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Diffstat (limited to 'src/mesa/es/main/get_es1.c')
-rw-r--r--src/mesa/es/main/get_es1.c2163
1 files changed, 2163 insertions, 0 deletions
diff --git a/src/mesa/es/main/get_es1.c b/src/mesa/es/main/get_es1.c
new file mode 100644
index 0000000000..6fd9d3896f
--- /dev/null
+++ b/src/mesa/es/main/get_es1.c
@@ -0,0 +1,2163 @@
+
+/***
+ *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py
+ ***/
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/enable.h"
+#include "main/extensions.h"
+#include "main/fbobject.h"
+#include "main/get.h"
+#include "main/macros.h"
+#include "main/mtypes.h"
+#include "main/state.h"
+#include "main/texcompress.h"
+
+
+/* ES1 tokens that should be in gl.h but aren't */
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+
+
+/* ES2 special tokens */
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_SHADER_COMPILER 0x8DFA
+#define GL_PLATFORM_BINARY 0x8D63
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+
+
+#ifndef GL_OES_matrix_get
+#define GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES 0x898D
+#define GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES 0x898E
+#define GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES 0x898F
+#endif
+
+#ifndef GL_OES_compressed_paletted_texture
+#define GL_PALETTE4_RGB8_OES 0x8B90
+#define GL_PALETTE4_RGBA8_OES 0x8B91
+#define GL_PALETTE4_R5_G6_B5_OES 0x8B92
+#define GL_PALETTE4_RGBA4_OES 0x8B93
+#define GL_PALETTE4_RGB5_A1_OES 0x8B94
+#define GL_PALETTE8_RGB8_OES 0x8B95
+#define GL_PALETTE8_RGBA8_OES 0x8B96
+#define GL_PALETTE8_R5_G6_B5_OES 0x8B97
+#define GL_PALETTE8_RGBA4_OES 0x8B98
+#define GL_PALETTE8_RGB5_A1_OES 0x8B99
+#endif
+
+
+#define FLOAT_TO_BOOLEAN(X) ( (X) ? GL_TRUE : GL_FALSE )
+
+#define INT_TO_BOOLEAN(I) ( (I) ? GL_TRUE : GL_FALSE )
+
+#define BOOLEAN_TO_INT(B) ( (GLint) (B) )
+#define BOOLEAN_TO_FLOAT(B) ( (B) ? 1.0F : 0.0F )
+
+
+/*
+ * Check if named extension is enabled, if not generate error and return.
+ */
+#define CHECK_EXT1(EXT1, FUNC) \
+ if (!ctx->Extensions.EXT1) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \
+ return; \
+ }
+
+/*
+ * Check if either of two extensions is enabled.
+ */
+#define CHECK_EXT2(EXT1, EXT2, FUNC) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \
+ return; \
+ }
+
+/*
+ * Check if either of three extensions is enabled.
+ */
+#define CHECK_EXT3(EXT1, EXT2, EXT3, FUNC) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \
+ !ctx->Extensions.EXT3) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \
+ return; \
+ }
+
+/*
+ * Check if either of four extensions is enabled.
+ */
+#define CHECK_EXT4(EXT1, EXT2, EXT3, EXT4, FUNC) \
+ if (!ctx->Extensions.EXT1 && !ctx->Extensions.EXT2 && \
+ !ctx->Extensions.EXT3 && !ctx->Extensions.EXT4) { \
+ _mesa_error(ctx, GL_INVALID_ENUM, FUNC "(0x%x)", (int) pname); \
+ return; \
+ }
+
+
+
+/**
+ * List of compressed texture formats supported by ES.
+ */
+static GLenum compressed_formats[] = {
+ GL_PALETTE4_RGB8_OES,
+ GL_PALETTE4_RGBA8_OES,
+ GL_PALETTE4_R5_G6_B5_OES,
+ GL_PALETTE4_RGBA4_OES,
+ GL_PALETTE4_RGB5_A1_OES,
+ GL_PALETTE8_RGB8_OES,
+ GL_PALETTE8_RGBA8_OES,
+ GL_PALETTE8_R5_G6_B5_OES,
+ GL_PALETTE8_RGBA4_OES,
+ GL_PALETTE8_RGB5_A1_OES
+};
+
+#define ARRAY_SIZE(A) (sizeof(A) / sizeof(A[0]))
+
+
+void GLAPIENTRY
+_mesa_GetBooleanv( GLenum pname, GLboolean *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ switch (pname) {
+ case GL_ALPHA_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.alphaBits);
+ break;
+ case GL_BLEND:
+ params[0] = ctx->Color.BlendEnabled;
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLUE_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.blueBits);
+ break;
+ case GL_COLOR_CLEAR_VALUE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Color.ClearColor[3]);
+ break;
+ case GL_COLOR_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
+ params[1] = INT_TO_BOOLEAN(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
+ params[2] = INT_TO_BOOLEAN(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
+ params[3] = INT_TO_BOOLEAN(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
+ break;
+ case GL_CULL_FACE:
+ params[0] = ctx->Polygon.CullFlag;
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.depthBits);
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.Clear);
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Viewport.Near);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Viewport.Far);
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = ctx->Depth.Test;
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = ctx->Depth.Mask;
+ break;
+ case GL_DITHER:
+ params[0] = ctx->Color.DitherFlag;
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits);
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);
+ params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize);
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor );
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );
+ break;
+ case GL_RED_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.redBits);
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = INT_TO_BOOLEAN(ctx->Scissor.X);
+ params[1] = INT_TO_BOOLEAN(ctx->Scissor.Y);
+ params[2] = INT_TO_BOOLEAN(ctx->Scissor.Width);
+ params[3] = INT_TO_BOOLEAN(ctx->Scissor.Height);
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = ctx->Scissor.Enabled;
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.stencilBits);
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear);
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = ctx->Stencil.Enabled;
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits);
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_2D_INDEX]->Name);
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment);
+ break;
+ case GL_VIEWPORT:
+ params[0] = INT_TO_BOOLEAN(ctx->Viewport.X);
+ params[1] = INT_TO_BOOLEAN(ctx->Viewport.Y);
+ params[2] = INT_TO_BOOLEAN(ctx->Viewport.Width);
+ params[3] = INT_TO_BOOLEAN(ctx->Viewport.Height);
+ break;
+ case GL_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_CUBE_INDEX]->Name);
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendEquationA );
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = ctx->Multisample.SampleAlphaToCoverage;
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = ctx->Multisample.SampleCoverage;
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue);
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = ctx->Multisample.SampleCoverageInvert;
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.sampleBuffers);
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.samples);
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXT1(SGIS_generate_mipmap, "_mesa_GetBooleanv");
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat);
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Name);
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ params[0] = INT_TO_BOOLEAN(ARRAY_SIZE(compressed_formats));
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ {
+
+ int i;
+ for (i = 0; i < ARRAY_SIZE(compressed_formats); i++) {
+ params[i] = compressed_formats[i];
+ }
+ }
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = ctx->Polygon.OffsetFill;
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);
+ break;
+ case GL_LIGHT0:
+ params[0] = ctx->Light.Light[0].Enabled;
+ break;
+ case GL_LIGHT1:
+ params[0] = ctx->Light.Light[1].Enabled;
+ break;
+ case GL_LIGHT2:
+ params[0] = ctx->Light.Light[2].Enabled;
+ break;
+ case GL_LIGHT3:
+ params[0] = ctx->Light.Light[3].Enabled;
+ break;
+ case GL_LIGHT4:
+ params[0] = ctx->Light.Light[4].Enabled;
+ break;
+ case GL_LIGHT5:
+ params[0] = ctx->Light.Light[5].Enabled;
+ break;
+ case GL_LIGHT6:
+ params[0] = ctx->Light.Light[6].Enabled;
+ break;
+ case GL_LIGHT7:
+ params[0] = ctx->Light.Light[7].Enabled;
+ break;
+ case GL_LIGHTING:
+ params[0] = ctx->Light.Enabled;
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = ctx->Light.Model.TwoSide;
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = ctx->Color.AlphaEnabled;
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Color.AlphaRef);
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB);
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 0) & 1;
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 1) & 1;
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 2) & 1;
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 3) & 1;
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 4) & 1;
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = (ctx->Transform.ClipPlanesEnabled >> 5) & 1;
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = ctx->Light.ColorMaterialEnabled;
+ break;
+ case GL_CURRENT_COLOR:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]);
+ }
+ break;
+ case GL_CURRENT_NORMAL:
+ {
+ FLUSH_CURRENT(ctx, 0);
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]);
+ }
+ break;
+ case GL_CURRENT_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
+ }
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Params[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Point.Params[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Point.Params[2]);
+ break;
+ case GL_FOG:
+ params[0] = ctx->Fog.Enabled;
+ break;
+ case GL_FOG_COLOR:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);
+ params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);
+ params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);
+ break;
+ case GL_FOG_END:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = ctx->Line.SmoothFlag;
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = ctx->Color.ColorLogicOpEnabled;
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);
+ break;
+ case GL_NORMALIZE:
+ params[0] = ctx->Transform.Normalize;
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages);
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_POINT_SIZE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSizeAA);
+ params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSizeAA);
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = ctx->Point.SmoothFlag;
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize);
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize);
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold);
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1);
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = ctx->Transform.RescaleNormals;
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel);
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_2D);
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
+ params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
+ params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
+ params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
+ params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
+ params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
+ params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
+ params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
+ params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
+ params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
+ params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
+ params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
+ params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
+ params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
+ params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
+ params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = ctx->Array.ArrayObj->Vertex.Enabled;
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Size);
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Stride);
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Stride);
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = ctx->Array.ArrayObj->Color.Enabled;
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Size);
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Stride);
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride);
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureUnits);
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0);
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0);
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = ctx->Multisample.Enabled;
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetBooleanv");
+ params[0] = ctx->Multisample.SampleAlphaToOne;
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.BufferObj->Name);
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.BufferObj->Name);
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.BufferObj->Name);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
+ break;
+ case GL_POINT_SPRITE_NV:
+ params[0] = ctx->Point.PointSprite;
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_fragment_shader, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Const.FragmentProgram.MaxUniformComponents);
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Const.VertexProgram.MaxUniformComponents);
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetBooleanv");
+ params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVarying * 4);
+ break;
+ case GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix =
+ ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_POINT_SIZE_ARRAY_OES:
+ params[0] = ctx->Array.ArrayObj->PointSize.Enabled;
+ break;
+ case GL_POINT_SIZE_ARRAY_TYPE_OES:
+ params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->PointSize.Type);
+ break;
+ case GL_POINT_SIZE_ARRAY_STRIDE_OES:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->PointSize.Stride);
+ break;
+ case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
+ params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->PointSize.BufferObj->Name);
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXT1(EXT_texture_filter_anisotropic, "_mesa_GetBooleanv");
+ params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl_mesa_GetBooleanv(pname=0x%x)", pname);
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetFloatv( GLenum pname, GLfloat *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ switch (pname) {
+ case GL_ALPHA_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.alphaBits);
+ break;
+ case GL_BLEND:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled);
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLUE_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.blueBits);
+ 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_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Color.ColorMask[RCOMP] ? 1 : 0);
+ params[1] = (GLfloat)(ctx->Color.ColorMask[GCOMP] ? 1 : 0);
+ params[2] = (GLfloat)(ctx->Color.ColorMask[BCOMP] ? 1 : 0);
+ params[3] = (GLfloat)(ctx->Color.ColorMask[ACOMP] ? 1 : 0);
+ break;
+ case GL_CULL_FACE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.CullFlag);
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits);
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = ctx->Depth.Clear;
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = ctx->Viewport.Near;
+ params[1] = ctx->Viewport.Far;
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Test);
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.Mask);
+ break;
+ case GL_DITHER:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.DitherFlag);
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.greenBits);
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = ctx->Line.Width;
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = ctx->Const.MinLineWidth;
+ params[1] = ctx->Const.MaxLineWidth;
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize);
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = (GLfloat)(1 << (ctx->Const.MaxTextureLevels - 1));
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = (GLfloat)(ctx->Const.MaxViewportWidth);
+ params[1] = (GLfloat)(ctx->Const.MaxViewportHeight);
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = (GLfloat)(ctx->Pack.Alignment);
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = ctx->Const.MinPointSize;
+ params[1] = ctx->Const.MaxPointSize;
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = ctx->Polygon.OffsetFactor ;
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = ctx->Polygon.OffsetUnits ;
+ break;
+ case GL_RED_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.redBits);
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = (GLfloat)(ctx->Scissor.X);
+ params[1] = (GLfloat)(ctx->Scissor.Y);
+ params[2] = (GLfloat)(ctx->Scissor.Width);
+ params[3] = (GLfloat)(ctx->Scissor.Height);
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled);
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.stencilBits);
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = (GLfloat)(ctx->Stencil.Clear);
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = (GLfloat)(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.Enabled);
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = (GLfloat)(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = (GLfloat)(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = (GLfloat)(ctx->Const.SubPixelBits);
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_2D_INDEX]->Name);
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = (GLfloat)(ctx->Unpack.Alignment);
+ 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_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_CUBE_INDEX]->Name);
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendEquationA );
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = ctx->Multisample.SampleCoverageValue;
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert);
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.sampleBuffers);
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->DrawBuffer->Visual.samples);
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXT1(SGIS_generate_mipmap, "_mesa_GetFloatv");
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ params[0] = (GLfloat)(ctx->Const.ColorReadType);
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ params[0] = (GLfloat)(ctx->Const.ColorReadFormat);
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ params[0] = (GLfloat)(ctx->DrawBuffer->Name);
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0);
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ params[0] = (GLfloat)(ARRAY_SIZE(compressed_formats));
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ {
+
+ int i;
+ for (i = 0; i < ARRAY_SIZE(compressed_formats); i++) {
+ params[i] = compressed_formats[i];
+ }
+ }
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetFill);
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = (GLfloat)(ctx->Const.MaxLights);
+ break;
+ case GL_LIGHT0:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[0].Enabled);
+ break;
+ case GL_LIGHT1:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[1].Enabled);
+ break;
+ case GL_LIGHT2:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[2].Enabled);
+ break;
+ case GL_LIGHT3:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[3].Enabled);
+ break;
+ case GL_LIGHT4:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[4].Enabled);
+ break;
+ case GL_LIGHT5:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[5].Enabled);
+ break;
+ case GL_LIGHT6:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[6].Enabled);
+ break;
+ case GL_LIGHT7:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Light[7].Enabled);
+ break;
+ case GL_LIGHTING:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Enabled);
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = ctx->Light.Model.Ambient[0];
+ params[1] = ctx->Light.Model.Ambient[1];
+ params[2] = ctx->Light.Model.Ambient[2];
+ params[3] = ctx->Light.Model.Ambient[3];
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide);
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.AlphaEnabled);
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = ctx->Color.AlphaRef;
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = (GLfloat)(ctx->Const.MaxClipPlanes);
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = BOOLEAN_TO_FLOAT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled);
+ 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_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_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0];
+ params[1] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1];
+ params[2] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2];
+ params[3] = ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3];
+ }
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = ctx->Point.Params[0];
+ params[1] = ctx->Point.Params[1];
+ params[2] = ctx->Point.Params[2];
+ break;
+ case GL_FOG:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.Enabled);
+ break;
+ case GL_FOG_COLOR:
+ params[0] = ctx->Fog.Color[0];
+ params[1] = ctx->Fog.Color[1];
+ params[2] = ctx->Fog.Color[2];
+ params[3] = ctx->Fog.Color[3];
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = ctx->Fog.Density;
+ break;
+ case GL_FOG_END:
+ params[0] = ctx->Fog.End;
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.Fog);
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = ctx->Fog.Start;
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Line.SmoothFlag);
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = ctx->Const.MinLineWidthAA;
+ params[1] = ctx->Const.MaxLineWidthAA;
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Color.ColorLogicOpEnabled);
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Color.LogicOp);
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH);
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_PROJECTION_STACK_DEPTH);
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH);
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->ModelviewMatrixStack.Depth + 1);
+ break;
+ case GL_NORMALIZE:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize);
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = (GLfloat)(ctx->Pack.SkipImages);
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_POINT_SIZE:
+ params[0] = ctx->Point.Size;
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = ctx->Const.MinPointSizeAA;
+ params[1] = ctx->Const.MaxPointSizeAA;
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.SmoothFlag);
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_FLOAT(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = ctx->Point.MinSize;
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = ctx->Point.MaxSize;
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = ctx->Point.Threshold;
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->ProjectionMatrixStack.Depth + 1);
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RescaleNormals);
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel);
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D));
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = matrix[0];
+ params[1] = matrix[1];
+ params[2] = matrix[2];
+ params[3] = matrix[3];
+ params[4] = matrix[4];
+ params[5] = matrix[5];
+ params[6] = matrix[6];
+ params[7] = matrix[7];
+ params[8] = matrix[8];
+ params[9] = matrix[9];
+ params[10] = matrix[10];
+ params[11] = matrix[11];
+ params[12] = matrix[12];
+ params[13] = matrix[13];
+ params[14] = matrix[14];
+ params[15] = matrix[15];
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = (GLfloat)(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Vertex.Enabled);
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.Size);
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.Stride);
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Normal.Stride);
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Color.Enabled);
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.Size);
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.Stride);
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride);
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Const.MaxTextureUnits);
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetFloatv");
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne);
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.BufferObj->Name);
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Normal.BufferObj->Name);
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.BufferObj->Name);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name);
+ break;
+ case GL_POINT_SPRITE_NV:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite);
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_fragment_shader, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents);
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Const.VertexProgram.MaxUniformComponents);
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetFloatv");
+ params[0] = (GLfloat)(ctx->Const.MaxVarying * 4);
+ break;
+ case GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix =
+ ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_POINT_SIZE_ARRAY_OES:
+ params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->PointSize.Enabled);
+ break;
+ case GL_POINT_SIZE_ARRAY_TYPE_OES:
+ params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->PointSize.Type);
+ break;
+ case GL_POINT_SIZE_ARRAY_STRIDE_OES:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->PointSize.Stride);
+ break;
+ case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
+ params[0] = (GLfloat)(ctx->Array.ArrayObj->PointSize.BufferObj->Name);
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXT1(EXT_texture_filter_anisotropic, "_mesa_GetFloatv");
+ params[0] = ctx->Const.MaxTextureMaxAnisotropy;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl_mesa_GetFloatv(pname=0x%x)", pname);
+ }
+}
+
+void GLAPIENTRY
+_mesa_GetIntegerv( GLenum pname, GLint *params )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!params)
+ return;
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ switch (pname) {
+ case GL_ALPHA_BITS:
+ params[0] = ctx->DrawBuffer->Visual.alphaBits;
+ break;
+ case GL_BLEND:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled);
+ break;
+ case GL_BLEND_SRC:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLUE_BITS:
+ params[0] = ctx->DrawBuffer->Visual.blueBits;
+ 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_WRITEMASK:
+ params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0;
+ params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0;
+ params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0;
+ params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0;
+ break;
+ case GL_CULL_FACE:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag);
+ break;
+ case GL_CULL_FACE_MODE:
+ params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode);
+ break;
+ case GL_DEPTH_BITS:
+ params[0] = ctx->DrawBuffer->Visual.depthBits;
+ break;
+ case GL_DEPTH_CLEAR_VALUE:
+ params[0] = FLOAT_TO_INT(ctx->Depth.Clear);
+ break;
+ case GL_DEPTH_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Depth.Func);
+ break;
+ case GL_DEPTH_RANGE:
+ params[0] = FLOAT_TO_INT(ctx->Viewport.Near);
+ params[1] = FLOAT_TO_INT(ctx->Viewport.Far);
+ break;
+ case GL_DEPTH_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Test);
+ break;
+ case GL_DEPTH_WRITEMASK:
+ params[0] = BOOLEAN_TO_INT(ctx->Depth.Mask);
+ break;
+ case GL_DITHER:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.DitherFlag);
+ break;
+ case GL_FRONT_FACE:
+ params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace);
+ break;
+ case GL_GREEN_BITS:
+ params[0] = ctx->DrawBuffer->Visual.greenBits;
+ break;
+ case GL_LINE_WIDTH:
+ params[0] = IROUND(ctx->Line.Width);
+ break;
+ case GL_ALIASED_LINE_WIDTH_RANGE:
+ params[0] = IROUND(ctx->Const.MinLineWidth);
+ params[1] = IROUND(ctx->Const.MaxLineWidth);
+ break;
+ case GL_MAX_ELEMENTS_INDICES:
+ params[0] = ctx->Const.MaxArrayLockSize;
+ break;
+ case GL_MAX_ELEMENTS_VERTICES:
+ params[0] = ctx->Const.MaxArrayLockSize;
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ params[0] = 1 << (ctx->Const.MaxTextureLevels - 1);
+ break;
+ case GL_MAX_VIEWPORT_DIMS:
+ params[0] = ctx->Const.MaxViewportWidth;
+ params[1] = ctx->Const.MaxViewportHeight;
+ break;
+ case GL_PACK_ALIGNMENT:
+ params[0] = ctx->Pack.Alignment;
+ break;
+ case GL_ALIASED_POINT_SIZE_RANGE:
+ params[0] = IROUND(ctx->Const.MinPointSize);
+ params[1] = IROUND(ctx->Const.MaxPointSize);
+ break;
+ case GL_POLYGON_OFFSET_FACTOR:
+ params[0] = IROUND(ctx->Polygon.OffsetFactor );
+ break;
+ case GL_POLYGON_OFFSET_UNITS:
+ params[0] = IROUND(ctx->Polygon.OffsetUnits );
+ break;
+ case GL_RED_BITS:
+ params[0] = ctx->DrawBuffer->Visual.redBits;
+ break;
+ case GL_SCISSOR_BOX:
+ params[0] = ctx->Scissor.X;
+ params[1] = ctx->Scissor.Y;
+ params[2] = ctx->Scissor.Width;
+ params[3] = ctx->Scissor.Height;
+ break;
+ case GL_SCISSOR_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Scissor.Enabled);
+ break;
+ case GL_STENCIL_BITS:
+ params[0] = ctx->DrawBuffer->Visual.stencilBits;
+ break;
+ case GL_STENCIL_CLEAR_VALUE:
+ params[0] = ctx->Stencil.Clear;
+ break;
+ case GL_STENCIL_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_FAIL:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_PASS_DEPTH_PASS:
+ params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
+ break;
+ case GL_STENCIL_REF:
+ params[0] = ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
+ break;
+ case GL_STENCIL_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Stencil.Enabled);
+ break;
+ case GL_STENCIL_VALUE_MASK:
+ params[0] = ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
+ break;
+ case GL_STENCIL_WRITEMASK:
+ params[0] = ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
+ break;
+ case GL_SUBPIXEL_BITS:
+ params[0] = ctx->Const.SubPixelBits;
+ break;
+ case GL_TEXTURE_BINDING_2D:
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_2D_INDEX]->Name;
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ params[0] = ctx->Unpack.Alignment;
+ break;
+ case GL_VIEWPORT:
+ params[0] = ctx->Viewport.X;
+ params[1] = ctx->Viewport.Y;
+ params[2] = ctx->Viewport.Width;
+ params[3] = ctx->Viewport.Height;
+ break;
+ case GL_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetIntegerv");
+ params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit;
+ break;
+ case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
+ params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentTex[TEXTURE_CUBE_INDEX]->Name;
+ break;
+ case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
+ params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1));
+ break;
+ case GL_BLEND_SRC_RGB_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB);
+ break;
+ case GL_BLEND_DST_RGB_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_BLEND_SRC_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendSrcA);
+ break;
+ case GL_BLEND_DST_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstA);
+ break;
+ case GL_BLEND_EQUATION:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationRGB );
+ break;
+ case GL_BLEND_EQUATION_ALPHA_EXT:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendEquationA );
+ break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage);
+ break;
+ case GL_SAMPLE_COVERAGE_VALUE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = IROUND(ctx->Multisample.SampleCoverageValue);
+ break;
+ case GL_SAMPLE_COVERAGE_INVERT_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert);
+ break;
+ case GL_SAMPLE_BUFFERS_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = ctx->DrawBuffer->Visual.sampleBuffers;
+ break;
+ case GL_SAMPLES_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = ctx->DrawBuffer->Visual.samples;
+ break;
+ case GL_GENERATE_MIPMAP_HINT_SGIS:
+ CHECK_EXT1(SGIS_generate_mipmap, "_mesa_GetIntegerv");
+ params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap);
+ break;
+ case GL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ArrayBufferObj->Name;
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ElementArrayBufferObj->Name;
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES:
+ params[0] = ctx->Const.ColorReadType;
+ break;
+ case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES:
+ params[0] = ctx->Const.ColorReadFormat;
+ break;
+ case GL_FRAMEBUFFER_BINDING_EXT:
+ params[0] = ctx->DrawBuffer->Name;
+ break;
+ case GL_RENDERBUFFER_BINDING_EXT:
+ params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0;
+ break;
+ case GL_MAX_RENDERBUFFER_SIZE_EXT:
+ params[0] = ctx->Const.MaxRenderbufferSize;
+ break;
+ case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
+ params[0] = ARRAY_SIZE(compressed_formats);
+ break;
+ case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
+ {
+
+ int i;
+ for (i = 0; i < ARRAY_SIZE(compressed_formats); i++) {
+ params[i] = compressed_formats[i];
+ }
+ }
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetFill);
+ break;
+ case GL_MAX_LIGHTS:
+ params[0] = ctx->Const.MaxLights;
+ break;
+ case GL_LIGHT0:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[0].Enabled);
+ break;
+ case GL_LIGHT1:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[1].Enabled);
+ break;
+ case GL_LIGHT2:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[2].Enabled);
+ break;
+ case GL_LIGHT3:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[3].Enabled);
+ break;
+ case GL_LIGHT4:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[4].Enabled);
+ break;
+ case GL_LIGHT5:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[5].Enabled);
+ break;
+ case GL_LIGHT6:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[6].Enabled);
+ break;
+ case GL_LIGHT7:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Light[7].Enabled);
+ break;
+ case GL_LIGHTING:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Enabled);
+ break;
+ case GL_LIGHT_MODEL_AMBIENT:
+ params[0] = FLOAT_TO_INT(ctx->Light.Model.Ambient[0]);
+ params[1] = FLOAT_TO_INT(ctx->Light.Model.Ambient[1]);
+ params[2] = FLOAT_TO_INT(ctx->Light.Model.Ambient[2]);
+ params[3] = FLOAT_TO_INT(ctx->Light.Model.Ambient[3]);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide);
+ break;
+ case GL_ALPHA_TEST:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.AlphaEnabled);
+ break;
+ case GL_ALPHA_TEST_FUNC:
+ params[0] = ENUM_TO_INT(ctx->Color.AlphaFunc);
+ break;
+ case GL_ALPHA_TEST_REF:
+ params[0] = FLOAT_TO_INT(ctx->Color.AlphaRef);
+ break;
+ case GL_BLEND_DST:
+ params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB);
+ break;
+ case GL_MAX_CLIP_PLANES:
+ params[0] = ctx->Const.MaxClipPlanes;
+ break;
+ case GL_CLIP_PLANE0:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 0) & 1);
+ break;
+ case GL_CLIP_PLANE1:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 1) & 1);
+ break;
+ case GL_CLIP_PLANE2:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 2) & 1);
+ break;
+ case GL_CLIP_PLANE3:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 3) & 1);
+ break;
+ case GL_CLIP_PLANE4:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 4) & 1);
+ break;
+ case GL_CLIP_PLANE5:
+ params[0] = BOOLEAN_TO_INT((ctx->Transform.ClipPlanesEnabled >> 5) & 1);
+ break;
+ case GL_COLOR_MATERIAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled);
+ 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_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_TEXTURE_COORDS:
+ {
+ const GLuint texUnit = ctx->Texture.CurrentUnit;
+ params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][0]);
+ params[1] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][1]);
+ params[2] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][2]);
+ params[3] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texUnit][3]);
+ }
+ break;
+ case GL_DISTANCE_ATTENUATION_EXT:
+ params[0] = IROUND(ctx->Point.Params[0]);
+ params[1] = IROUND(ctx->Point.Params[1]);
+ params[2] = IROUND(ctx->Point.Params[2]);
+ break;
+ case GL_FOG:
+ params[0] = BOOLEAN_TO_INT(ctx->Fog.Enabled);
+ break;
+ case GL_FOG_COLOR:
+ params[0] = FLOAT_TO_INT(ctx->Fog.Color[0]);
+ params[1] = FLOAT_TO_INT(ctx->Fog.Color[1]);
+ params[2] = FLOAT_TO_INT(ctx->Fog.Color[2]);
+ params[3] = FLOAT_TO_INT(ctx->Fog.Color[3]);
+ break;
+ case GL_FOG_DENSITY:
+ params[0] = IROUND(ctx->Fog.Density);
+ break;
+ case GL_FOG_END:
+ params[0] = IROUND(ctx->Fog.End);
+ break;
+ case GL_FOG_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.Fog);
+ break;
+ case GL_FOG_MODE:
+ params[0] = ENUM_TO_INT(ctx->Fog.Mode);
+ break;
+ case GL_FOG_START:
+ params[0] = IROUND(ctx->Fog.Start);
+ break;
+ case GL_LINE_SMOOTH:
+ params[0] = BOOLEAN_TO_INT(ctx->Line.SmoothFlag);
+ break;
+ case GL_LINE_SMOOTH_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.LineSmooth);
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ params[0] = IROUND(ctx->Const.MinLineWidthAA);
+ params[1] = IROUND(ctx->Const.MaxLineWidthAA);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ params[0] = BOOLEAN_TO_INT(ctx->Color.ColorLogicOpEnabled);
+ break;
+ case GL_LOGIC_OP_MODE:
+ params[0] = ENUM_TO_INT(ctx->Color.LogicOp);
+ break;
+ case GL_MATRIX_MODE:
+ params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode);
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ params[0] = MAX_MODELVIEW_STACK_DEPTH;
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ params[0] = MAX_PROJECTION_STACK_DEPTH;
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ params[0] = MAX_TEXTURE_STACK_DEPTH;
+ break;
+ case GL_MODELVIEW_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_MODELVIEW_STACK_DEPTH:
+ params[0] = ctx->ModelviewMatrixStack.Depth + 1;
+ break;
+ case GL_NORMALIZE:
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize);
+ break;
+ case GL_PACK_SKIP_IMAGES_EXT:
+ params[0] = ctx->Pack.SkipImages;
+ break;
+ case GL_PERSPECTIVE_CORRECTION_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection);
+ break;
+ case GL_POINT_SIZE:
+ params[0] = IROUND(ctx->Point.Size);
+ break;
+ case GL_POINT_SIZE_RANGE:
+ params[0] = IROUND(ctx->Const.MinPointSizeAA);
+ params[1] = IROUND(ctx->Const.MaxPointSizeAA);
+ break;
+ case GL_POINT_SMOOTH:
+ params[0] = BOOLEAN_TO_INT(ctx->Point.SmoothFlag);
+ break;
+ case GL_POINT_SMOOTH_HINT:
+ params[0] = ENUM_TO_INT(ctx->Hint.PointSmooth);
+ break;
+ case GL_POINT_SIZE_MIN_EXT:
+ params[0] = IROUND(ctx->Point.MinSize);
+ break;
+ case GL_POINT_SIZE_MAX_EXT:
+ params[0] = IROUND(ctx->Point.MaxSize);
+ break;
+ case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+ params[0] = IROUND(ctx->Point.Threshold);
+ break;
+ case GL_PROJECTION_MATRIX:
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_PROJECTION_STACK_DEPTH:
+ params[0] = ctx->ProjectionMatrixStack.Depth + 1;
+ break;
+ case GL_RESCALE_NORMAL:
+ params[0] = BOOLEAN_TO_INT(ctx->Transform.RescaleNormals);
+ break;
+ case GL_SHADE_MODEL:
+ params[0] = ENUM_TO_INT(ctx->Light.ShadeModel);
+ break;
+ case GL_TEXTURE_2D:
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D));
+ break;
+ case GL_TEXTURE_MATRIX:
+ {
+ const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ params[0] = IROUND(matrix[0]);
+ params[1] = IROUND(matrix[1]);
+ params[2] = IROUND(matrix[2]);
+ params[3] = IROUND(matrix[3]);
+ params[4] = IROUND(matrix[4]);
+ params[5] = IROUND(matrix[5]);
+ params[6] = IROUND(matrix[6]);
+ params[7] = IROUND(matrix[7]);
+ params[8] = IROUND(matrix[8]);
+ params[9] = IROUND(matrix[9]);
+ params[10] = IROUND(matrix[10]);
+ params[11] = IROUND(matrix[11]);
+ params[12] = IROUND(matrix[12]);
+ params[13] = IROUND(matrix[13]);
+ params[14] = IROUND(matrix[14]);
+ params[15] = IROUND(matrix[15]);
+ }
+ break;
+ case GL_TEXTURE_STACK_DEPTH:
+ params[0] = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1;
+ break;
+ case GL_VERTEX_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Vertex.Enabled);
+ break;
+ case GL_VERTEX_ARRAY_SIZE:
+ params[0] = ctx->Array.ArrayObj->Vertex.Size;
+ break;
+ case GL_VERTEX_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Vertex.Type);
+ break;
+ case GL_VERTEX_ARRAY_STRIDE:
+ params[0] = ctx->Array.ArrayObj->Vertex.Stride;
+ break;
+ case GL_NORMAL_ARRAY:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Normal.Enabled);
+ break;
+ case GL_NORMAL_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Normal.Type);
+ break;
+ case GL_NORMAL_ARRAY_STRIDE:
+ params[0] = ctx->Array.ArrayObj->Normal.Stride;
+ break;
+ case GL_COLOR_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Color.Enabled);
+ break;
+ case GL_COLOR_ARRAY_SIZE:
+ params[0] = ctx->Array.ArrayObj->Color.Size;
+ break;
+ case GL_COLOR_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Color.Type);
+ break;
+ case GL_COLOR_ARRAY_STRIDE:
+ params[0] = ctx->Array.ArrayObj->Color.Stride;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_SIZE:
+ params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_TYPE:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type);
+ break;
+ case GL_TEXTURE_COORD_ARRAY_STRIDE:
+ params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Stride;
+ break;
+ case GL_MAX_TEXTURE_UNITS_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetIntegerv");
+ params[0] = ctx->Const.MaxTextureUnits;
+ break;
+ case GL_CLIENT_ACTIVE_TEXTURE_ARB:
+ CHECK_EXT1(ARB_multitexture, "_mesa_GetIntegerv");
+ params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture;
+ break;
+ case GL_TEXTURE_CUBE_MAP_ARB:
+ params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB));
+ break;
+ case GL_TEXTURE_GEN_S:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_T:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0));
+ break;
+ case GL_TEXTURE_GEN_R:
+ params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0));
+ break;
+ case GL_MULTISAMPLE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled);
+ break;
+ case GL_SAMPLE_ALPHA_TO_ONE_ARB:
+ CHECK_EXT1(ARB_multisample, "_mesa_GetIntegerv");
+ params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne);
+ break;
+ case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ArrayObj->Vertex.BufferObj->Name;
+ break;
+ case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ArrayObj->Normal.BufferObj->Name;
+ break;
+ case GL_COLOR_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ArrayObj->Color.BufferObj->Name;
+ break;
+ case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB:
+ CHECK_EXT1(ARB_vertex_buffer_object, "_mesa_GetIntegerv");
+ params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name;
+ break;
+ case GL_POINT_SPRITE_NV:
+ params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite);
+ break;
+ case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_fragment_shader, "_mesa_GetIntegerv");
+ params[0] = ctx->Const.FragmentProgram.MaxUniformComponents;
+ break;
+ case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetIntegerv");
+ params[0] = ctx->Const.VertexProgram.MaxUniformComponents;
+ break;
+ case GL_MAX_VARYING_FLOATS_ARB:
+ CHECK_EXT1(ARB_vertex_shader, "_mesa_GetIntegerv");
+ params[0] = ctx->Const.MaxVarying * 4;
+ break;
+ case GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES:
+ {
+
+ /* See GL_OES_matrix_get */
+ {
+ const GLfloat *matrix =
+ ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
+ memcpy(params, matrix, 16 * sizeof(GLint));
+ }
+ }
+ break;
+ case GL_POINT_SIZE_ARRAY_OES:
+ params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->PointSize.Enabled);
+ break;
+ case GL_POINT_SIZE_ARRAY_TYPE_OES:
+ params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->PointSize.Type);
+ break;
+ case GL_POINT_SIZE_ARRAY_STRIDE_OES:
+ params[0] = ctx->Array.ArrayObj->PointSize.Stride;
+ break;
+ case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES:
+ params[0] = ctx->Array.ArrayObj->PointSize.BufferObj->Name;
+ break;
+ case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
+ CHECK_EXT1(EXT_texture_filter_anisotropic, "_mesa_GetIntegerv");
+ params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "gl_mesa_GetIntegerv(pname=0x%x)", pname);
+ }
+}
+