/*** *** NOTE!!! DO NOT EDIT THIS FILE!!! IT IS GENERATED BY get_gen.py ***/ #include "glheader.h" #include "context.h" #include "enable.h" #include "extensions.h" #include "fbobject.h" #include "get.h" #include "macros.h" #include "mtypes.h" #include "state.h" #include "texcompress.h" #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; \ } 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); if (ctx->Driver.GetBooleanv && ctx->Driver.GetBooleanv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumRedBits); break; case GL_ACCUM_GREEN_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumGreenBits); break; case GL_ACCUM_BLUE_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumBlueBits); break; case GL_ACCUM_ALPHA_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.accumAlphaBits); break; case GL_ACCUM_CLEAR_VALUE: params[0] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Accum.ClearColor[3]); break; case GL_ALPHA_BIAS: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.alphaBits); break; case GL_ALPHA_SCALE: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.AlphaScale); 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_ATTRIB_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: params[0] = ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.numAuxBuffers); break; case GL_BLEND: params[0] = ctx->Color.BlendEnabled; break; case GL_BLEND_DST: params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: params[0] = ENUM_TO_BOOLEAN(ctx->Color.BlendSrcRGB); 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_BLEND_COLOR_EXT: params[0] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Color.BlendColor[3]); break; case GL_BLUE_BIAS: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.blueBits); break; case GL_BLUE_SCALE: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(ctx->ClientAttribStackDepth); 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_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_MATERIAL: params[0] = ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: params[0] = ENUM_TO_BOOLEAN(ctx->Light.ColorMaterialMode); 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_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_INDEX: { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]); } 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_RASTER_COLOR: params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterColor[3]); break; case GL_CURRENT_RASTER_DISTANCE: params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterDistance); break; case GL_CURRENT_RASTER_INDEX: params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterIndex); break; case GL_CURRENT_RASTER_POSITION: params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterPos[3]); break; case GL_CURRENT_RASTER_SECONDARY_COLOR: params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterSecondaryColor[3]); break; case GL_CURRENT_RASTER_TEXTURE_COORDS: { const GLuint texUnit = ctx->Texture.CurrentUnit; params[0] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Current.RasterTexCoords[texUnit][3]); } break; case GL_CURRENT_RASTER_POSITION_VALID: params[0] = ctx->Current.RasterPosValid; 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_DEPTH_BIAS: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthBias); 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_SCALE: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.DepthScale); 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_DOUBLEBUFFER: params[0] = ctx->DrawBuffer->Visual.doubleBufferMode; break; case GL_DRAW_BUFFER: params[0] = ENUM_TO_BOOLEAN(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_EDGE_FLAG: { FLUSH_CURRENT(ctx, 0); params[0] = (ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0); } break; case GL_FEEDBACK_BUFFER_SIZE: params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type); 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_INDEX: params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index); 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_FRONT_FACE: params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias); break; case GL_GREEN_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits); break; case GL_GREEN_SCALE: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale); break; case GL_INDEX_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.indexBits); break; case GL_INDEX_CLEAR_VALUE: params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex); break; case GL_INDEX_MODE: params[0] = !ctx->DrawBuffer->Visual.rgbMode; break; case GL_INDEX_OFFSET: params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset); break; case GL_INDEX_SHIFT: params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift); break; case GL_INDEX_WRITEMASK: params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask); 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_COLOR_CONTROL: params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: params[0] = ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: params[0] = ctx->Light.Model.TwoSide; 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_STIPPLE: params[0] = ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern); break; case GL_LINE_STIPPLE_REPEAT: params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor); break; case GL_LINE_WIDTH: params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width); break; case GL_LINE_WIDTH_GRANULARITY: params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity); 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_ALIASED_LINE_WIDTH_RANGE: params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth); params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth); break; case GL_LIST_BASE: params[0] = INT_TO_BOOLEAN(ctx->List.ListBase); break; case GL_LIST_INDEX: params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum); break; case GL_LIST_MODE: { GLenum mode; if (!ctx->CompileFlag) mode = 0; else if (ctx->ExecuteFlag) mode = GL_COMPILE_AND_EXECUTE; else mode = GL_COMPILE; params[0] = ENUM_TO_BOOLEAN(mode); } break; case GL_INDEX_LOGIC_OP: params[0] = ctx->Color.IndexLogicOpEnabled; 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_MAP1_COLOR_4: params[0] = ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1); params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2); break; case GL_MAP1_GRID_SEGMENTS: params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un); break; case GL_MAP1_INDEX: params[0] = ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: params[0] = ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: params[0] = ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: params[0] = ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: params[0] = ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: params[0] = ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: params[0] = ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: params[0] = ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: params[0] = ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1); params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2); params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1); params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2); break; case GL_MAP2_GRID_SEGMENTS: params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un); params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn); break; case GL_MAP2_INDEX: params[0] = ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: params[0] = ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: params[0] = ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: params[0] = ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: params[0] = ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: params[0] = ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: params[0] = ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: params[0] = ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: params[0] = ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: params[0] = ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes); break; case GL_MAX_ELEMENTS_VERTICES: params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize); break; case GL_MAX_ELEMENTS_INDICES: params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize); break; case GL_MAX_EVAL_ORDER: params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER); break; case GL_MAX_LIGHTS: params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights); break; case GL_MAX_LIST_NESTING: params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING); break; case GL_MAX_MODELVIEW_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH); break; case GL_MAX_NAME_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH); break; case GL_MAX_PIXEL_MAP_TABLE: params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE); break; case GL_MAX_PROJECTION_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH); break; case GL_MAX_TEXTURE_SIZE: params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH); 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_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_NAME_STACK_DEPTH: params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth); break; case GL_NORMALIZE: params[0] = ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment); break; case GL_PACK_LSB_FIRST: params[0] = ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength); break; case GL_PACK_SKIP_PIXELS: params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels); break; case GL_PACK_SKIP_ROWS: params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows); break; case GL_PACK_SWAP_BYTES: params[0] = ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages); break; case GL_PACK_IMAGE_HEIGHT_EXT: params[0] = INT_TO_BOOLEAN(ctx->Pack.ImageHeight); break; case GL_PACK_INVERT_MESA: params[0] = ctx->Pack.Invert; break; case GL_PERSPECTIVE_CORRECTION_HINT: params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.AtoA.Size); break; case GL_PIXEL_MAP_B_TO_B_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.BtoB.Size); break; case GL_PIXEL_MAP_G_TO_G_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.GtoG.Size); break; case GL_PIXEL_MAP_I_TO_A_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoA.Size); break; case GL_PIXEL_MAP_I_TO_B_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoB.Size); break; case GL_PIXEL_MAP_I_TO_G_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoG.Size); break; case GL_PIXEL_MAP_I_TO_I_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoI.Size); break; case GL_PIXEL_MAP_I_TO_R_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoR.Size); break; case GL_PIXEL_MAP_R_TO_R_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.RtoR.Size); break; case GL_PIXEL_MAP_S_TO_S_SIZE: params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.StoS.Size); break; case GL_POINT_SIZE: params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size); break; case GL_POINT_SIZE_GRANULARITY: params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity); 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_ALIASED_POINT_SIZE_RANGE: params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize); params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize); 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_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_POLYGON_MODE: params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontMode); params[1] = ENUM_TO_BOOLEAN(ctx->Polygon.BackMode); break; case GL_POLYGON_OFFSET_BIAS_EXT: params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits); 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_POLYGON_OFFSET_POINT: params[0] = ctx->Polygon.OffsetPoint; break; case GL_POLYGON_OFFSET_LINE: params[0] = ctx->Polygon.OffsetLine; break; case GL_POLYGON_OFFSET_FILL: params[0] = ctx->Polygon.OffsetFill; break; case GL_POLYGON_SMOOTH: params[0] = ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: params[0] = ctx->Polygon.StippleFlag; 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_READ_BUFFER: params[0] = ENUM_TO_BOOLEAN(ctx->ReadBuffer->ColorReadBuffer); break; case GL_RED_BIAS: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias); break; case GL_RED_BITS: params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.redBits); break; case GL_RED_SCALE: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale); break; case GL_RENDER_MODE: params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode); break; case GL_RESCALE_NORMAL: params[0] = ctx->Transform.RescaleNormals; break; case GL_RGBA_MODE: params[0] = ctx->DrawBuffer->Visual.rgbMode; 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_SELECTION_BUFFER_SIZE: params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: params[0] = ctx->Texture.SharedPalette; 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_STEREO: params[0] = ctx->DrawBuffer->Visual.stereoMode; break; case GL_SUBPIXEL_BITS: params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits); break; case GL_TEXTURE_1D: params[0] = _mesa_IsEnabled(GL_TEXTURE_1D); break; case GL_TEXTURE_2D: params[0] = _mesa_IsEnabled(GL_TEXTURE_2D); break; case GL_TEXTURE_3D: params[0] = _mesa_IsEnabled(GL_TEXTURE_3D); break; case GL_TEXTURE_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetBooleanv"); params[0] = _mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT); break; case GL_TEXTURE_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetBooleanv"); params[0] = _mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT); break; case GL_TEXTURE_BINDING_1D: params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name); break; case GL_TEXTURE_BINDING_2D: params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name); break; case GL_TEXTURE_BINDING_3D: params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name); break; case GL_TEXTURE_BINDING_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name); break; case GL_TEXTURE_BINDING_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name); 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_TEXTURE_GEN_Q: params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0); 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_UNPACK_ALIGNMENT: params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment); break; case GL_UNPACK_LSB_FIRST: params[0] = ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength); break; case GL_UNPACK_SKIP_PIXELS: params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels); break; case GL_UNPACK_SKIP_ROWS: params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows); break; case GL_UNPACK_SWAP_BYTES: params[0] = ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages); break; case GL_UNPACK_IMAGE_HEIGHT_EXT: params[0] = INT_TO_BOOLEAN(ctx->Unpack.ImageHeight); break; case GL_UNPACK_CLIENT_STORAGE_APPLE: params[0] = ctx->Unpack.ClientStorage; 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_ZOOM_X: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX); break; case GL_ZOOM_Y: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY); 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_VERTEX_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); 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_NORMAL_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); 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_COLOR_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); break; case GL_INDEX_ARRAY: params[0] = ctx->Array.ArrayObj->Index.Enabled; break; case GL_INDEX_ARRAY_TYPE: params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); 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_TEXTURE_COORD_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); break; case GL_EDGE_FLAG_ARRAY: params[0] = ctx->Array.ArrayObj->EdgeFlag.Enabled; break; case GL_EDGE_FLAG_ARRAY_STRIDE: params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->EdgeFlag.Stride); break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: params[0] = INT_TO_BOOLEAN(0); break; case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXT1(ARB_multitexture, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureUnits); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name); break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv"); params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1))); break; case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXT1(ARB_texture_compression, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression); break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE)); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetBooleanv"); { GLint formats[100]; GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE); ASSERT(n <= 100); for (i = 0; i < n; i++) params[i] = ENUM_TO_BOOLEAN(formats[i]); } break; case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst); break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount); break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { const GLfloat *matrix = ctx->ColorMatrixStack.Top->m; params[0] = FLOAT_TO_BOOLEAN(matrix[0]); params[1] = FLOAT_TO_BOOLEAN(matrix[4]); params[2] = FLOAT_TO_BOOLEAN(matrix[8]); params[3] = FLOAT_TO_BOOLEAN(matrix[12]); params[4] = FLOAT_TO_BOOLEAN(matrix[1]); params[5] = FLOAT_TO_BOOLEAN(matrix[5]); params[6] = FLOAT_TO_BOOLEAN(matrix[9]); params[7] = FLOAT_TO_BOOLEAN(matrix[13]); params[8] = FLOAT_TO_BOOLEAN(matrix[2]); params[9] = FLOAT_TO_BOOLEAN(matrix[6]); params[10] = FLOAT_TO_BOOLEAN(matrix[10]); params[11] = FLOAT_TO_BOOLEAN(matrix[14]); params[12] = FLOAT_TO_BOOLEAN(matrix[3]); params[13] = FLOAT_TO_BOOLEAN(matrix[7]); params[14] = FLOAT_TO_BOOLEAN(matrix[11]); params[15] = FLOAT_TO_BOOLEAN(matrix[15]); } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m; params[0] = FLOAT_TO_BOOLEAN(matrix[0]); params[1] = FLOAT_TO_BOOLEAN(matrix[4]); params[2] = FLOAT_TO_BOOLEAN(matrix[8]); params[3] = FLOAT_TO_BOOLEAN(matrix[12]); params[4] = FLOAT_TO_BOOLEAN(matrix[1]); params[5] = FLOAT_TO_BOOLEAN(matrix[5]); params[6] = FLOAT_TO_BOOLEAN(matrix[9]); params[7] = FLOAT_TO_BOOLEAN(matrix[13]); params[8] = FLOAT_TO_BOOLEAN(matrix[2]); params[9] = FLOAT_TO_BOOLEAN(matrix[6]); params[10] = FLOAT_TO_BOOLEAN(matrix[10]); params[11] = FLOAT_TO_BOOLEAN(matrix[14]); params[12] = FLOAT_TO_BOOLEAN(matrix[3]); params[13] = FLOAT_TO_BOOLEAN(matrix[7]); params[14] = FLOAT_TO_BOOLEAN(matrix[11]); params[15] = FLOAT_TO_BOOLEAN(matrix[15]); } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m; params[0] = FLOAT_TO_BOOLEAN(matrix[0]); params[1] = FLOAT_TO_BOOLEAN(matrix[4]); params[2] = FLOAT_TO_BOOLEAN(matrix[8]); params[3] = FLOAT_TO_BOOLEAN(matrix[12]); params[4] = FLOAT_TO_BOOLEAN(matrix[1]); params[5] = FLOAT_TO_BOOLEAN(matrix[5]); params[6] = FLOAT_TO_BOOLEAN(matrix[9]); params[7] = FLOAT_TO_BOOLEAN(matrix[13]); params[8] = FLOAT_TO_BOOLEAN(matrix[2]); params[9] = FLOAT_TO_BOOLEAN(matrix[6]); params[10] = FLOAT_TO_BOOLEAN(matrix[10]); params[11] = FLOAT_TO_BOOLEAN(matrix[14]); params[12] = FLOAT_TO_BOOLEAN(matrix[3]); params[13] = FLOAT_TO_BOOLEAN(matrix[7]); params[14] = FLOAT_TO_BOOLEAN(matrix[11]); params[15] = FLOAT_TO_BOOLEAN(matrix[15]); } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m; params[0] = FLOAT_TO_BOOLEAN(matrix[0]); params[1] = FLOAT_TO_BOOLEAN(matrix[4]); params[2] = FLOAT_TO_BOOLEAN(matrix[8]); params[3] = FLOAT_TO_BOOLEAN(matrix[12]); params[4] = FLOAT_TO_BOOLEAN(matrix[1]); params[5] = FLOAT_TO_BOOLEAN(matrix[5]); params[6] = FLOAT_TO_BOOLEAN(matrix[9]); params[7] = FLOAT_TO_BOOLEAN(matrix[13]); params[8] = FLOAT_TO_BOOLEAN(matrix[2]); params[9] = FLOAT_TO_BOOLEAN(matrix[6]); params[10] = FLOAT_TO_BOOLEAN(matrix[10]); params[11] = FLOAT_TO_BOOLEAN(matrix[14]); params[12] = FLOAT_TO_BOOLEAN(matrix[3]); params[13] = FLOAT_TO_BOOLEAN(matrix[7]); params[14] = FLOAT_TO_BOOLEAN(matrix[11]); params[15] = FLOAT_TO_BOOLEAN(matrix[15]); } break; case GL_COLOR_MATRIX_SGI: { const GLfloat *matrix = ctx->ColorMatrixStack.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_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH); break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]); break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]); break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]); break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]); break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]); break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]); break; case GL_CONVOLUTION_1D_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = ctx->Pixel.Convolution1DEnabled; break; case GL_CONVOLUTION_2D_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = ctx->Pixel.Convolution2DEnabled; break; case GL_SEPARABLE_2D_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = ctx->Pixel.Separable2DEnabled; break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]); break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]); break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]); break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]); break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]); break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]); break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]); break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]); break; case GL_HISTOGRAM: CHECK_EXT1(EXT_histogram, "GetBooleanv"); params[0] = ctx->Pixel.HistogramEnabled; break; case GL_MINMAX: CHECK_EXT1(EXT_histogram, "GetBooleanv"); params[0] = ctx->Pixel.MinMaxEnabled; break; case GL_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetBooleanv"); params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]; break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetBooleanv"); params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]; break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetBooleanv"); params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]; break; case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXT1(SGI_texture_color_table, "GetBooleanv"); params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled; break; case GL_COLOR_SUM_EXT: CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetBooleanv"); params[0] = ctx->Fog.ColorSumEnabled; break; case GL_CURRENT_SECONDARY_COLOR_EXT: CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]); params[1] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]); params[2] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]); params[3] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]); } break; case GL_SECONDARY_COLOR_ARRAY_EXT: CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->SecondaryColor.Enabled; break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Type); break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Stride); break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXT1(EXT_secondary_color, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.Size); break; case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_BOOLEAN(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]); } break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->FogCoord.Enabled; break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.Type); break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.Stride); break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXT1(EXT_fog_coord, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Fog.FogCoordinateSource); break; case GL_MAX_TEXTURE_LOD_BIAS_EXT: CHECK_EXT1(EXT_texture_lod_bias, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureLodBias); break; case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXT1(EXT_texture_filter_anisotropic, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxTextureMaxAnisotropy); break; case GL_MULTISAMPLE_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = ctx->Multisample.Enabled; break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = ctx->Multisample.SampleAlphaToCoverage; break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = ctx->Multisample.SampleAlphaToOne; break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = ctx->Multisample.SampleCoverage; break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Multisample.SampleCoverageValue); break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = ctx->Multisample.SampleCoverageInvert; break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.sampleBuffers); break; case GL_SAMPLES_ARB: CHECK_EXT1(ARB_multisample, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.samples); break; case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXT1(IBM_rasterpos_clip, "GetBooleanv"); params[0] = ctx->Transform.RasterPositionUnclipped; break; case GL_POINT_SPRITE_NV: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetBooleanv"); params[0] = ctx->Point.PointSprite; break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXT1(NV_point_sprite, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteRMode); break; case GL_POINT_SPRITE_COORD_ORIGIN: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Point.SpriteOrigin); break; case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXT1(SGIS_generate_mipmap, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Hint.GenerateMipmap); break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0)); break; case GL_VERTEX_ATTRIB_ARRAY0_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[0].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY1_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[1].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY2_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[2].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY3_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[3].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[4].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY5_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[5].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY6_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[6].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY7_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[7].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY8_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[8].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY9_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[9].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY10_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[10].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY11_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[11].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY12_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[12].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY13_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[13].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY14_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[14].Enabled; break; case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Array.ArrayObj->VertexAttrib[15].Enabled; break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[0]; break; case GL_MAP1_VERTEX_ATTRIB1_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[1]; break; case GL_MAP1_VERTEX_ATTRIB2_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[2]; break; case GL_MAP1_VERTEX_ATTRIB3_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[3]; break; case GL_MAP1_VERTEX_ATTRIB4_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[4]; break; case GL_MAP1_VERTEX_ATTRIB5_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[5]; break; case GL_MAP1_VERTEX_ATTRIB6_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[6]; break; case GL_MAP1_VERTEX_ATTRIB7_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[7]; break; case GL_MAP1_VERTEX_ATTRIB8_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[8]; break; case GL_MAP1_VERTEX_ATTRIB9_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[9]; break; case GL_MAP1_VERTEX_ATTRIB10_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[10]; break; case GL_MAP1_VERTEX_ATTRIB11_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[11]; break; case GL_MAP1_VERTEX_ATTRIB12_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[12]; break; case GL_MAP1_VERTEX_ATTRIB13_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[13]; break; case GL_MAP1_VERTEX_ATTRIB14_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[14]; break; case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXT1(NV_vertex_program, "GetBooleanv"); params[0] = ctx->Eval.Map1Attrib[15]; break; case GL_FRAGMENT_PROGRAM_NV: CHECK_EXT1(NV_fragment_program, "GetBooleanv"); params[0] = ctx->FragmentProgram.Enabled; break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXT1(NV_fragment_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0); break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXT1(NV_fragment_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(MAX_NV_FRAGMENT_PROGRAM_PARAMS); break; case GL_TEXTURE_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); params[0] = _mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name); break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXT1(NV_texture_rectangle, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureRectSize); break; case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetBooleanv"); params[0] = ctx->Stencil.TestTwoSide; break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; case GL_MAX_SHININESS_NV: CHECK_EXT1(NV_light_max_exponent, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxShininess); break; case GL_MAX_SPOT_EXPONENT_NV: CHECK_EXT1(NV_light_max_exponent, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MaxSpotExponent); break; case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayBufferObj->Name); break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "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, "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, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.BufferObj->Name); break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Index.BufferObj->Name); break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name); break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name); break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name); break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->FogCoord.BufferObj->Name); break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Array.ElementArrayBufferObj->Name); break; case GL_PIXEL_PACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Pack.BufferObj->Name); break; case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Unpack.BufferObj->Name); break; case GL_VERTEX_PROGRAM_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); params[0] = ctx->VertexProgram.Enabled; break; case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); params[0] = ctx->VertexProgram.PointSizeEnabled; break; case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetBooleanv"); params[0] = ctx->VertexProgram.TwoSideEnabled; break; case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrixStackDepth); break; case GL_MAX_PROGRAM_MATRICES_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxProgramMatrices); break; case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetBooleanv"); params[0] = ctx->CurrentStack->Depth + 1; break; case GL_CURRENT_MATRIX_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetBooleanv"); { const GLfloat *matrix = ctx->CurrentStack->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_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetBooleanv"); { const GLfloat *matrix = ctx->CurrentStack->Top->m; params[0] = FLOAT_TO_BOOLEAN(matrix[0]); params[1] = FLOAT_TO_BOOLEAN(matrix[4]); params[2] = FLOAT_TO_BOOLEAN(matrix[8]); params[3] = FLOAT_TO_BOOLEAN(matrix[12]); params[4] = FLOAT_TO_BOOLEAN(matrix[1]); params[5] = FLOAT_TO_BOOLEAN(matrix[5]); params[6] = FLOAT_TO_BOOLEAN(matrix[9]); params[7] = FLOAT_TO_BOOLEAN(matrix[13]); params[8] = FLOAT_TO_BOOLEAN(matrix[2]); params[9] = FLOAT_TO_BOOLEAN(matrix[6]); params[10] = FLOAT_TO_BOOLEAN(matrix[10]); params[11] = FLOAT_TO_BOOLEAN(matrix[14]); params[12] = FLOAT_TO_BOOLEAN(matrix[3]); params[13] = FLOAT_TO_BOOLEAN(matrix[7]); params[14] = FLOAT_TO_BOOLEAN(matrix[11]); params[15] = FLOAT_TO_BOOLEAN(matrix[15]); } break; case GL_MAX_VERTEX_ATTRIBS_ARB: CHECK_EXT1(ARB_vertex_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.VertexProgram.MaxAttribs); break; case GL_PROGRAM_ERROR_POSITION_ARB: CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Program.ErrorPos); break; case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXT1(ARB_fragment_program, "GetBooleanv"); params[0] = ctx->FragmentProgram.Enabled; break; case GL_MAX_TEXTURE_COORDS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureCoordUnits); break; case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureImageUnits); break; case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetBooleanv"); params[0] = ctx->Depth.BoundsTest; break; case GL_DEPTH_BOUNDS_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetBooleanv"); params[0] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMin); params[1] = FLOAT_TO_BOOLEAN(ctx->Depth.BoundsMax); break; case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetBooleanv"); params[0] = ctx->FragmentProgram.CallbackEnabled; break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetBooleanv"); params[0] = ctx->VertexProgram.CallbackEnabled; break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->FragmentProgram.CurrentPosition); break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->VertexProgram.CurrentPosition); break; case GL_MAX_DRAW_BUFFERS_ARB: CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxDrawBuffers); break; case GL_DRAW_BUFFER0_ARB: CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_DRAW_BUFFER1_ARB: CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; params[0] = ENUM_TO_BOOLEAN(buffer); } break; case GL_DRAW_BUFFER2_ARB: CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[2]; params[0] = ENUM_TO_BOOLEAN(buffer); } break; case GL_DRAW_BUFFER3_ARB: CHECK_EXT1(ARB_draw_buffers, "GetBooleanv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[3]; params[0] = ENUM_TO_BOOLEAN(buffer); } break; case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: CHECK_EXT1(OES_read_format, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadType); break; case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: CHECK_EXT1(OES_read_format, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.ColorReadFormat); break; case GL_NUM_FRAGMENT_REGISTERS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(6); break; case GL_NUM_FRAGMENT_CONSTANTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(8); break; case GL_NUM_PASSES_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(2); break; case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(8); break; case GL_NUM_INSTRUCTIONS_TOTAL_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(16); break; case GL_COLOR_ALPHA_PAIRING_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = GL_TRUE; break; case GL_NUM_LOOPBACK_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(3); break; case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(3); break; case GL_STENCIL_BACK_FUNC: params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[1]); break; case GL_STENCIL_BACK_VALUE_MASK: params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[1]); break; case GL_STENCIL_BACK_WRITEMASK: params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[1]); break; case GL_STENCIL_BACK_REF: params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[1]); break; case GL_STENCIL_BACK_FAIL: params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_FAIL: params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_PASS: params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[1]); break; case GL_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Name); break; case GL_RENDERBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0); break; case GL_MAX_COLOR_ATTACHMENTS_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxColorAttachments); break; case GL_MAX_RENDERBUFFER_SIZE_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize); break; case GL_READ_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_blit, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->ReadBuffer->Name); break; case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_fragment_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.FragmentProgram.MaxUniformComponents); break; case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: CHECK_EXT1(ARB_fragment_shader, "GetBooleanv"); params[0] = ENUM_TO_BOOLEAN(ctx->Hint.FragmentShaderDerivative); break; case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.VertexProgram.MaxUniformComponents); break; case GL_MAX_VARYING_FLOATS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVarying * 4); break; case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Const.MaxVertexTextureImageUnits); break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS); break; case GL_CURRENT_PROGRAM: CHECK_EXT1(ARB_shader_objects, "GetBooleanv"); params[0] = INT_TO_BOOLEAN(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0); break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(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); if (ctx->Driver.GetFloatv && ctx->Driver.GetFloatv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumRedBits); break; case GL_ACCUM_GREEN_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumGreenBits); break; case GL_ACCUM_BLUE_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumBlueBits); break; case GL_ACCUM_ALPHA_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.accumAlphaBits); break; case GL_ACCUM_CLEAR_VALUE: params[0] = ctx->Accum.ClearColor[0]; params[1] = ctx->Accum.ClearColor[1]; params[2] = ctx->Accum.ClearColor[2]; params[3] = ctx->Accum.ClearColor[3]; break; case GL_ALPHA_BIAS: params[0] = ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.alphaBits); break; case GL_ALPHA_SCALE: params[0] = ctx->Pixel.AlphaScale; 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_ATTRIB_STACK_DEPTH: params[0] = (GLfloat)(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.AutoNormal); break; case GL_AUX_BUFFERS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.numAuxBuffers); break; case GL_BLEND: params[0] = BOOLEAN_TO_FLOAT(ctx->Color.BlendEnabled); break; case GL_BLEND_DST: params[0] = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: params[0] = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); 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_BLEND_COLOR_EXT: params[0] = ctx->Color.BlendColor[0]; params[1] = ctx->Color.BlendColor[1]; params[2] = ctx->Color.BlendColor[2]; params[3] = ctx->Color.BlendColor[3]; break; case GL_BLUE_BIAS: params[0] = ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.blueBits); break; case GL_BLUE_SCALE: params[0] = ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: params[0] = (GLfloat)(ctx->ClientAttribStackDepth); 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_CLEAR_VALUE: params[0] = ctx->Color.ClearColor[0]; params[1] = ctx->Color.ClearColor[1]; params[2] = ctx->Color.ClearColor[2]; params[3] = ctx->Color.ClearColor[3]; break; case GL_COLOR_MATERIAL: params[0] = BOOLEAN_TO_FLOAT(ctx->Light.ColorMaterialEnabled); break; case GL_COLOR_MATERIAL_FACE: params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: params[0] = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode); 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_CURRENT_COLOR: { FLUSH_CURRENT(ctx, 0); params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]; params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]; params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]; params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]; } break; case GL_CURRENT_INDEX: { FLUSH_CURRENT(ctx, 0); params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]; } break; case GL_CURRENT_NORMAL: { FLUSH_CURRENT(ctx, 0); params[0] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]; params[1] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]; params[2] = ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]; } break; case GL_CURRENT_RASTER_COLOR: params[0] = ctx->Current.RasterColor[0]; params[1] = ctx->Current.RasterColor[1]; params[2] = ctx->Current.RasterColor[2]; params[3] = ctx->Current.RasterColor[3]; break; case GL_CURRENT_RASTER_DISTANCE: params[0] = ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: params[0] = ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = ctx->Current.RasterPos[0]; params[1] = ctx->Current.RasterPos[1]; params[2] = ctx->Current.RasterPos[2]; params[3] = ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_SECONDARY_COLOR: params[0] = ctx->Current.RasterSecondaryColor[0]; params[1] = ctx->Current.RasterSecondaryColor[1]; params[2] = ctx->Current.RasterSecondaryColor[2]; params[3] = ctx->Current.RasterSecondaryColor[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: { const GLuint texUnit = ctx->Texture.CurrentUnit; params[0] = ctx->Current.RasterTexCoords[texUnit][0]; params[1] = ctx->Current.RasterTexCoords[texUnit][1]; params[2] = ctx->Current.RasterTexCoords[texUnit][2]; params[3] = ctx->Current.RasterTexCoords[texUnit][3]; } break; case GL_CURRENT_RASTER_POSITION_VALID: params[0] = BOOLEAN_TO_FLOAT(ctx->Current.RasterPosValid); 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_DEPTH_BIAS: params[0] = ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.depthBits); break; case GL_DEPTH_CLEAR_VALUE: params[0] = (GLfloat)(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_SCALE: params[0] = ctx->Pixel.DepthScale; 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_DOUBLEBUFFER: params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.doubleBufferMode); break; case GL_DRAW_BUFFER: params[0] = ENUM_TO_FLOAT(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_EDGE_FLAG: { FLUSH_CURRENT(ctx, 0); params[0] = BOOLEAN_TO_FLOAT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0)); } break; case GL_FEEDBACK_BUFFER_SIZE: params[0] = (GLfloat)(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: params[0] = ENUM_TO_FLOAT(ctx->Feedback.Type); 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_INDEX: params[0] = ctx->Fog.Index; 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_FRONT_FACE: params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: params[0] = ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.greenBits); break; case GL_GREEN_SCALE: params[0] = ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.indexBits); break; case GL_INDEX_CLEAR_VALUE: params[0] = (GLfloat)(ctx->Color.ClearIndex); break; case GL_INDEX_MODE: params[0] = BOOLEAN_TO_FLOAT(!ctx->DrawBuffer->Visual.rgbMode); break; case GL_INDEX_OFFSET: params[0] = (GLfloat)(ctx->Pixel.IndexOffset); break; case GL_INDEX_SHIFT: params[0] = (GLfloat)(ctx->Pixel.IndexShift); break; case GL_INDEX_WRITEMASK: params[0] = (GLfloat)(ctx->Color.IndexMask); 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_COLOR_CONTROL: params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.LocalViewer); break; case GL_LIGHT_MODEL_TWO_SIDE: params[0] = BOOLEAN_TO_FLOAT(ctx->Light.Model.TwoSide); 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_STIPPLE: params[0] = BOOLEAN_TO_FLOAT(ctx->Line.StippleFlag); break; case GL_LINE_STIPPLE_PATTERN: params[0] = (GLfloat)(ctx->Line.StipplePattern); break; case GL_LINE_STIPPLE_REPEAT: params[0] = (GLfloat)(ctx->Line.StippleFactor); break; case GL_LINE_WIDTH: params[0] = ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: params[0] = ctx->Const.LineWidthGranularity; break; case GL_LINE_WIDTH_RANGE: params[0] = ctx->Const.MinLineWidthAA; params[1] = ctx->Const.MaxLineWidthAA; break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = ctx->Const.MinLineWidth; params[1] = ctx->Const.MaxLineWidth; break; case GL_LIST_BASE: params[0] = (GLfloat)(ctx->List.ListBase); break; case GL_LIST_INDEX: params[0] = (GLfloat)(ctx->ListState.CurrentListNum); break; case GL_LIST_MODE: { GLenum mode; if (!ctx->CompileFlag) mode = 0; else if (ctx->ExecuteFlag) mode = GL_COMPILE_AND_EXECUTE; else mode = GL_COMPILE; params[0] = ENUM_TO_FLOAT(mode); } break; case GL_INDEX_LOGIC_OP: params[0] = BOOLEAN_TO_FLOAT(ctx->Color.IndexLogicOpEnabled); 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_MAP1_COLOR_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Color4); break; case GL_MAP1_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid1u1; params[1] = ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: params[0] = (GLfloat)(ctx->Eval.MapGrid1un); break; case GL_MAP1_INDEX: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Index); break; case GL_MAP1_NORMAL: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Normal); break; case GL_MAP1_TEXTURE_COORD_1: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord1); break; case GL_MAP1_TEXTURE_COORD_2: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord2); break; case GL_MAP1_TEXTURE_COORD_3: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord3); break; case GL_MAP1_TEXTURE_COORD_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1TextureCoord4); break; case GL_MAP1_VERTEX_3: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex3); break; case GL_MAP1_VERTEX_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Vertex4); break; case GL_MAP2_COLOR_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Color4); break; case GL_MAP2_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid2u1; params[1] = ctx->Eval.MapGrid2u2; params[2] = ctx->Eval.MapGrid2v1; params[3] = ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLfloat)(ctx->Eval.MapGrid2un); params[1] = (GLfloat)(ctx->Eval.MapGrid2vn); break; case GL_MAP2_INDEX: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Index); break; case GL_MAP2_NORMAL: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Normal); break; case GL_MAP2_TEXTURE_COORD_1: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord1); break; case GL_MAP2_TEXTURE_COORD_2: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord2); break; case GL_MAP2_TEXTURE_COORD_3: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord3); break; case GL_MAP2_TEXTURE_COORD_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2TextureCoord4); break; case GL_MAP2_VERTEX_3: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex3); break; case GL_MAP2_VERTEX_4: params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map2Vertex4); break; case GL_MAP_COLOR: params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapColorFlag); break; case GL_MAP_STENCIL: params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MapStencilFlag); break; case GL_MATRIX_MODE: params[0] = ENUM_TO_FLOAT(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: params[0] = (GLfloat)(MAX_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: params[0] = (GLfloat)(MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: params[0] = (GLfloat)(ctx->Const.MaxClipPlanes); break; case GL_MAX_ELEMENTS_VERTICES: params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize); break; case GL_MAX_ELEMENTS_INDICES: params[0] = (GLfloat)(ctx->Const.MaxArrayLockSize); break; case GL_MAX_EVAL_ORDER: params[0] = (GLfloat)(MAX_EVAL_ORDER); break; case GL_MAX_LIGHTS: params[0] = (GLfloat)(ctx->Const.MaxLights); break; case GL_MAX_LIST_NESTING: params[0] = (GLfloat)(MAX_LIST_NESTING); break; case GL_MAX_MODELVIEW_STACK_DEPTH: params[0] = (GLfloat)(MAX_MODELVIEW_STACK_DEPTH); break; case GL_MAX_NAME_STACK_DEPTH: params[0] = (GLfloat)(MAX_NAME_STACK_DEPTH); break; case GL_MAX_PIXEL_MAP_TABLE: params[0] = (GLfloat)(MAX_PIXEL_MAP_TABLE); break; case GL_MAX_PROJECTION_STACK_DEPTH: params[0] = (GLfloat)(MAX_PROJECTION_STACK_DEPTH); break; case GL_MAX_TEXTURE_SIZE: params[0] = (GLfloat)(1 << (ctx->Const.MaxTextureLevels - 1)); break; case GL_MAX_3D_TEXTURE_SIZE: params[0] = (GLfloat)(1 << (ctx->Const.Max3DTextureLevels - 1)); break; case GL_MAX_TEXTURE_STACK_DEPTH: params[0] = (GLfloat)(MAX_TEXTURE_STACK_DEPTH); break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLfloat)(ctx->Const.MaxViewportWidth); params[1] = (GLfloat)(ctx->Const.MaxViewportHeight); 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_NAME_STACK_DEPTH: params[0] = (GLfloat)(ctx->Select.NameStackDepth); break; case GL_NORMALIZE: params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.Normalize); break; case GL_PACK_ALIGNMENT: params[0] = (GLfloat)(ctx->Pack.Alignment); break; case GL_PACK_LSB_FIRST: params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.LsbFirst); break; case GL_PACK_ROW_LENGTH: params[0] = (GLfloat)(ctx->Pack.RowLength); break; case GL_PACK_SKIP_PIXELS: params[0] = (GLfloat)(ctx->Pack.SkipPixels); break; case GL_PACK_SKIP_ROWS: params[0] = (GLfloat)(ctx->Pack.SkipRows); break; case GL_PACK_SWAP_BYTES: params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.SwapBytes); break; case GL_PACK_SKIP_IMAGES_EXT: params[0] = (GLfloat)(ctx->Pack.SkipImages); break; case GL_PACK_IMAGE_HEIGHT_EXT: params[0] = (GLfloat)(ctx->Pack.ImageHeight); break; case GL_PACK_INVERT_MESA: params[0] = BOOLEAN_TO_FLOAT(ctx->Pack.Invert); break; case GL_PERSPECTIVE_CORRECTION_HINT: params[0] = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.AtoA.Size); break; case GL_PIXEL_MAP_B_TO_B_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.BtoB.Size); break; case GL_PIXEL_MAP_G_TO_G_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.GtoG.Size); break; case GL_PIXEL_MAP_I_TO_A_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.ItoA.Size); break; case GL_PIXEL_MAP_I_TO_B_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.ItoB.Size); break; case GL_PIXEL_MAP_I_TO_G_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.ItoG.Size); break; case GL_PIXEL_MAP_I_TO_I_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.ItoI.Size); break; case GL_PIXEL_MAP_I_TO_R_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.ItoR.Size); break; case GL_PIXEL_MAP_R_TO_R_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.RtoR.Size); break; case GL_PIXEL_MAP_S_TO_S_SIZE: params[0] = (GLfloat)(ctx->PixelMaps.StoS.Size); break; case GL_POINT_SIZE: params[0] = ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: params[0] = ctx->Const.PointSizeGranularity; break; case GL_POINT_SIZE_RANGE: params[0] = ctx->Const.MinPointSizeAA; params[1] = ctx->Const.MaxPointSizeAA; break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = ctx->Const.MinPointSize; params[1] = ctx->Const.MaxPointSize; 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_DISTANCE_ATTENUATION_EXT: params[0] = ctx->Point.Params[0]; params[1] = ctx->Point.Params[1]; params[2] = ctx->Point.Params[2]; break; case GL_POLYGON_MODE: params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode); params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode); break; case GL_POLYGON_OFFSET_BIAS_EXT: params[0] = ctx->Polygon.OffsetUnits; 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_POLYGON_OFFSET_POINT: params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetPoint); break; case GL_POLYGON_OFFSET_LINE: params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetLine); break; case GL_POLYGON_OFFSET_FILL: params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.OffsetFill); break; case GL_POLYGON_SMOOTH: params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.SmoothFlag); break; case GL_POLYGON_SMOOTH_HINT: params[0] = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: params[0] = BOOLEAN_TO_FLOAT(ctx->Polygon.StippleFlag); 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_READ_BUFFER: params[0] = ENUM_TO_FLOAT(ctx->ReadBuffer->ColorReadBuffer); break; case GL_RED_BIAS: params[0] = ctx->Pixel.RedBias; break; case GL_RED_BITS: params[0] = (GLfloat)(ctx->DrawBuffer->Visual.redBits); break; case GL_RED_SCALE: params[0] = ctx->Pixel.RedScale; break; case GL_RENDER_MODE: params[0] = ENUM_TO_FLOAT(ctx->RenderMode); break; case GL_RESCALE_NORMAL: params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RescaleNormals); break; case GL_RGBA_MODE: params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.rgbMode); break; case GL_SCISSOR_BOX: params[0] = (GLfloat)(ctx->Scissor.X); params[1] = (GLfloat)(ctx->Scissor.Y); params[2] = (GLfloat)(ctx->Scissor.Width); params[3] = (GLfloat)(ctx->Scissor.Height); break; case GL_SCISSOR_TEST: params[0] = BOOLEAN_TO_FLOAT(ctx->Scissor.Enabled); break; case GL_SELECTION_BUFFER_SIZE: params[0] = (GLfloat)(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: params[0] = ENUM_TO_FLOAT(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.SharedPalette); 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_STEREO: params[0] = BOOLEAN_TO_FLOAT(ctx->DrawBuffer->Visual.stereoMode); break; case GL_SUBPIXEL_BITS: params[0] = (GLfloat)(ctx->Const.SubPixelBits); break; case GL_TEXTURE_1D: params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D)); break; case GL_TEXTURE_2D: params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D)); break; case GL_TEXTURE_3D: params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D)); break; case GL_TEXTURE_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT)); break; case GL_TEXTURE_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT)); break; case GL_TEXTURE_BINDING_1D: params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name); break; case GL_TEXTURE_BINDING_2D: params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name); break; case GL_TEXTURE_BINDING_3D: params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name); break; case GL_TEXTURE_BINDING_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetFloatv"); params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name); break; case GL_TEXTURE_BINDING_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetFloatv"); params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name); 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_TEXTURE_GEN_Q: params[0] = BOOLEAN_TO_FLOAT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0)); 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_UNPACK_ALIGNMENT: params[0] = (GLfloat)(ctx->Unpack.Alignment); break; case GL_UNPACK_LSB_FIRST: params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.LsbFirst); break; case GL_UNPACK_ROW_LENGTH: params[0] = (GLfloat)(ctx->Unpack.RowLength); break; case GL_UNPACK_SKIP_PIXELS: params[0] = (GLfloat)(ctx->Unpack.SkipPixels); break; case GL_UNPACK_SKIP_ROWS: params[0] = (GLfloat)(ctx->Unpack.SkipRows); break; case GL_UNPACK_SWAP_BYTES: params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.SwapBytes); break; case GL_UNPACK_SKIP_IMAGES_EXT: params[0] = (GLfloat)(ctx->Unpack.SkipImages); break; case GL_UNPACK_IMAGE_HEIGHT_EXT: params[0] = (GLfloat)(ctx->Unpack.ImageHeight); break; case GL_UNPACK_CLIENT_STORAGE_APPLE: params[0] = BOOLEAN_TO_FLOAT(ctx->Unpack.ClientStorage); break; case GL_VIEWPORT: params[0] = (GLfloat)(ctx->Viewport.X); params[1] = (GLfloat)(ctx->Viewport.Y); params[2] = (GLfloat)(ctx->Viewport.Width); params[3] = (GLfloat)(ctx->Viewport.Height); break; case GL_ZOOM_X: params[0] = ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: params[0] = ctx->Pixel.ZoomY; 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_VERTEX_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); 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_NORMAL_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); 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_COLOR_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); break; case GL_INDEX_ARRAY: params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->Index.Enabled); break; case GL_INDEX_ARRAY_TYPE: params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: params[0] = (GLfloat)(ctx->Array.ArrayObj->Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); 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_TEXTURE_COORD_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); break; case GL_EDGE_FLAG_ARRAY: params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->EdgeFlag.Enabled); break; case GL_EDGE_FLAG_ARRAY_STRIDE: params[0] = (GLfloat)(ctx->Array.ArrayObj->EdgeFlag.Stride); break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: params[0] = (GLfloat)(0); break; case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXT1(ARB_multitexture, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxTextureUnits); break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetFloatv"); params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetFloatv"); params[0] = (GLfloat)(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB)); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name); break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetFloatv"); params[0] = (GLfloat)((1 << (ctx->Const.MaxCubeTextureLevels - 1))); break; case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXT1(ARB_texture_compression, "GetFloatv"); params[0] = (GLfloat)(ctx->Hint.TextureCompression); break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetFloatv"); params[0] = (GLfloat)(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE)); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetFloatv"); { GLint formats[100]; GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE); ASSERT(n <= 100); for (i = 0; i < n; i++) params[i] = ENUM_TO_FLOAT(formats[i]); } break; case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.LockFirst); break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.LockCount); break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { const GLfloat *matrix = ctx->ColorMatrixStack.Top->m; params[0] = matrix[0]; params[1] = matrix[4]; params[2] = matrix[8]; params[3] = matrix[12]; params[4] = matrix[1]; params[5] = matrix[5]; params[6] = matrix[9]; params[7] = matrix[13]; params[8] = matrix[2]; params[9] = matrix[6]; params[10] = matrix[10]; params[11] = matrix[14]; params[12] = matrix[3]; params[13] = matrix[7]; params[14] = matrix[11]; params[15] = matrix[15]; } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m; params[0] = matrix[0]; params[1] = matrix[4]; params[2] = matrix[8]; params[3] = matrix[12]; params[4] = matrix[1]; params[5] = matrix[5]; params[6] = matrix[9]; params[7] = matrix[13]; params[8] = matrix[2]; params[9] = matrix[6]; params[10] = matrix[10]; params[11] = matrix[14]; params[12] = matrix[3]; params[13] = matrix[7]; params[14] = matrix[11]; params[15] = matrix[15]; } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m; params[0] = matrix[0]; params[1] = matrix[4]; params[2] = matrix[8]; params[3] = matrix[12]; params[4] = matrix[1]; params[5] = matrix[5]; params[6] = matrix[9]; params[7] = matrix[13]; params[8] = matrix[2]; params[9] = matrix[6]; params[10] = matrix[10]; params[11] = matrix[14]; params[12] = matrix[3]; params[13] = matrix[7]; params[14] = matrix[11]; params[15] = matrix[15]; } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m; params[0] = matrix[0]; params[1] = matrix[4]; params[2] = matrix[8]; params[3] = matrix[12]; params[4] = matrix[1]; params[5] = matrix[5]; params[6] = matrix[9]; params[7] = matrix[13]; params[8] = matrix[2]; params[9] = matrix[6]; params[10] = matrix[10]; params[11] = matrix[14]; params[12] = matrix[3]; params[13] = matrix[7]; params[14] = matrix[11]; params[15] = matrix[15]; } break; case GL_COLOR_MATRIX_SGI: { const GLfloat *matrix = ctx->ColorMatrixStack.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_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = (GLfloat)(ctx->ColorMatrixStack.Depth + 1); break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = (GLfloat)(MAX_COLOR_STACK_DEPTH); break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: params[0] = ctx->Pixel.PostColorMatrixScale[0]; break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: params[0] = ctx->Pixel.PostColorMatrixScale[1]; break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: params[0] = ctx->Pixel.PostColorMatrixScale[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: params[0] = ctx->Pixel.PostColorMatrixScale[3]; break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: params[0] = ctx->Pixel.PostColorMatrixBias[0]; break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: params[0] = ctx->Pixel.PostColorMatrixBias[1]; break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: params[0] = ctx->Pixel.PostColorMatrixBias[2]; break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: params[0] = ctx->Pixel.PostColorMatrixBias[3]; break; case GL_CONVOLUTION_1D_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution1DEnabled); break; case GL_CONVOLUTION_2D_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Convolution2DEnabled); break; case GL_SEPARABLE_2D_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.Separable2DEnabled); break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionScale[0]; break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionScale[1]; break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionScale[2]; break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionScale[3]; break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionBias[0]; break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionBias[1]; break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionBias[2]; break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetFloatv"); params[0] = ctx->Pixel.PostConvolutionBias[3]; break; case GL_HISTOGRAM: CHECK_EXT1(EXT_histogram, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.HistogramEnabled); break; case GL_MINMAX: CHECK_EXT1(EXT_histogram, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.MinMaxEnabled); break; case GL_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]); break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]); break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]); break; case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXT1(SGI_texture_color_table, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled); break; case GL_COLOR_SUM_EXT: CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Fog.ColorSumEnabled); break; case GL_CURRENT_SECONDARY_COLOR_EXT: CHECK_EXT1(EXT_secondary_color, "GetFloatv"); { FLUSH_CURRENT(ctx, 0); params[0] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]; params[1] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]; params[2] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]; params[3] = ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]; } break; case GL_SECONDARY_COLOR_ARRAY_EXT: CHECK_EXT1(EXT_secondary_color, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->SecondaryColor.Enabled); break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_secondary_color, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->SecondaryColor.Type); break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_secondary_color, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.Stride); break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXT1(EXT_secondary_color, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.Size); break; case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXT1(EXT_fog_coord, "GetFloatv"); { FLUSH_CURRENT(ctx, 0); params[0] = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; } break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXT1(EXT_fog_coord, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->FogCoord.Enabled); break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_fog_coord, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Array.ArrayObj->FogCoord.Type); break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_fog_coord, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->FogCoord.Stride); break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXT1(EXT_fog_coord, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Fog.FogCoordinateSource); break; case GL_MAX_TEXTURE_LOD_BIAS_EXT: CHECK_EXT1(EXT_texture_lod_bias, "GetFloatv"); params[0] = ctx->Const.MaxTextureLodBias; break; case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXT1(EXT_texture_filter_anisotropic, "GetFloatv"); params[0] = ctx->Const.MaxTextureMaxAnisotropy; break; case GL_MULTISAMPLE_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.Enabled); break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToCoverage); break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleAlphaToOne); break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverage); break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = ctx->Multisample.SampleCoverageValue; break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Multisample.SampleCoverageInvert); break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = (GLfloat)(ctx->DrawBuffer->Visual.sampleBuffers); break; case GL_SAMPLES_ARB: CHECK_EXT1(ARB_multisample, "GetFloatv"); params[0] = (GLfloat)(ctx->DrawBuffer->Visual.samples); break; case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXT1(IBM_rasterpos_clip, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Transform.RasterPositionUnclipped); break; case GL_POINT_SPRITE_NV: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Point.PointSprite); break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXT1(NV_point_sprite, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteRMode); break; case GL_POINT_SPRITE_COORD_ORIGIN: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Point.SpriteOrigin); break; case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXT1(SGIS_generate_mipmap, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Hint.GenerateMipmap); break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = (GLfloat)((ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0)); break; case GL_VERTEX_ATTRIB_ARRAY0_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[0].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY1_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[1].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY2_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[2].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY3_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[3].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[4].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY5_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[5].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY6_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[6].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY7_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[7].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY8_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[8].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY9_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[9].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY10_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[10].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY11_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[11].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY12_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[12].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY13_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[13].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY14_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[14].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Array.ArrayObj->VertexAttrib[15].Enabled); break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[0]); break; case GL_MAP1_VERTEX_ATTRIB1_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[1]); break; case GL_MAP1_VERTEX_ATTRIB2_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[2]); break; case GL_MAP1_VERTEX_ATTRIB3_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[3]); break; case GL_MAP1_VERTEX_ATTRIB4_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[4]); break; case GL_MAP1_VERTEX_ATTRIB5_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[5]); break; case GL_MAP1_VERTEX_ATTRIB6_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[6]); break; case GL_MAP1_VERTEX_ATTRIB7_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[7]); break; case GL_MAP1_VERTEX_ATTRIB8_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[8]); break; case GL_MAP1_VERTEX_ATTRIB9_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[9]); break; case GL_MAP1_VERTEX_ATTRIB10_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[10]); break; case GL_MAP1_VERTEX_ATTRIB11_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[11]); break; case GL_MAP1_VERTEX_ATTRIB12_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[12]); break; case GL_MAP1_VERTEX_ATTRIB13_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[13]); break; case GL_MAP1_VERTEX_ATTRIB14_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[14]); break; case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXT1(NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Eval.Map1Attrib[15]); break; case GL_FRAGMENT_PROGRAM_NV: CHECK_EXT1(NV_fragment_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled); break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXT1(NV_fragment_program, "GetFloatv"); params[0] = (GLfloat)(ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0); break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXT1(NV_fragment_program, "GetFloatv"); params[0] = (GLfloat)(MAX_NV_FRAGMENT_PROGRAM_PARAMS); break; case GL_TEXTURE_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV)); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name); break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXT1(NV_texture_rectangle, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxTextureRectSize); break; case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Stencil.TestTwoSide); break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; case GL_MAX_SHININESS_NV: CHECK_EXT1(NV_light_max_exponent, "GetFloatv"); params[0] = ctx->Const.MaxShininess; break; case GL_MAX_SPOT_EXPONENT_NV: CHECK_EXT1(NV_light_max_exponent, "GetFloatv"); params[0] = ctx->Const.MaxSpotExponent; break; case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayBufferObj->Name); break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->Vertex.BufferObj->Name); break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->Normal.BufferObj->Name); break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->Color.BufferObj->Name); break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->Index.BufferObj->Name); break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name); break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name); break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name); break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ArrayObj->FogCoord.BufferObj->Name); break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Array.ElementArrayBufferObj->Name); break; case GL_PIXEL_PACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Pack.BufferObj->Name); break; case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Unpack.BufferObj->Name); break; case GL_VERTEX_PROGRAM_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.Enabled); break; case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.PointSizeEnabled); break; case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.TwoSideEnabled); break; case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxProgramMatrixStackDepth); break; case GL_MAX_PROGRAM_MATRICES_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxProgramMatrices); break; case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->CurrentStack->Depth + 1); break; case GL_CURRENT_MATRIX_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetFloatv"); { const GLfloat *matrix = ctx->CurrentStack->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_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetFloatv"); { const GLfloat *matrix = ctx->CurrentStack->Top->m; params[0] = matrix[0]; params[1] = matrix[4]; params[2] = matrix[8]; params[3] = matrix[12]; params[4] = matrix[1]; params[5] = matrix[5]; params[6] = matrix[9]; params[7] = matrix[13]; params[8] = matrix[2]; params[9] = matrix[6]; params[10] = matrix[10]; params[11] = matrix[14]; params[12] = matrix[3]; params[13] = matrix[7]; params[14] = matrix[11]; params[15] = matrix[15]; } break; case GL_MAX_VERTEX_ATTRIBS_ARB: CHECK_EXT1(ARB_vertex_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.VertexProgram.MaxAttribs); break; case GL_PROGRAM_ERROR_POSITION_ARB: CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Program.ErrorPos); break; case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXT1(ARB_fragment_program, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.Enabled); break; case GL_MAX_TEXTURE_COORDS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxTextureCoordUnits); break; case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxTextureImageUnits); break; case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->Depth.BoundsTest); break; case GL_DEPTH_BOUNDS_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetFloatv"); params[0] = ctx->Depth.BoundsMin; params[1] = ctx->Depth.BoundsMax; break; case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->FragmentProgram.CallbackEnabled); break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(ctx->VertexProgram.CallbackEnabled); break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetFloatv"); params[0] = (GLfloat)(ctx->FragmentProgram.CurrentPosition); break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetFloatv"); params[0] = (GLfloat)(ctx->VertexProgram.CurrentPosition); break; case GL_MAX_DRAW_BUFFERS_ARB: CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxDrawBuffers); break; case GL_DRAW_BUFFER0_ARB: CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_DRAW_BUFFER1_ARB: CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; params[0] = ENUM_TO_FLOAT(buffer); } break; case GL_DRAW_BUFFER2_ARB: CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[2]; params[0] = ENUM_TO_FLOAT(buffer); } break; case GL_DRAW_BUFFER3_ARB: CHECK_EXT1(ARB_draw_buffers, "GetFloatv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[3]; params[0] = ENUM_TO_FLOAT(buffer); } break; case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: CHECK_EXT1(OES_read_format, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.ColorReadType); break; case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: CHECK_EXT1(OES_read_format, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.ColorReadFormat); break; case GL_NUM_FRAGMENT_REGISTERS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(6); break; case GL_NUM_FRAGMENT_CONSTANTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(8); break; case GL_NUM_PASSES_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(2); break; case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(8); break; case GL_NUM_INSTRUCTIONS_TOTAL_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(16); break; case GL_COLOR_ALPHA_PAIRING_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = BOOLEAN_TO_FLOAT(GL_TRUE); break; case GL_NUM_LOOPBACK_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(3); break; case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(3); break; case GL_STENCIL_BACK_FUNC: params[0] = ENUM_TO_FLOAT(ctx->Stencil.Function[1]); break; case GL_STENCIL_BACK_VALUE_MASK: params[0] = (GLfloat)(ctx->Stencil.ValueMask[1]); break; case GL_STENCIL_BACK_WRITEMASK: params[0] = (GLfloat)(ctx->Stencil.WriteMask[1]); break; case GL_STENCIL_BACK_REF: params[0] = (GLfloat)(ctx->Stencil.Ref[1]); break; case GL_STENCIL_BACK_FAIL: params[0] = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_FAIL: params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_PASS: params[0] = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[1]); break; case GL_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->DrawBuffer->Name); break; case GL_RENDERBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0); break; case GL_MAX_COLOR_ATTACHMENTS_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxColorAttachments); break; case GL_MAX_RENDERBUFFER_SIZE_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize); break; case GL_READ_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_blit, "GetFloatv"); params[0] = (GLfloat)(ctx->ReadBuffer->Name); break; case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_fragment_shader, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents); break; case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: CHECK_EXT1(ARB_fragment_shader, "GetFloatv"); params[0] = ENUM_TO_FLOAT(ctx->Hint.FragmentShaderDerivative); break; case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.VertexProgram.MaxUniformComponents); break; case GL_MAX_VARYING_FLOATS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxVarying * 4); break; case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); params[0] = (GLfloat)(ctx->Const.MaxVertexTextureImageUnits); break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetFloatv"); params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS); break; case GL_CURRENT_PROGRAM: CHECK_EXT1(ARB_shader_objects, "GetFloatv"); params[0] = (GLfloat)(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0); break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(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); if (ctx->Driver.GetIntegerv && ctx->Driver.GetIntegerv(ctx, pname, params)) return; switch (pname) { case GL_ACCUM_RED_BITS: params[0] = ctx->DrawBuffer->Visual.accumRedBits; break; case GL_ACCUM_GREEN_BITS: params[0] = ctx->DrawBuffer->Visual.accumGreenBits; break; case GL_ACCUM_BLUE_BITS: params[0] = ctx->DrawBuffer->Visual.accumBlueBits; break; case GL_ACCUM_ALPHA_BITS: params[0] = ctx->DrawBuffer->Visual.accumAlphaBits; break; case GL_ACCUM_CLEAR_VALUE: params[0] = FLOAT_TO_INT(ctx->Accum.ClearColor[0]); params[1] = FLOAT_TO_INT(ctx->Accum.ClearColor[1]); params[2] = FLOAT_TO_INT(ctx->Accum.ClearColor[2]); params[3] = FLOAT_TO_INT(ctx->Accum.ClearColor[3]); break; case GL_ALPHA_BIAS: params[0] = IROUND(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: params[0] = ctx->DrawBuffer->Visual.alphaBits; break; case GL_ALPHA_SCALE: params[0] = IROUND(ctx->Pixel.AlphaScale); 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_ATTRIB_STACK_DEPTH: params[0] = ctx->AttribStackDepth; break; case GL_AUTO_NORMAL: params[0] = BOOLEAN_TO_INT(ctx->Eval.AutoNormal); break; case GL_AUX_BUFFERS: params[0] = ctx->DrawBuffer->Visual.numAuxBuffers; break; case GL_BLEND: params[0] = BOOLEAN_TO_INT(ctx->Color.BlendEnabled); break; case GL_BLEND_DST: params[0] = ENUM_TO_INT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: params[0] = ENUM_TO_INT(ctx->Color.BlendSrcRGB); 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_BLEND_COLOR_EXT: params[0] = FLOAT_TO_INT(ctx->Color.BlendColor[0]); params[1] = FLOAT_TO_INT(ctx->Color.BlendColor[1]); params[2] = FLOAT_TO_INT(ctx->Color.BlendColor[2]); params[3] = FLOAT_TO_INT(ctx->Color.BlendColor[3]); break; case GL_BLUE_BIAS: params[0] = IROUND(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: params[0] = ctx->DrawBuffer->Visual.blueBits; break; case GL_BLUE_SCALE: params[0] = IROUND(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: params[0] = ctx->ClientAttribStackDepth; 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_CLEAR_VALUE: params[0] = FLOAT_TO_INT(ctx->Color.ClearColor[0]); params[1] = FLOAT_TO_INT(ctx->Color.ClearColor[1]); params[2] = FLOAT_TO_INT(ctx->Color.ClearColor[2]); params[3] = FLOAT_TO_INT(ctx->Color.ClearColor[3]); break; case GL_COLOR_MATERIAL: params[0] = BOOLEAN_TO_INT(ctx->Light.ColorMaterialEnabled); break; case GL_COLOR_MATERIAL_FACE: params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: params[0] = ENUM_TO_INT(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0; params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0; params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0; params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0; break; case GL_CULL_FACE: params[0] = BOOLEAN_TO_INT(ctx->Polygon.CullFlag); break; case GL_CULL_FACE_MODE: params[0] = ENUM_TO_INT(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0]); params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1]); params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2]); params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3]); } break; case GL_CURRENT_INDEX: { FLUSH_CURRENT(ctx, 0); params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_COLOR_INDEX][0]); } break; case GL_CURRENT_NORMAL: { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][0]); params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][1]); params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_NORMAL][2]); } break; case GL_CURRENT_RASTER_COLOR: params[0] = FLOAT_TO_INT(ctx->Current.RasterColor[0]); params[1] = FLOAT_TO_INT(ctx->Current.RasterColor[1]); params[2] = FLOAT_TO_INT(ctx->Current.RasterColor[2]); params[3] = FLOAT_TO_INT(ctx->Current.RasterColor[3]); break; case GL_CURRENT_RASTER_DISTANCE: params[0] = IROUND(ctx->Current.RasterDistance); break; case GL_CURRENT_RASTER_INDEX: params[0] = IROUND(ctx->Current.RasterIndex); break; case GL_CURRENT_RASTER_POSITION: params[0] = IROUND(ctx->Current.RasterPos[0]); params[1] = IROUND(ctx->Current.RasterPos[1]); params[2] = IROUND(ctx->Current.RasterPos[2]); params[3] = IROUND(ctx->Current.RasterPos[3]); break; case GL_CURRENT_RASTER_SECONDARY_COLOR: params[0] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[0]); params[1] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[1]); params[2] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[2]); params[3] = FLOAT_TO_INT(ctx->Current.RasterSecondaryColor[3]); break; case GL_CURRENT_RASTER_TEXTURE_COORDS: { const GLuint texUnit = ctx->Texture.CurrentUnit; params[0] = IROUND(ctx->Current.RasterTexCoords[texUnit][0]); params[1] = IROUND(ctx->Current.RasterTexCoords[texUnit][1]); params[2] = IROUND(ctx->Current.RasterTexCoords[texUnit][2]); params[3] = IROUND(ctx->Current.RasterTexCoords[texUnit][3]); } break; case GL_CURRENT_RASTER_POSITION_VALID: params[0] = BOOLEAN_TO_INT(ctx->Current.RasterPosValid); 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_DEPTH_BIAS: params[0] = IROUND(ctx->Pixel.DepthBias); 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_SCALE: params[0] = IROUND(ctx->Pixel.DepthScale); 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_DOUBLEBUFFER: params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.doubleBufferMode); break; case GL_DRAW_BUFFER: params[0] = ENUM_TO_INT(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_EDGE_FLAG: { FLUSH_CURRENT(ctx, 0); params[0] = BOOLEAN_TO_INT((ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0)); } break; case GL_FEEDBACK_BUFFER_SIZE: params[0] = ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: params[0] = ENUM_TO_INT(ctx->Feedback.Type); 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_INDEX: params[0] = IROUND(ctx->Fog.Index); 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_FRONT_FACE: params[0] = ENUM_TO_INT(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: params[0] = IROUND(ctx->Pixel.GreenBias); break; case GL_GREEN_BITS: params[0] = ctx->DrawBuffer->Visual.greenBits; break; case GL_GREEN_SCALE: params[0] = IROUND(ctx->Pixel.GreenScale); break; case GL_INDEX_BITS: params[0] = ctx->DrawBuffer->Visual.indexBits; break; case GL_INDEX_CLEAR_VALUE: params[0] = ctx->Color.ClearIndex; break; case GL_INDEX_MODE: params[0] = BOOLEAN_TO_INT(!ctx->DrawBuffer->Visual.rgbMode); break; case GL_INDEX_OFFSET: params[0] = ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: params[0] = ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: params[0] = ctx->Color.IndexMask; 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_COLOR_CONTROL: params[0] = ENUM_TO_INT(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: params[0] = BOOLEAN_TO_INT(ctx->Light.Model.LocalViewer); break; case GL_LIGHT_MODEL_TWO_SIDE: params[0] = BOOLEAN_TO_INT(ctx->Light.Model.TwoSide); 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_STIPPLE: params[0] = BOOLEAN_TO_INT(ctx->Line.StippleFlag); break; case GL_LINE_STIPPLE_PATTERN: params[0] = ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: params[0] = ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: params[0] = IROUND(ctx->Line.Width); break; case GL_LINE_WIDTH_GRANULARITY: params[0] = IROUND(ctx->Const.LineWidthGranularity); break; case GL_LINE_WIDTH_RANGE: params[0] = IROUND(ctx->Const.MinLineWidthAA); params[1] = IROUND(ctx->Const.MaxLineWidthAA); break; case GL_ALIASED_LINE_WIDTH_RANGE: params[0] = IROUND(ctx->Const.MinLineWidth); params[1] = IROUND(ctx->Const.MaxLineWidth); break; case GL_LIST_BASE: params[0] = ctx->List.ListBase; break; case GL_LIST_INDEX: params[0] = ctx->ListState.CurrentListNum; break; case GL_LIST_MODE: { GLenum mode; if (!ctx->CompileFlag) mode = 0; else if (ctx->ExecuteFlag) mode = GL_COMPILE_AND_EXECUTE; else mode = GL_COMPILE; params[0] = ENUM_TO_INT(mode); } break; case GL_INDEX_LOGIC_OP: params[0] = BOOLEAN_TO_INT(ctx->Color.IndexLogicOpEnabled); 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_MAP1_COLOR_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Color4); break; case GL_MAP1_GRID_DOMAIN: params[0] = IROUND(ctx->Eval.MapGrid1u1); params[1] = IROUND(ctx->Eval.MapGrid1u2); break; case GL_MAP1_GRID_SEGMENTS: params[0] = ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Index); break; case GL_MAP1_NORMAL: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Normal); break; case GL_MAP1_TEXTURE_COORD_1: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord1); break; case GL_MAP1_TEXTURE_COORD_2: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord2); break; case GL_MAP1_TEXTURE_COORD_3: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord3); break; case GL_MAP1_TEXTURE_COORD_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1TextureCoord4); break; case GL_MAP1_VERTEX_3: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex3); break; case GL_MAP1_VERTEX_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Vertex4); break; case GL_MAP2_COLOR_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Color4); break; case GL_MAP2_GRID_DOMAIN: params[0] = IROUND(ctx->Eval.MapGrid2u1); params[1] = IROUND(ctx->Eval.MapGrid2u2); params[2] = IROUND(ctx->Eval.MapGrid2v1); params[3] = IROUND(ctx->Eval.MapGrid2v2); break; case GL_MAP2_GRID_SEGMENTS: params[0] = ctx->Eval.MapGrid2un; params[1] = ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Index); break; case GL_MAP2_NORMAL: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Normal); break; case GL_MAP2_TEXTURE_COORD_1: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord1); break; case GL_MAP2_TEXTURE_COORD_2: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord2); break; case GL_MAP2_TEXTURE_COORD_3: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord3); break; case GL_MAP2_TEXTURE_COORD_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2TextureCoord4); break; case GL_MAP2_VERTEX_3: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex3); break; case GL_MAP2_VERTEX_4: params[0] = BOOLEAN_TO_INT(ctx->Eval.Map2Vertex4); break; case GL_MAP_COLOR: params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapColorFlag); break; case GL_MAP_STENCIL: params[0] = BOOLEAN_TO_INT(ctx->Pixel.MapStencilFlag); break; case GL_MATRIX_MODE: params[0] = ENUM_TO_INT(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: params[0] = MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: params[0] = MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: params[0] = ctx->Const.MaxClipPlanes; break; case GL_MAX_ELEMENTS_VERTICES: params[0] = ctx->Const.MaxArrayLockSize; break; case GL_MAX_ELEMENTS_INDICES: params[0] = ctx->Const.MaxArrayLockSize; break; case GL_MAX_EVAL_ORDER: params[0] = MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: params[0] = ctx->Const.MaxLights; break; case GL_MAX_LIST_NESTING: params[0] = MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: params[0] = MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: params[0] = MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: params[0] = MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: params[0] = MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: params[0] = 1 << (ctx->Const.MaxTextureLevels - 1); break; case GL_MAX_3D_TEXTURE_SIZE: params[0] = 1 << (ctx->Const.Max3DTextureLevels - 1); break; case GL_MAX_TEXTURE_STACK_DEPTH: params[0] = MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = ctx->Const.MaxViewportWidth; params[1] = ctx->Const.MaxViewportHeight; 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_NAME_STACK_DEPTH: params[0] = ctx->Select.NameStackDepth; break; case GL_NORMALIZE: params[0] = BOOLEAN_TO_INT(ctx->Transform.Normalize); break; case GL_PACK_ALIGNMENT: params[0] = ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: params[0] = BOOLEAN_TO_INT(ctx->Pack.LsbFirst); break; case GL_PACK_ROW_LENGTH: params[0] = ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: params[0] = ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: params[0] = ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: params[0] = BOOLEAN_TO_INT(ctx->Pack.SwapBytes); break; case GL_PACK_SKIP_IMAGES_EXT: params[0] = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: params[0] = ctx->Pack.ImageHeight; break; case GL_PACK_INVERT_MESA: params[0] = BOOLEAN_TO_INT(ctx->Pack.Invert); break; case GL_PERSPECTIVE_CORRECTION_HINT: params[0] = ENUM_TO_INT(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: params[0] = ctx->PixelMaps.AtoA.Size; break; case GL_PIXEL_MAP_B_TO_B_SIZE: params[0] = ctx->PixelMaps.BtoB.Size; break; case GL_PIXEL_MAP_G_TO_G_SIZE: params[0] = ctx->PixelMaps.GtoG.Size; break; case GL_PIXEL_MAP_I_TO_A_SIZE: params[0] = ctx->PixelMaps.ItoA.Size; break; case GL_PIXEL_MAP_I_TO_B_SIZE: params[0] = ctx->PixelMaps.ItoB.Size; break; case GL_PIXEL_MAP_I_TO_G_SIZE: params[0] = ctx->PixelMaps.ItoG.Size; break; case GL_PIXEL_MAP_I_TO_I_SIZE: params[0] = ctx->PixelMaps.ItoI.Size; break; case GL_PIXEL_MAP_I_TO_R_SIZE: params[0] = ctx->PixelMaps.ItoR.Size; break; case GL_PIXEL_MAP_R_TO_R_SIZE: params[0] = ctx->PixelMaps.RtoR.Size; break; case GL_PIXEL_MAP_S_TO_S_SIZE: params[0] = ctx->PixelMaps.StoS.Size; break; case GL_POINT_SIZE: params[0] = IROUND(ctx->Point.Size); break; case GL_POINT_SIZE_GRANULARITY: params[0] = IROUND(ctx->Const.PointSizeGranularity); break; case GL_POINT_SIZE_RANGE: params[0] = IROUND(ctx->Const.MinPointSizeAA); params[1] = IROUND(ctx->Const.MaxPointSizeAA); break; case GL_ALIASED_POINT_SIZE_RANGE: params[0] = IROUND(ctx->Const.MinPointSize); params[1] = IROUND(ctx->Const.MaxPointSize); 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_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_POLYGON_MODE: params[0] = ENUM_TO_INT(ctx->Polygon.FrontMode); params[1] = ENUM_TO_INT(ctx->Polygon.BackMode); break; case GL_POLYGON_OFFSET_BIAS_EXT: params[0] = IROUND(ctx->Polygon.OffsetUnits); 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_POLYGON_OFFSET_POINT: params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetPoint); break; case GL_POLYGON_OFFSET_LINE: params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetLine); break; case GL_POLYGON_OFFSET_FILL: params[0] = BOOLEAN_TO_INT(ctx->Polygon.OffsetFill); break; case GL_POLYGON_SMOOTH: params[0] = BOOLEAN_TO_INT(ctx->Polygon.SmoothFlag); break; case GL_POLYGON_SMOOTH_HINT: params[0] = ENUM_TO_INT(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: params[0] = BOOLEAN_TO_INT(ctx->Polygon.StippleFlag); 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_READ_BUFFER: params[0] = ENUM_TO_INT(ctx->ReadBuffer->ColorReadBuffer); break; case GL_RED_BIAS: params[0] = IROUND(ctx->Pixel.RedBias); break; case GL_RED_BITS: params[0] = ctx->DrawBuffer->Visual.redBits; break; case GL_RED_SCALE: params[0] = IROUND(ctx->Pixel.RedScale); break; case GL_RENDER_MODE: params[0] = ENUM_TO_INT(ctx->RenderMode); break; case GL_RESCALE_NORMAL: params[0] = BOOLEAN_TO_INT(ctx->Transform.RescaleNormals); break; case GL_RGBA_MODE: params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.rgbMode); 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_SELECTION_BUFFER_SIZE: params[0] = ctx->Select.BufferSize; break; case GL_SHADE_MODEL: params[0] = ENUM_TO_INT(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: params[0] = BOOLEAN_TO_INT(ctx->Texture.SharedPalette); 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_STEREO: params[0] = BOOLEAN_TO_INT(ctx->DrawBuffer->Visual.stereoMode); break; case GL_SUBPIXEL_BITS: params[0] = ctx->Const.SubPixelBits; break; case GL_TEXTURE_1D: params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D)); break; case GL_TEXTURE_2D: params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D)); break; case GL_TEXTURE_3D: params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D)); break; case GL_TEXTURE_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT)); break; case GL_TEXTURE_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT)); break; case GL_TEXTURE_BINDING_1D: params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name; break; case GL_TEXTURE_BINDING_2D: params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name; break; case GL_TEXTURE_BINDING_3D: params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name; break; case GL_TEXTURE_BINDING_1D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetIntegerv"); params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name; break; case GL_TEXTURE_BINDING_2D_ARRAY_EXT: CHECK_EXT1(MESA_texture_array, "GetIntegerv"); params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name; 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_TEXTURE_GEN_Q: params[0] = BOOLEAN_TO_INT(((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0)); 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_UNPACK_ALIGNMENT: params[0] = ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: params[0] = BOOLEAN_TO_INT(ctx->Unpack.LsbFirst); break; case GL_UNPACK_ROW_LENGTH: params[0] = ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: params[0] = ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: params[0] = ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: params[0] = BOOLEAN_TO_INT(ctx->Unpack.SwapBytes); break; case GL_UNPACK_SKIP_IMAGES_EXT: params[0] = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: params[0] = ctx->Unpack.ImageHeight; break; case GL_UNPACK_CLIENT_STORAGE_APPLE: params[0] = BOOLEAN_TO_INT(ctx->Unpack.ClientStorage); 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_ZOOM_X: params[0] = IROUND(ctx->Pixel.ZoomX); break; case GL_ZOOM_Y: params[0] = IROUND(ctx->Pixel.ZoomY); 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_VERTEX_ARRAY_COUNT_EXT: params[0] = 0; 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_NORMAL_ARRAY_COUNT_EXT: params[0] = 0; 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_COLOR_ARRAY_COUNT_EXT: params[0] = 0; break; case GL_INDEX_ARRAY: params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->Index.Enabled); break; case GL_INDEX_ARRAY_TYPE: params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->Index.Type); break; case GL_INDEX_ARRAY_STRIDE: params[0] = ctx->Array.ArrayObj->Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: params[0] = 0; 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_TEXTURE_COORD_ARRAY_COUNT_EXT: params[0] = 0; break; case GL_EDGE_FLAG_ARRAY: params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->EdgeFlag.Enabled); break; case GL_EDGE_FLAG_ARRAY_STRIDE: params[0] = ctx->Array.ArrayObj->EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: params[0] = 0; break; case GL_MAX_TEXTURE_UNITS_ARB: CHECK_EXT1(ARB_multitexture, "GetIntegerv"); params[0] = ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetIntegerv"); params[0] = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: CHECK_EXT1(ARB_multitexture, "GetIntegerv"); params[0] = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; break; case GL_TEXTURE_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB)); break; case GL_TEXTURE_BINDING_CUBE_MAP_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: CHECK_EXT1(ARB_texture_cube_map, "GetIntegerv"); params[0] = (1 << (ctx->Const.MaxCubeTextureLevels - 1)); break; case GL_TEXTURE_COMPRESSION_HINT_ARB: CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); params[0] = ctx->Hint.TextureCompression; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); params[0] = _mesa_get_compressed_formats(ctx, NULL, GL_FALSE); break; case GL_COMPRESSED_TEXTURE_FORMATS_ARB: CHECK_EXT1(ARB_texture_compression, "GetIntegerv"); { GLint formats[100]; GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE); ASSERT(n <= 100); for (i = 0; i < n; i++) params[i] = ENUM_TO_INT(formats[i]); } break; case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetIntegerv"); params[0] = ctx->Array.LockFirst; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: CHECK_EXT1(EXT_compiled_vertex_array, "GetIntegerv"); params[0] = ctx->Array.LockCount; break; case GL_TRANSPOSE_COLOR_MATRIX_ARB: { const GLfloat *matrix = ctx->ColorMatrixStack.Top->m; params[0] = IROUND(matrix[0]); params[1] = IROUND(matrix[4]); params[2] = IROUND(matrix[8]); params[3] = IROUND(matrix[12]); params[4] = IROUND(matrix[1]); params[5] = IROUND(matrix[5]); params[6] = IROUND(matrix[9]); params[7] = IROUND(matrix[13]); params[8] = IROUND(matrix[2]); params[9] = IROUND(matrix[6]); params[10] = IROUND(matrix[10]); params[11] = IROUND(matrix[14]); params[12] = IROUND(matrix[3]); params[13] = IROUND(matrix[7]); params[14] = IROUND(matrix[11]); params[15] = IROUND(matrix[15]); } break; case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: { const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m; params[0] = IROUND(matrix[0]); params[1] = IROUND(matrix[4]); params[2] = IROUND(matrix[8]); params[3] = IROUND(matrix[12]); params[4] = IROUND(matrix[1]); params[5] = IROUND(matrix[5]); params[6] = IROUND(matrix[9]); params[7] = IROUND(matrix[13]); params[8] = IROUND(matrix[2]); params[9] = IROUND(matrix[6]); params[10] = IROUND(matrix[10]); params[11] = IROUND(matrix[14]); params[12] = IROUND(matrix[3]); params[13] = IROUND(matrix[7]); params[14] = IROUND(matrix[11]); params[15] = IROUND(matrix[15]); } break; case GL_TRANSPOSE_PROJECTION_MATRIX_ARB: { const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m; params[0] = IROUND(matrix[0]); params[1] = IROUND(matrix[4]); params[2] = IROUND(matrix[8]); params[3] = IROUND(matrix[12]); params[4] = IROUND(matrix[1]); params[5] = IROUND(matrix[5]); params[6] = IROUND(matrix[9]); params[7] = IROUND(matrix[13]); params[8] = IROUND(matrix[2]); params[9] = IROUND(matrix[6]); params[10] = IROUND(matrix[10]); params[11] = IROUND(matrix[14]); params[12] = IROUND(matrix[3]); params[13] = IROUND(matrix[7]); params[14] = IROUND(matrix[11]); params[15] = IROUND(matrix[15]); } break; case GL_TRANSPOSE_TEXTURE_MATRIX_ARB: { const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m; params[0] = IROUND(matrix[0]); params[1] = IROUND(matrix[4]); params[2] = IROUND(matrix[8]); params[3] = IROUND(matrix[12]); params[4] = IROUND(matrix[1]); params[5] = IROUND(matrix[5]); params[6] = IROUND(matrix[9]); params[7] = IROUND(matrix[13]); params[8] = IROUND(matrix[2]); params[9] = IROUND(matrix[6]); params[10] = IROUND(matrix[10]); params[11] = IROUND(matrix[14]); params[12] = IROUND(matrix[3]); params[13] = IROUND(matrix[7]); params[14] = IROUND(matrix[11]); params[15] = IROUND(matrix[15]); } break; case GL_COLOR_MATRIX_SGI: { const GLfloat *matrix = ctx->ColorMatrixStack.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_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = ctx->ColorMatrixStack.Depth + 1; break; case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: params[0] = MAX_COLOR_STACK_DEPTH; break; case GL_POST_COLOR_MATRIX_RED_SCALE_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[0]); break; case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[1]); break; case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixScale[3]); break; case GL_POST_COLOR_MATRIX_RED_BIAS_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[0]); break; case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[1]); break; case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[2]); break; case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: params[0] = IROUND(ctx->Pixel.PostColorMatrixBias[3]); break; case GL_CONVOLUTION_1D_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution1DEnabled); break; case GL_CONVOLUTION_2D_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.Convolution2DEnabled); break; case GL_SEPARABLE_2D_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.Separable2DEnabled); break; case GL_POST_CONVOLUTION_RED_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionScale[0]); break; case GL_POST_CONVOLUTION_GREEN_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionScale[1]); break; case GL_POST_CONVOLUTION_BLUE_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionScale[2]); break; case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionScale[3]); break; case GL_POST_CONVOLUTION_RED_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionBias[0]); break; case GL_POST_CONVOLUTION_GREEN_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionBias[1]); break; case GL_POST_CONVOLUTION_BLUE_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionBias[2]); break; case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: CHECK_EXT1(EXT_convolution, "GetIntegerv"); params[0] = IROUND(ctx->Pixel.PostConvolutionBias[3]); break; case GL_HISTOGRAM: CHECK_EXT1(EXT_histogram, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.HistogramEnabled); break; case GL_MINMAX: CHECK_EXT1(EXT_histogram, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.MinMaxEnabled); break; case GL_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION]); break; case GL_POST_CONVOLUTION_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCONVOLUTION]); break; case GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: CHECK_EXT1(SGI_color_table, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Pixel.ColorTableEnabled[COLORTABLE_POSTCOLORMATRIX]); break; case GL_TEXTURE_COLOR_TABLE_SGI: CHECK_EXT1(SGI_texture_color_table, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Texture.Unit[ctx->Texture.CurrentUnit].ColorTableEnabled); break; case GL_COLOR_SUM_EXT: CHECK_EXT2(EXT_secondary_color, ARB_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Fog.ColorSumEnabled); break; case GL_CURRENT_SECONDARY_COLOR_EXT: CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); { FLUSH_CURRENT(ctx, 0); params[0] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0]); params[1] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1]); params[2] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2]); params[3] = FLOAT_TO_INT(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3]); } break; case GL_SECONDARY_COLOR_ARRAY_EXT: CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->SecondaryColor.Enabled); break; case GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->SecondaryColor.Type); break; case GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->SecondaryColor.Stride; break; case GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: CHECK_EXT1(EXT_secondary_color, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->SecondaryColor.Size; break; case GL_CURRENT_FOG_COORDINATE_EXT: CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); { FLUSH_CURRENT(ctx, 0); params[0] = IROUND(ctx->Current.Attrib[VERT_ATTRIB_FOG][0]); } break; case GL_FOG_COORDINATE_ARRAY_EXT: CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->FogCoord.Enabled); break; case GL_FOG_COORDINATE_ARRAY_TYPE_EXT: CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Array.ArrayObj->FogCoord.Type); break; case GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->FogCoord.Stride; break; case GL_FOG_COORDINATE_SOURCE_EXT: CHECK_EXT1(EXT_fog_coord, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Fog.FogCoordinateSource); break; case GL_MAX_TEXTURE_LOD_BIAS_EXT: CHECK_EXT1(EXT_texture_lod_bias, "GetIntegerv"); params[0] = IROUND(ctx->Const.MaxTextureLodBias); break; case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: CHECK_EXT1(EXT_texture_filter_anisotropic, "GetIntegerv"); params[0] = IROUND(ctx->Const.MaxTextureMaxAnisotropy); break; case GL_MULTISAMPLE_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Multisample.Enabled); break; case GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToCoverage); break; case GL_SAMPLE_ALPHA_TO_ONE_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleAlphaToOne); break; case GL_SAMPLE_COVERAGE_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverage); break; case GL_SAMPLE_COVERAGE_VALUE_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = IROUND(ctx->Multisample.SampleCoverageValue); break; case GL_SAMPLE_COVERAGE_INVERT_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Multisample.SampleCoverageInvert); break; case GL_SAMPLE_BUFFERS_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = ctx->DrawBuffer->Visual.sampleBuffers; break; case GL_SAMPLES_ARB: CHECK_EXT1(ARB_multisample, "GetIntegerv"); params[0] = ctx->DrawBuffer->Visual.samples; break; case GL_RASTER_POSITION_UNCLIPPED_IBM: CHECK_EXT1(IBM_rasterpos_clip, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Transform.RasterPositionUnclipped); break; case GL_POINT_SPRITE_NV: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Point.PointSprite); break; case GL_POINT_SPRITE_R_MODE_NV: CHECK_EXT1(NV_point_sprite, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Point.SpriteRMode); break; case GL_POINT_SPRITE_COORD_ORIGIN: CHECK_EXT2(NV_point_sprite, ARB_point_sprite, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Point.SpriteOrigin); break; case GL_GENERATE_MIPMAP_HINT_SGIS: CHECK_EXT1(SGIS_generate_mipmap, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Hint.GenerateMipmap); break; case GL_VERTEX_PROGRAM_BINDING_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = (ctx->VertexProgram.Current ? ctx->VertexProgram.Current->Base.Id : 0); break; case GL_VERTEX_ATTRIB_ARRAY0_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[0].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY1_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[1].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY2_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[2].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY3_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[3].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[4].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY5_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[5].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY6_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[6].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY7_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[7].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY8_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[8].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY9_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[9].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY10_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[10].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY11_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[11].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY12_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[12].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY13_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[13].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY14_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[14].Enabled); break; case GL_VERTEX_ATTRIB_ARRAY15_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Array.ArrayObj->VertexAttrib[15].Enabled); break; case GL_MAP1_VERTEX_ATTRIB0_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[0]); break; case GL_MAP1_VERTEX_ATTRIB1_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[1]); break; case GL_MAP1_VERTEX_ATTRIB2_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[2]); break; case GL_MAP1_VERTEX_ATTRIB3_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[3]); break; case GL_MAP1_VERTEX_ATTRIB4_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[4]); break; case GL_MAP1_VERTEX_ATTRIB5_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[5]); break; case GL_MAP1_VERTEX_ATTRIB6_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[6]); break; case GL_MAP1_VERTEX_ATTRIB7_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[7]); break; case GL_MAP1_VERTEX_ATTRIB8_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[8]); break; case GL_MAP1_VERTEX_ATTRIB9_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[9]); break; case GL_MAP1_VERTEX_ATTRIB10_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[10]); break; case GL_MAP1_VERTEX_ATTRIB11_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[11]); break; case GL_MAP1_VERTEX_ATTRIB12_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[12]); break; case GL_MAP1_VERTEX_ATTRIB13_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[13]); break; case GL_MAP1_VERTEX_ATTRIB14_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[14]); break; case GL_MAP1_VERTEX_ATTRIB15_4_NV: CHECK_EXT1(NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Eval.Map1Attrib[15]); break; case GL_FRAGMENT_PROGRAM_NV: CHECK_EXT1(NV_fragment_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled); break; case GL_FRAGMENT_PROGRAM_BINDING_NV: CHECK_EXT1(NV_fragment_program, "GetIntegerv"); params[0] = ctx->FragmentProgram.Current ? ctx->FragmentProgram.Current->Base.Id : 0; break; case GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: CHECK_EXT1(NV_fragment_program, "GetIntegerv"); params[0] = MAX_NV_FRAGMENT_PROGRAM_PARAMS; break; case GL_TEXTURE_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_RECTANGLE_NV)); break; case GL_TEXTURE_BINDING_RECTANGLE_NV: CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentRect->Name; break; case GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: CHECK_EXT1(NV_texture_rectangle, "GetIntegerv"); params[0] = ctx->Const.MaxTextureRectSize; break; case GL_STENCIL_TEST_TWO_SIDE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Stencil.TestTwoSide); break; case GL_ACTIVE_STENCIL_FACE_EXT: CHECK_EXT1(EXT_stencil_two_side, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Stencil.ActiveFace ? GL_BACK : GL_FRONT); break; case GL_MAX_SHININESS_NV: CHECK_EXT1(NV_light_max_exponent, "GetIntegerv"); params[0] = IROUND(ctx->Const.MaxShininess); break; case GL_MAX_SPOT_EXPONENT_NV: CHECK_EXT1(NV_light_max_exponent, "GetIntegerv"); params[0] = IROUND(ctx->Const.MaxSpotExponent); break; case GL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayBufferObj->Name; break; case GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->Vertex.BufferObj->Name; break; case GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->Normal.BufferObj->Name; break; case GL_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->Color.BufferObj->Name; break; case GL_INDEX_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->Index.BufferObj->Name; break; case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].BufferObj->Name; break; case GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->EdgeFlag.BufferObj->Name; break; case GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->SecondaryColor.BufferObj->Name; break; case GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ArrayObj->FogCoord.BufferObj->Name; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: CHECK_EXT1(ARB_vertex_buffer_object, "GetIntegerv"); params[0] = ctx->Array.ElementArrayBufferObj->Name; break; case GL_PIXEL_PACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetIntegerv"); params[0] = ctx->Pack.BufferObj->Name; break; case GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: CHECK_EXT1(EXT_pixel_buffer_object, "GetIntegerv"); params[0] = ctx->Unpack.BufferObj->Name; break; case GL_VERTEX_PROGRAM_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.Enabled); break; case GL_VERTEX_PROGRAM_POINT_SIZE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.PointSizeEnabled); break; case GL_VERTEX_PROGRAM_TWO_SIDE_ARB: CHECK_EXT2(ARB_vertex_program, NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.TwoSideEnabled); break; case GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); params[0] = ctx->Const.MaxProgramMatrixStackDepth; break; case GL_MAX_PROGRAM_MATRICES_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); params[0] = ctx->Const.MaxProgramMatrices; break; case GL_CURRENT_MATRIX_STACK_DEPTH_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_vertex_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->CurrentStack->Depth + 1); break; case GL_CURRENT_MATRIX_ARB: CHECK_EXT3(ARB_vertex_program, ARB_fragment_program, NV_fragment_program, "GetIntegerv"); { const GLfloat *matrix = ctx->CurrentStack->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_TRANSPOSE_CURRENT_MATRIX_ARB: CHECK_EXT2(ARB_vertex_program, ARB_fragment_program, "GetIntegerv"); { const GLfloat *matrix = ctx->CurrentStack->Top->m; params[0] = IROUND(matrix[0]); params[1] = IROUND(matrix[4]); params[2] = IROUND(matrix[8]); params[3] = IROUND(matrix[12]); params[4] = IROUND(matrix[1]); params[5] = IROUND(matrix[5]); params[6] = IROUND(matrix[9]); params[7] = IROUND(matrix[13]); params[8] = IROUND(matrix[2]); params[9] = IROUND(matrix[6]); params[10] = IROUND(matrix[10]); params[11] = IROUND(matrix[14]); params[12] = IROUND(matrix[3]); params[13] = IROUND(matrix[7]); params[14] = IROUND(matrix[11]); params[15] = IROUND(matrix[15]); } break; case GL_MAX_VERTEX_ATTRIBS_ARB: CHECK_EXT1(ARB_vertex_program, "GetIntegerv"); params[0] = ctx->Const.VertexProgram.MaxAttribs; break; case GL_PROGRAM_ERROR_POSITION_ARB: CHECK_EXT4(NV_vertex_program, ARB_vertex_program, NV_fragment_program, ARB_fragment_program, "GetIntegerv"); params[0] = ctx->Program.ErrorPos; break; case GL_FRAGMENT_PROGRAM_ARB: CHECK_EXT1(ARB_fragment_program, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.Enabled); break; case GL_MAX_TEXTURE_COORDS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetIntegerv"); params[0] = ctx->Const.MaxTextureCoordUnits; break; case GL_MAX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT2(ARB_fragment_program, NV_fragment_program, "GetIntegerv"); params[0] = ctx->Const.MaxTextureImageUnits; break; case GL_DEPTH_BOUNDS_TEST_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->Depth.BoundsTest); break; case GL_DEPTH_BOUNDS_EXT: CHECK_EXT1(EXT_depth_bounds_test, "GetIntegerv"); params[0] = IROUND(ctx->Depth.BoundsMin); params[1] = IROUND(ctx->Depth.BoundsMax); break; case GL_FRAGMENT_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->FragmentProgram.CallbackEnabled); break; case GL_VERTEX_PROGRAM_CALLBACK_MESA: CHECK_EXT1(MESA_program_debug, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(ctx->VertexProgram.CallbackEnabled); break; case GL_FRAGMENT_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetIntegerv"); params[0] = ctx->FragmentProgram.CurrentPosition; break; case GL_VERTEX_PROGRAM_POSITION_MESA: CHECK_EXT1(MESA_program_debug, "GetIntegerv"); params[0] = ctx->VertexProgram.CurrentPosition; break; case GL_MAX_DRAW_BUFFERS_ARB: CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); params[0] = ctx->Const.MaxDrawBuffers; break; case GL_DRAW_BUFFER0_ARB: CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->DrawBuffer->ColorDrawBuffer[0]); break; case GL_DRAW_BUFFER1_ARB: CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[1]; params[0] = ENUM_TO_INT(buffer); } break; case GL_DRAW_BUFFER2_ARB: CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[2]; params[0] = ENUM_TO_INT(buffer); } break; case GL_DRAW_BUFFER3_ARB: CHECK_EXT1(ARB_draw_buffers, "GetIntegerv"); { GLenum buffer; if (pname - GL_DRAW_BUFFER0_ARB >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_ENUM, "glGet(GL_DRAW_BUFFERx_ARB)"); return; } buffer = ctx->DrawBuffer->ColorDrawBuffer[3]; params[0] = ENUM_TO_INT(buffer); } break; case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: CHECK_EXT1(OES_read_format, "GetIntegerv"); params[0] = ctx->Const.ColorReadType; break; case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: CHECK_EXT1(OES_read_format, "GetIntegerv"); params[0] = ctx->Const.ColorReadFormat; break; case GL_NUM_FRAGMENT_REGISTERS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 6; break; case GL_NUM_FRAGMENT_CONSTANTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 8; break; case GL_NUM_PASSES_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 2; break; case GL_NUM_INSTRUCTIONS_PER_PASS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 8; break; case GL_NUM_INSTRUCTIONS_TOTAL_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 16; break; case GL_COLOR_ALPHA_PAIRING_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = BOOLEAN_TO_INT(GL_TRUE); break; case GL_NUM_LOOPBACK_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 3; break; case GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: CHECK_EXT1(ATI_fragment_shader, "GetIntegerv"); params[0] = 3; break; case GL_STENCIL_BACK_FUNC: params[0] = ENUM_TO_INT(ctx->Stencil.Function[1]); break; case GL_STENCIL_BACK_VALUE_MASK: params[0] = ctx->Stencil.ValueMask[1]; break; case GL_STENCIL_BACK_WRITEMASK: params[0] = ctx->Stencil.WriteMask[1]; break; case GL_STENCIL_BACK_REF: params[0] = ctx->Stencil.Ref[1]; break; case GL_STENCIL_BACK_FAIL: params[0] = ENUM_TO_INT(ctx->Stencil.FailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_FAIL: params[0] = ENUM_TO_INT(ctx->Stencil.ZFailFunc[1]); break; case GL_STENCIL_BACK_PASS_DEPTH_PASS: params[0] = ENUM_TO_INT(ctx->Stencil.ZPassFunc[1]); break; case GL_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); params[0] = ctx->DrawBuffer->Name; break; case GL_RENDERBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); params[0] = ctx->CurrentRenderbuffer ? ctx->CurrentRenderbuffer->Name : 0; break; case GL_MAX_COLOR_ATTACHMENTS_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); params[0] = ctx->Const.MaxColorAttachments; break; case GL_MAX_RENDERBUFFER_SIZE_EXT: CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv"); params[0] = ctx->Const.MaxRenderbufferSize; break; case GL_READ_FRAMEBUFFER_BINDING_EXT: CHECK_EXT1(EXT_framebuffer_blit, "GetIntegerv"); params[0] = ctx->ReadBuffer->Name; break; case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_fragment_shader, "GetIntegerv"); params[0] = ctx->Const.FragmentProgram.MaxUniformComponents; break; case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: CHECK_EXT1(ARB_fragment_shader, "GetIntegerv"); params[0] = ENUM_TO_INT(ctx->Hint.FragmentShaderDerivative); break; case GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); params[0] = ctx->Const.VertexProgram.MaxUniformComponents; break; case GL_MAX_VARYING_FLOATS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); params[0] = ctx->Const.MaxVarying * 4; break; case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); params[0] = ctx->Const.MaxVertexTextureImageUnits; break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: CHECK_EXT1(ARB_vertex_shader, "GetIntegerv"); params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; case GL_CURRENT_PROGRAM: CHECK_EXT1(ARB_shader_objects, "GetIntegerv"); params[0] = ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname); } } void GLAPIENTRY _mesa_GetDoublev( GLenum pname, GLdouble *params ) { const GLfloat magic = -1234.5F; GLfloat values[16]; GLuint i; if (!params) return; /* Init temp array to magic numbers so we can figure out how many values * are returned by the GetFloatv() call. */ for (i = 0; i < 16; i++) values[i] = magic; _mesa_GetFloatv(pname, values); for (i = 0; i < 16 && values[i] != magic; i++) params[i] = (GLdouble) values[i]; }