SIZE_RANGE:
params[0] = (GLint) ctx->Const.MinPointSizeAA;
params[1] = (GLint) ctx->Const.MaxPointSizeAA;
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = (GLint) ctx->Const.MinPointSize;
params[1] = (GLint) ctx->Const.MaxPointSize;
break;
case GL_POINT_SMOOTH:
*params = (GLint) ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
*params = (GLint) ctx->Hint.PointSmooth;
break;
case GL_POINT_SIZE_MIN_EXT:
*params = (GLint) (ctx->Point.MinSize);
break;
case GL_POINT_SIZE_MAX_EXT:
*params = (GLint) (ctx->Point.MaxSize);
break;
case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
*params = (GLint) (ctx->Point.Threshold);
break;
case GL_DISTANCE_ATTENUATION_EXT:
params[0] = (GLint) (ctx->Point.Params[0]);
params[1] = (GLint) (ctx->Point.Params[1]);
params[2] = (GLint) (ctx->Point.Params[2]);
break;
case GL_POLYGON_MODE:
params[0] = (GLint) ctx->Polygon.FrontMode;
params[1] = (GLint) ctx->Polygon.BackMode;
break;
case GL_POLYGON_OFFSET_BIAS_EXT: /* GL_EXT_polygon_offset */
*params = (GLint) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_OFFSET_FACTOR:
*params = (GLint) ctx->Polygon.OffsetFactor;
break;
case GL_POLYGON_OFFSET_UNITS:
*params = (GLint) ctx->Polygon.OffsetUnits;
break;
case GL_POLYGON_SMOOTH:
*params = (GLint) ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
*params = (GLint) ctx->Hint.PolygonSmooth;
break;
case GL_POLYGON_STIPPLE:
*params = (GLint) ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->ProjectionMatrixStack.Top->m[i];
}
break;
case GL_PROJECTION_STACK_DEPTH:
*params = (GLint) (ctx->ProjectionMatrixStack.Depth + 1);
break;
case GL_READ_BUFFER:
*params = (GLint) ctx->Pixel.ReadBuffer;
break;
case GL_RED_BIAS:
*params = (GLint) ctx->Pixel.RedBias;
break;
case GL_RED_BITS:
*params = (GLint) ctx->Visual.redBits;
break;
case GL_RED_SCALE:
*params = (GLint) ctx->Pixel.RedScale;
break;
case GL_RENDER_MODE:
*params = (GLint) ctx->RenderMode;
break;
case GL_RESCALE_NORMAL:
*params = (GLint) ctx->Transform.RescaleNormals;
break;
case GL_RGBA_MODE:
*params = (GLint) ctx->Visual.rgbMode;
break;
case GL_SCISSOR_BOX:
params[0] = (GLint) ctx->Scissor.X;
params[1] = (GLint) ctx->Scissor.Y;
params[2] = (GLint) ctx->Scissor.Width;
params[3] = (GLint) ctx->Scissor.Height;
break;
case GL_SCISSOR_TEST:
*params = (GLint) ctx->Scissor.Enabled;
break;
case GL_SELECTION_BUFFER_SIZE:
*params = (GLint) ctx->Select.BufferSize;
break;
case GL_SHADE_MODEL:
*params = (GLint) ctx->Light.ShadeModel;
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
*params = (GLint) ctx->Texture.SharedPalette;
break;
case GL_STENCIL_BITS:
*params = ctx->Visual.stencilBits;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = (GLint) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
*params = (GLint) ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_FUNC:
*params = (GLint) ctx->Stencil.Function[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = (GLint) ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_PASS:
*params = (GLint) ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_REF:
*params = (GLint) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLint) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
*params = (GLint) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
*params = (GLint) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLint) ctx->Visual.stereoMode;
break;
case GL_SUBPIXEL_BITS:
*params = ctx->Const.SubPixelBits;
break;
case GL_TEXTURE_1D:
*params = _mesa_IsEnabled(GL_TEXTURE_1D) ? 1 : 0;
break;
case GL_TEXTURE_2D:
*params = _mesa_IsEnabled(GL_TEXTURE_2D) ? 1 : 0;
break;
case GL_TEXTURE_3D:
*params = _mesa_IsEnabled(GL_TEXTURE_3D) ? 1 : 0;
break;
case GL_TEXTURE_BINDING_1D:
*params = textureUnit->Current1D->Name;
break;
case GL_TEXTURE_BINDING_2D:
*params = textureUnit->Current2D->Name;
break;
case GL_TEXTURE_BINDING_3D:
*params = textureUnit->Current3D->Name;
break;
case GL_TEXTURE_ENV_COLOR:
params[0] = FLOAT_TO_INT( textureUnit->EnvColor[0] );
params[1] = FLOAT_TO_INT( textureUnit->EnvColor[1] );
params[2] = FLOAT_TO_INT( textureUnit->EnvColor[2] );
params[3] = FLOAT_TO_INT( textureUnit->EnvColor[3] );
break;
case GL_TEXTURE_ENV_MODE:
*params = (GLint) textureUnit->EnvMode;
break;
case GL_TEXTURE_GEN_S:
*params = (textureUnit->TexGenEnabled & S_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_T:
*params = (textureUnit->TexGenEnabled & T_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_R:
*params = (textureUnit->TexGenEnabled & R_BIT) ? 1 : 0;
break;
case GL_TEXTURE_GEN_Q:
*params = (textureUnit->TexGenEnabled & Q_BIT) ? 1 : 0;
break;
case GL_TEXTURE_MATRIX:
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->TextureMatrixStack[texUnit].Top->m[i];
}
break;
case GL_TEXTURE_STACK_DEPTH:
*params = (GLint) (ctx->TextureMatrixStack[texUnit].Depth + 1);
break;
case GL_UNPACK_ALIGNMENT:
*params = ctx->Unpack.Alignment;
break;
case GL_UNPACK_LSB_FIRST:
*params = (GLint) ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*params = ctx->Unpack.RowLength;
break;
case GL_UNPACK_SKIP_PIXELS:
*params = ctx->Unpack.SkipPixels;
break;
case GL_UNPACK_SKIP_ROWS:
*params = ctx->Unpack.SkipRows;
break;
case GL_UNPACK_SWAP_BYTES:
*params = (GLint) ctx->Unpack.SwapBytes;
break;
case GL_UNPACK_SKIP_IMAGES_EXT:
*params = ctx->Unpack.SkipImages;
break;
case GL_UNPACK_IMAGE_HEIGHT_EXT:
*params = ctx->Unpack.ImageHeight;
break;
case GL_UNPACK_CLIENT_STORAGE_APPLE:
*params = ctx->Unpack.ClientStorage;
break;
case GL_VIEWPORT:
params[0] = (GLint) ctx->Viewport.X;
params[1] = (GLint) ctx->Viewport.Y;
params[2] = (GLint) ctx->Viewport.Width;
params[3] = (GLint) ctx->Viewport.Height;
break;
case GL_ZOOM_X:
*params = (GLint) ctx->Pixel.ZoomX;
break;
case GL_ZOOM_Y:
*params = (GLint) ctx->Pixel.ZoomY;
break;
case GL_VERTEX_ARRAY:
*params = (GLint) ctx->Array.Vertex.Enabled;
break;
case GL_VERTEX_ARRAY_SIZE:
*params = ctx->Array.Vertex.Size;
break;
case GL_VERTEX_ARRAY_TYPE:
*params = ctx->Array.Vertex.Type;
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = ctx->Array.Vertex.Stride;
break;
case GL_VERTEX_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_NORMAL_ARRAY:
*params = (GLint) ctx->Array.Normal.Enabled;
break;
case GL_NORMAL_ARRAY_TYPE:
*params = ctx->Array.Normal.Type;
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = ctx->Array.Normal.Stride;
break;
case GL_NORMAL_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_COLOR_ARRAY:
*params = (GLint) ctx->Array.Color.Enabled;
break;
case GL_COLOR_ARRAY_SIZE:
*params = ctx->Array.Color.Size;
break;
case GL_COLOR_ARRAY_TYPE:
*params = ctx->Array.Color.Type;
break;
case GL_COLOR_ARRAY_STRIDE:
*params = ctx->Array.Color.Stride;
break;
case GL_COLOR_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_INDEX_ARRAY:
*params = (GLint) ctx->Array.Index.Enabled;
break;
case GL_INDEX_ARRAY_TYPE:
*params = ctx->Array.Index.Type;
break;
case GL_INDEX_ARRAY_STRIDE:
*params = ctx->Array.Index.Stride;
break;
case GL_INDEX_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_TEXTURE_COORD_ARRAY:
*params = (GLint) ctx->Array.TexCoord[texUnit].Enabled;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = ctx->Array.TexCoord[texUnit].Size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*params = ctx->Array.TexCoord[texUnit].Type;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = ctx->Array.TexCoord[texUnit].Stride;
break;
case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
*params = 0;
break;
case GL_EDGE_FLAG_ARRAY:
*params = (GLint) ctx->Array.EdgeFlag.Enabled;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*params = ctx->Array.EdgeFlag.Stride;
break;
case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
*params = 0;
break;
/* GL_ARB_multitexture */
case GL_MAX_TEXTURE_UNITS_ARB:
CHECK_EXTENSION_I(ARB_multitexture, pname);
*params = ctx->Const.MaxTextureUnits;
break;
case GL_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_I(ARB_multitexture, pname);
*params = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
CHECK_EXTENSION_I(ARB_multitexture, pname);
*params = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
break;
/* GL_ARB_texture_cube_map */
case GL_TEXTURE_CUBE_MAP_ARB:
CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
*params = (GLint) _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
break;
case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
*params = textureUnit->CurrentCubeMap->Name;
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
CHECK_EXTENSION_I(ARB_texture_cube_map, pname);
*params = (1 << (ctx->Const.MaxCubeTextureLevels - 1));
break;
/* GL_ARB_texture_compression */
case GL_TEXTURE_COMPRESSION_HINT_ARB:
CHECK_EXTENSION_I(ARB_texture_compression, pname);
*params = (GLint) ctx->Hint.TextureCompression;
break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_I(ARB_texture_compression, pname);
*params = (GLint) _mesa_get_compressed_formats(ctx, NULL);
break;
case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
CHECK_EXTENSION_I(ARB_texture_compression, pname);
(void) _mesa_get_compressed_formats(ctx, params);
break;
/* GL_EXT_compiled_vertex_array */
case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
*params = ctx->Array.LockFirst;
break;
case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
CHECK_EXTENSION_I(EXT_compiled_vertex_array, pname);
*params = ctx->Array.LockCount;
break;
/* GL_ARB_transpose_matrix */
case GL_TRANSPOSE_COLOR_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ColorMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLint) tm[i];
}
}
break;
case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ModelviewMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLint) tm[i];
}
}
break;
case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->ProjectionMatrixStack.Top->m);
for (i=0;i<16;i++) {
params[i] = (GLint) tm[i];
}
}
break;
case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
{
GLfloat tm[16];
GLuint i;
_math_transposef(tm, ctx->TextureMatrixStack[texUnit].Top->m);
for (i=0;i<16;i++) {
params[i] = (GLint) tm[i];
}
}
break;
/* GL_HP_occlusion_test */
case GL_OCCLUSION_TEST_HP:
CHECK_EXTENSION_I(HP_occlusion_test, pname);
*params = (GLint) ctx->Depth.OcclusionTest;
break;
case GL_OCCLUSION_TEST_RESULT_HP:
CHECK_EXTENSION_I(HP_occlusion_test, pname);
if (ctx->Depth.OcclusionTest)
*params = (GLint) ctx->OcclusionResult;
else
*params = (GLint) ctx->OcclusionResultSaved;
/* reset flag now */
ctx->OcclusionResult = GL_FALSE;
ctx->OcclusionResultSaved = GL_FALSE;
break;
/* GL_SGIS_pixel_texture */
case GL_PIXEL_TEXTURE_SGIS:
CHECK_EXTENSION_I(SGIS_pixel_texture, pname);
*params = (GLint) ctx->Pixel.PixelTextureEnabled;
break;
/* GL_SGIX_pixel_texture */
case GL_PIXEL_TEX_GEN_SGIX:
CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
*params = (GLint) ctx->Pixel.PixelTextureEnabled;
break;
case GL_PIXEL_TEX_GEN_MODE_SGIX:
CHECK_EXTENSION_I(SGIX_pixel_texture, pname);
*params = (GLint) pixel_texgen_mode(ctx);
break;
/* GL_SGI_color_matrix (also in 1.2 imaging) */
case GL_COLOR_MATRIX_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
for (i=0;i<16;i++) {
params[i] = (GLint) ctx->ColorMatrixStack.Top->m[i];
}
break;
case GL_COLOR_MATRIX_STACK_DEPTH_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = ctx->ColorMatrixStack.Depth + 1;
break;
case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = MAX_COLOR_STACK_DEPTH;
break;
case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixScale[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixScale[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixScale[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixScale[3];
break;
case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixBias[0];
break;
case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixBias[1];
break;
case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixBias[2];
break;
case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
CHECK_EXTENSION_I(SGI_color_matrix, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixBias[3];
break;
/* GL_EXT_convolution (also in 1.2 imaging) */
case GL_CONVOLUTION_1D_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.Convolution1DEnabled;
break;
case GL_CONVOLUTION_2D:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.Convolution2DEnabled;
break;
case GL_SEPARABLE_2D:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.Separable2DEnabled;
break;
case GL_POST_CONVOLUTION_RED_SCALE_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionScale[0];
break;
case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionScale[1];
break;
case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionScale[2];
break;
case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionScale[3];
break;
case GL_POST_CONVOLUTION_RED_BIAS_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionBias[0];
break;
case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionBias[1];
break;
case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionBias[2];
break;
case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
CHECK_EXTENSION_I(EXT_convolution, pname);
*params = (GLint) ctx->Pixel.PostConvolutionBias[2];
break;
/* GL_EXT_histogram (also in 1.2 imaging) */
case GL_HISTOGRAM:
CHECK_EXTENSION_I(EXT_histogram, pname);
*params = (GLint) ctx->Pixel.HistogramEnabled;
break;
case GL_MINMAX:
CHECK_EXTENSION_I(EXT_histogram, pname);
*params = (GLint) ctx->Pixel.MinMaxEnabled;
break;
/* GL_SGI_color_table (also in 1.2 imaging */
case GL_COLOR_TABLE_SGI:
CHECK_EXTENSION_I(SGI_color_table, pname);
*params = (GLint) ctx->Pixel.ColorTableEnabled;
break;
case GL_POST_CONVOLUTION_COLOR_TABLE_SGI:
CHECK_EXTENSION_I(SGI_color_table, pname);
*params = (GLint) ctx->Pixel.PostConvolutionColorTableEnabled;
break;
case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI:
CHECK_EXTENSION_I(SGI_color_table, pname);
*params = (GLint) ctx->Pixel.PostColorMatrixColorTableEnabled;
break;
/* GL_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]) );
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.Stride;
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;
/* GL_EXT_texture_lod_bias */
case GL_MAX_TEXTURE_LOD_BIAS_EXT:
*params = (GLint) ctx->Const.MaxTextureLodBias;
break;
/* GL_EXT_texture_filter_anisotropic */
case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
CHECK_EXTENSION_I(EXT_texture_filter_anisotropic, pname);
*params = (GLint) ctx->Const.MaxTextureMaxAnisotropy;
break;
/* GL_ARB_multisample */
case GL_MULTISAMPLE_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.Enabled;
break;
case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.SampleAlphaToCoverage;
break;
case GL_SAMPLE_ALPHA_TO_ONE_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.SampleAlphaToOne;
break;
case GL_SAMPLE_COVERAGE_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.SampleCoverage;
break;
case GL_SAMPLE_COVERAGE_VALUE_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.SampleCoverageValue;
break;
case GL_SAMPLE_COVERAGE_INVERT_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = (GLint) ctx->Multisample.SampleCoverageInvert;
break;
case GL_SAMPLE_BUFFERS_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = 0; /* XXX fix someday */
break;
case GL_SAMPLES_ARB:
CHECK_EXTENSION_I(ARB_multisample, pname);
*params = 0; /* XXX fix someday */
break;
/* GL_IBM_rasterpos_clip */
case GL_RASTER_POSITION_UNCLIPPED_IBM:
CHECK_EXTENSION_I(IBM_rasterpos_clip, pname);
*params = (GLint) ctx->Transform.RasterPositionUnclipped;
break;
/* GL_NV_point_sprite */
case GL_POINT_SPRITE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLint) ctx->Point.PointSprite;
break;
case GL_POINT_SPRITE_R_MODE_NV:
CHECK_EXTENSION_B(NV_point_sprite, pname);
*params = (GLint) ctx->Point.SpriteRMode;
break;
/* GL_SGIS_generate_mipmap */
case GL_GENERATE_MIPMAP_HINT_SGIS:
CHECK_EXTENSION_I(SGIS_generate_mipmap, pname);
*params = (GLint) ctx->Hint.GenerateMipmap;
break;
#if FEATURE_NV_vertex_program
case GL_VERTEX_PROGRAM_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->VertexProgram.Enabled;
break;
case GL_VERTEX_PROGRAM_POINT_SIZE_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->VertexProgram.PointSizeEnabled;
break;
case GL_VERTEX_PROGRAM_TWO_SIDE_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->VertexProgram.TwoSideEnabled;
break;
case GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = MAX_PROGRAM_STACK_DEPTH;
break;
case GL_MAX_TRACK_MATRICES_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = MAX_PROGRAM_MATRICES;
break;
case GL_CURRENT_MATRIX_STACK_DEPTH_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = ctx->CurrentStack->Depth;
break;
case GL_CURRENT_MATRIX_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->Transform.MatrixMode;
break;
case GL_VERTEX_PROGRAM_BINDING_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->VertexProgram.CurrentID;
break;
case GL_PROGRAM_ERROR_POSITION_NV:
CHECK_EXTENSION_I(NV_vertex_program, pname);
*params = (GLint) ctx->VertexProgram.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_B(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_B(NV_vertex_program, pname);
{
GLuint n = (GLuint) pname - GL_MAP2_VERTEX_ATTRIB0_4_NV;
*params = (GLint) ctx->Eval.Map2Attrib[n];
}
break;
/* 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;
#endif /* FEATURE_NV_vertex_program */
/* 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;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
}
}
void
_mesa_GetPointerv( GLenum pname, GLvoid **params )
{
GET_CURRENT_CONTEXT(ctx);
GLuint texUnit = ctx->Texture.CurrentUnit;
ASSERT_OUTSIDE_BEGIN_END(ctx);
if (!params)
return;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetPointerv %s\n", _mesa_lookup_enum_by_nr(pname));
if (ctx->Driver.GetPointerv
&& (*ctx->Driver.GetPointerv)(ctx, pname, params))
return;
switch (pname) {
case GL_VERTEX_ARRAY_POINTER:
*params = ctx->Array.Vertex.Ptr;
break;
case GL_NORMAL_ARRAY_POINTER:
*params = ctx->Array.Normal.Ptr;
break;
case GL_COLOR_ARRAY_POINTER:
*params = ctx->Array.Color.Ptr;
break;
case GL_SECONDARY_COLOR_ARRAY_POINTER_EXT:
*params = ctx->Array.SecondaryColor.Ptr;
break;
case GL_FOG_COORDINATE_ARRAY_POINTER_EXT:
*params = ctx->Array.FogCoord.Ptr;
break;
case GL_INDEX_ARRAY_POINTER:
*params = ctx->Array.Index.Ptr;
break;
case GL_TEXTURE_COORD_ARRAY_POINTER:
*params = ctx->Array.TexCoord[texUnit].Ptr;
break;
case GL_EDGE_FLAG_ARRAY_POINTER:
*params = ctx->Array.EdgeFlag.Ptr;
break;
case GL_FEEDBACK_BUFFER_POINTER:
*params = ctx->Feedback.Buffer;
break;
case GL_SELECTION_BUFFER_POINTER:
*params = ctx->Select.Buffer;
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetPointerv" );
return;
}
}
const GLubyte *
_mesa_GetString( GLenum name )
{
GET_CURRENT_CONTEXT(ctx);
static const char *vendor = "Brian Paul";
static const char *renderer = "Mesa";
static const char *version_1_2 = "1.2 Mesa 5.1";
static const char *version_1_3 = "1.3 Mesa 5.1";
static const char *version_1_4 = "1.4 Mesa 5.1";
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
/* this is a required driver function */
assert(ctx->Driver.GetString);
{
const GLubyte *str = (*ctx->Driver.GetString)(ctx, name);
if (str)
return str;
switch (name) {
case GL_VENDOR:
return (const GLubyte *) vendor;
case GL_RENDERER:
return (const GLubyte *) renderer;
case GL_VERSION:
if (ctx->Extensions.ARB_multisample &&
ctx->Extensions.ARB_multitexture &&
ctx->Extensions.ARB_texture_border_clamp &&
ctx->Extensions.ARB_texture_compression &&
ctx->Extensions.ARB_texture_cube_map &&
ctx->Extensions.EXT_texture_env_add &&
ctx->Extensions.ARB_texture_env_combine &&
ctx->Extensions.ARB_texture_env_dot3) {
if (ctx->Extensions.ARB_depth_texture &&
ctx->Extensions.ARB_shadow &&
ctx->Extensions.ARB_texture_env_crossbar &&
ctx->Extensions.ARB_texture_mirrored_repeat &&
ctx->Extensions.ARB_window_pos &&
ctx->Extensions.EXT_blend_color &&
ctx->Extensions.EXT_blend_func_separate &&
ctx->Extensions.EXT_blend_logic_op &&
ctx->Extensions.EXT_blend_minmax &&
ctx->Extensions.EXT_blend_subtract &&
ctx->Extensions.EXT_fog_coord &&
ctx->Extensions.EXT_multi_draw_arrays &&
ctx->Extensions.EXT_point_parameters && /*aka ARB*/
ctx->Extensions.EXT_secondary_color &&
ctx->Extensions.EXT_stencil_wrap &&
ctx->Extensions.SGIS_generate_mipmap) {
return (const GLubyte *) version_1_4;
}
else {
return (const GLubyte *) version_1_3;
}
}
else {
return (const GLubyte *) version_1_2;
}
case GL_EXTENSIONS:
return (const GLubyte *) _mesa_extensions_get_string(ctx);
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetString" );
return (const GLubyte *) 0;
}
}
}
/*
* Execute a glGetError command
*/
GLenum
_mesa_GetError( void )
{
GET_CURRENT_CONTEXT(ctx);
GLenum e = ctx->ErrorValue;
ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glGetError <-- %s\n", _mesa_lookup_enum_by_nr(e));
ctx->ErrorValue = (GLenum) GL_NO_ERROR;
return e;
}