/*** *** 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); } }