/* $Id: get.c,v 1.3 1999/09/16 15:46:05 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include #include #include #include "context.h" #include "enable.h" #include "enums.h" #include "extensions.h" #include "get.h" #include "macros.h" #include "mmath.h" #include "types.h" #include "vb.h" #ifdef XFree86Server #include "GL/xf86glx.h" #endif #endif #define FLOAT_TO_BOOL(X) ( (X)==0.0F ? GL_FALSE : GL_TRUE ) #define INT_TO_BOOL(I) ( (I)==0 ? GL_FALSE : GL_TRUE ) #define ENUM_TO_BOOL(E) ( (E)==0 ? GL_FALSE : GL_TRUE ) #ifdef SPECIALCAST /* Needed for an Amiga compiler */ #define ENUM_TO_FLOAT(X) ((GLfloat)(GLint)(X)) #define ENUM_TO_DOUBLE(X) ((GLdouble)(GLint)(X)) #else /* all other compilers */ #define ENUM_TO_FLOAT(X) ((GLfloat)(X)) #define ENUM_TO_DOUBLE(X) ((GLdouble)(X)) #endif void gl_GetBooleanv( GLcontext *ctx, GLenum pname, GLboolean *params ) { GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetBooleanv"); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetBooleanv %s\n", gl_lookup_enum_by_nr(pname)); switch (pname) { case GL_ACCUM_RED_BITS: case GL_ACCUM_GREEN_BITS: case GL_ACCUM_BLUE_BITS: case GL_ACCUM_ALPHA_BITS: *params = INT_TO_BOOL(ctx->Visual->AccumBits); break; case GL_ACCUM_CLEAR_VALUE: params[0] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[0]); params[1] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[1]); params[2] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[2]); params[3] = FLOAT_TO_BOOL(ctx->Accum.ClearColor[3]); break; case GL_ALPHA_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.AlphaBias); break; case GL_ALPHA_BITS: *params = INT_TO_BOOL(ctx->Visual->AlphaBits); break; case GL_ALPHA_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.AlphaScale); break; case GL_ALPHA_TEST: *params = ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_BOOL(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = FLOAT_TO_BOOL((GLfloat) ctx->Color.AlphaRef / 255.0); break; case GL_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (NUM_AUX_BUFFERS) ? GL_TRUE : GL_FALSE; break; case GL_BLEND: *params = ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_INGR: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_INGR: *params = ENUM_TO_BOOL(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_INGR: *params = ENUM_TO_BOOL(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_INGR: *params = ENUM_TO_BOOL(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_BOOL( ctx->Color.BlendEquation ); break; case GL_BLEND_COLOR_EXT: params[0] = FLOAT_TO_BOOL( ctx->Color.BlendColor[0] ); params[1] = FLOAT_TO_BOOL( ctx->Color.BlendColor[1] ); params[2] = FLOAT_TO_BOOL( ctx->Color.BlendColor[2] ); params[3] = FLOAT_TO_BOOL( ctx->Color.BlendColor[3] ); break; case GL_BLUE_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.BlueBias); break; case GL_BLUE_BITS: *params = INT_TO_BOOL( ctx->Visual->BlueBits ); break; case GL_BLUE_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.BlueScale); break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: *params = ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; break; case GL_COLOR_CLEAR_VALUE: params[0] = FLOAT_TO_BOOL(ctx->Color.ClearColor[0]); params[1] = FLOAT_TO_BOOL(ctx->Color.ClearColor[1]); params[2] = FLOAT_TO_BOOL(ctx->Color.ClearColor[2]); params[3] = FLOAT_TO_BOOL(ctx->Color.ClearColor[3]); break; case GL_COLOR_MATERIAL: *params = ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_BOOL(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE; params[1] = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE; params[2] = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE; params[3] = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE; break; case GL_CULL_FACE: *params = ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = ENUM_TO_BOOL(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: params[0] = INT_TO_BOOL(ctx->Current.ByteColor[0]); params[1] = INT_TO_BOOL(ctx->Current.ByteColor[1]); params[2] = INT_TO_BOOL(ctx->Current.ByteColor[2]); params[3] = INT_TO_BOOL(ctx->Current.ByteColor[3]); break; case GL_CURRENT_INDEX: *params = INT_TO_BOOL(ctx->Current.Index); break; case GL_CURRENT_NORMAL: params[0] = FLOAT_TO_BOOL(ctx->Current.Normal[0]); params[1] = FLOAT_TO_BOOL(ctx->Current.Normal[1]); params[2] = FLOAT_TO_BOOL(ctx->Current.Normal[2]); break; case GL_CURRENT_RASTER_COLOR: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterColor[0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterColor[1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterColor[2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterColor[3]); break; case GL_CURRENT_RASTER_DISTANCE: *params = FLOAT_TO_BOOL(ctx->Current.RasterDistance); break; case GL_CURRENT_RASTER_INDEX: *params = FLOAT_TO_BOOL(ctx->Current.RasterIndex); break; case GL_CURRENT_RASTER_POSITION: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterPos[0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterPos[1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterPos[2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterPos[3]); break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][2]); params[3] = FLOAT_TO_BOOL(ctx->Current.RasterMultiTexCoord[texTransformUnit][3]); break; case GL_CURRENT_RASTER_POSITION_VALID: *params = ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: params[0] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][0]); params[1] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][1]); params[2] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][2]); params[3] = FLOAT_TO_BOOL(ctx->Current.Texcoord[texTransformUnit][3]); break; case GL_DEPTH_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.DepthBias); break; case GL_DEPTH_BITS: *params = INT_TO_BOOL(ctx->Visual->DepthBits); break; case GL_DEPTH_CLEAR_VALUE: *params = FLOAT_TO_BOOL(ctx->Depth.Clear); break; case GL_DEPTH_FUNC: *params = ENUM_TO_BOOL(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = FLOAT_TO_BOOL(ctx->Viewport.Near); params[1] = FLOAT_TO_BOOL(ctx->Viewport.Far); break; case GL_DEPTH_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.DepthScale); break; case GL_DEPTH_TEST: *params = ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = ctx->Depth.Mask; break; case GL_DITHER: *params = ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = ctx->Visual->DBflag; break; case GL_DRAW_BUFFER: *params = ENUM_TO_BOOL(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: *params = ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: /* TODO: is this right? Or, return number of entries in buffer? */ *params = INT_TO_BOOL(ctx->Feedback.BufferSize); break; case GL_FEEDBACK_BUFFER_TYPE: *params = INT_TO_BOOL(ctx->Feedback.Type); break; case GL_FOG: *params = ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = FLOAT_TO_BOOL(ctx->Fog.Color[0]); params[1] = FLOAT_TO_BOOL(ctx->Fog.Color[1]); params[2] = FLOAT_TO_BOOL(ctx->Fog.Color[2]); params[3] = FLOAT_TO_BOOL(ctx->Fog.Color[3]); break; case GL_FOG_DENSITY: *params = FLOAT_TO_BOOL(ctx->Fog.Density); break; case GL_FOG_END: *params = FLOAT_TO_BOOL(ctx->Fog.End); break; case GL_FOG_HINT: *params = ENUM_TO_BOOL(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = FLOAT_TO_BOOL(ctx->Fog.Index); break; case GL_FOG_MODE: *params = ENUM_TO_BOOL(ctx->Fog.Mode); break; case GL_FOG_START: *params = FLOAT_TO_BOOL(ctx->Fog.End); break; case GL_FRONT_FACE: *params = ENUM_TO_BOOL(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.GreenBias); break; case GL_GREEN_BITS: *params = INT_TO_BOOL( ctx->Visual->GreenBits ); break; case GL_GREEN_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.GreenScale); break; case GL_INDEX_BITS: *params = INT_TO_BOOL( ctx->Visual->IndexBits ); break; case GL_INDEX_CLEAR_VALUE: *params = INT_TO_BOOL(ctx->Color.ClearIndex); break; case GL_INDEX_MODE: *params = ctx->Visual->RGBAflag ? GL_FALSE : GL_TRUE; break; case GL_INDEX_OFFSET: *params = INT_TO_BOOL(ctx->Pixel.IndexOffset); break; case GL_INDEX_SHIFT: *params = INT_TO_BOOL(ctx->Pixel.IndexShift); break; case GL_INDEX_WRITEMASK: *params = INT_TO_BOOL(ctx->Color.IndexMask); break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[0]); params[1] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[1]); params[2] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[2]); params[3] = FLOAT_TO_BOOL(ctx->Light.Model.Ambient[3]); break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = ENUM_TO_BOOL(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = INT_TO_BOOL(ctx->Line.StipplePattern); break; case GL_LINE_STIPPLE_REPEAT: *params = INT_TO_BOOL(ctx->Line.StippleFactor); break; case GL_LINE_WIDTH: *params = FLOAT_TO_BOOL(ctx->Line.Width); break; case GL_LINE_WIDTH_GRANULARITY: *params = FLOAT_TO_BOOL(LINE_WIDTH_GRANULARITY); break; case GL_LINE_WIDTH_RANGE: params[0] = FLOAT_TO_BOOL(MIN_LINE_WIDTH); params[1] = FLOAT_TO_BOOL(MAX_LINE_WIDTH); break; case GL_LIST_BASE: *params = INT_TO_BOOL(ctx->List.ListBase); break; case GL_LIST_INDEX: *params = INT_TO_BOOL( ctx->CurrentListNum ); break; case GL_LIST_MODE: *params = ENUM_TO_BOOL( ctx->ExecuteFlag ? GL_COMPILE_AND_EXECUTE : GL_COMPILE ); break; case GL_INDEX_LOGIC_OP: *params = ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_BOOL(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u1); params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid1u2); break; case GL_MAP1_GRID_SEGMENTS: *params = INT_TO_BOOL(ctx->Eval.MapGrid1un); break; case GL_MAP1_INDEX: *params = ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u1); params[1] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2u2); params[2] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v1); params[3] = FLOAT_TO_BOOL(ctx->Eval.MapGrid2v2); break; case GL_MAP2_GRID_SEGMENTS: params[0] = INT_TO_BOOL(ctx->Eval.MapGrid2un); params[1] = INT_TO_BOOL(ctx->Eval.MapGrid2vn); break; case GL_MAP2_INDEX: *params = ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_BOOL( ctx->Transform.MatrixMode ); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL(MAX_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = INT_TO_BOOL( MAX_CLIENT_ATTRIB_STACK_DEPTH); break; case GL_MAX_CLIP_PLANES: *params = INT_TO_BOOL(MAX_CLIP_PLANES); break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = INT_TO_BOOL(VB_MAX); break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = INT_TO_BOOL(VB_MAX); break; case GL_MAX_EVAL_ORDER: *params = INT_TO_BOOL(MAX_EVAL_ORDER); break; case GL_MAX_LIGHTS: *params = INT_TO_BOOL(MAX_LIGHTS); break; case GL_MAX_LIST_NESTING: *params = INT_TO_BOOL(MAX_LIST_NESTING); break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = INT_TO_BOOL(MAX_MODELVIEW_STACK_DEPTH); break; case GL_MAX_NAME_STACK_DEPTH: *params = INT_TO_BOOL(MAX_NAME_STACK_DEPTH); break; case GL_MAX_PIXEL_MAP_TABLE: *params = INT_TO_BOOL(MAX_PIXEL_MAP_TABLE); break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = INT_TO_BOOL(MAX_PROJECTION_STACK_DEPTH); break; case GL_MAX_TEXTURE_SIZE: case GL_MAX_3D_TEXTURE_SIZE: *params = INT_TO_BOOL(ctx->Const.MaxTextureSize); break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = INT_TO_BOOL(MAX_TEXTURE_STACK_DEPTH); break; case GL_MAX_VIEWPORT_DIMS: params[0] = INT_TO_BOOL(MAX_WIDTH); params[1] = INT_TO_BOOL(MAX_HEIGHT); break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->ModelView.m[i]); } break; case GL_MODELVIEW_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ModelViewStackDepth + 1); break; case GL_NAME_STACK_DEPTH: *params = INT_TO_BOOL(ctx->Select.NameStackDepth); break; case GL_NORMALIZE: *params = ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = INT_TO_BOOL(ctx->Pack.Alignment); break; case GL_PACK_LSB_FIRST: *params = ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = INT_TO_BOOL(ctx->Pack.RowLength); break; case GL_PACK_SKIP_PIXELS: *params = INT_TO_BOOL(ctx->Pack.SkipPixels); break; case GL_PACK_SKIP_ROWS: *params = INT_TO_BOOL(ctx->Pack.SkipRows); break; case GL_PACK_SWAP_BYTES: *params = ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = ctx->Pack.ImageHeight; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapAtoAsize); break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapBtoBsize); break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapGtoGsize); break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoAsize); break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoBsize); break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoGsize); break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoIsize); break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapItoRsize); break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapRtoRsize); break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = INT_TO_BOOL(ctx->Pixel.MapStoSsize); break; case GL_POINT_SIZE: *params = FLOAT_TO_BOOL(ctx->Point.Size ); break; case GL_POINT_SIZE_GRANULARITY: *params = FLOAT_TO_BOOL(POINT_SIZE_GRANULARITY ); break; case GL_POINT_SIZE_RANGE: params[0] = FLOAT_TO_BOOL(MIN_POINT_SIZE ); params[1] = FLOAT_TO_BOOL(MAX_POINT_SIZE ); break; case GL_POINT_SMOOTH: *params = ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = FLOAT_TO_BOOL(ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = FLOAT_TO_BOOL(ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = FLOAT_TO_BOOL(ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = FLOAT_TO_BOOL(ctx->Point.Params[0]); params[1] = FLOAT_TO_BOOL(ctx->Point.Params[1]); params[2] = FLOAT_TO_BOOL(ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_BOOL(ctx->Polygon.FrontMode); params[1] = ENUM_TO_BOOL(ctx->Polygon.BackMode); break; #ifdef GL_EXT_polygon_offset case GL_POLYGON_OFFSET_BIAS_EXT: *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); break; #endif case GL_POLYGON_OFFSET_FACTOR: *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetFactor ); break; case GL_POLYGON_OFFSET_UNITS: *params = FLOAT_TO_BOOL( ctx->Polygon.OffsetUnits ); break; case GL_POLYGON_SMOOTH: *params = ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_BOOL(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->ProjectionMatrix.m[i]); } break; case GL_PROJECTION_STACK_DEPTH: *params = INT_TO_BOOL(ctx->ProjectionStackDepth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_BOOL(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = FLOAT_TO_BOOL(ctx->Pixel.RedBias); break; case GL_RED_BITS: *params = INT_TO_BOOL( ctx->Visual->RedBits ); break; case GL_RED_SCALE: *params = FLOAT_TO_BOOL(ctx->Pixel.RedScale); break; case GL_RENDER_MODE: *params = ENUM_TO_BOOL(ctx->RenderMode); break; case GL_RGBA_MODE: *params = ctx->Visual->RGBAflag; break; case GL_SCISSOR_BOX: params[0] = INT_TO_BOOL(ctx->Scissor.X); params[1] = INT_TO_BOOL(ctx->Scissor.Y); params[2] = INT_TO_BOOL(ctx->Scissor.Width); params[3] = INT_TO_BOOL(ctx->Scissor.Height); break; case GL_SCISSOR_TEST: *params = ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = INT_TO_BOOL(ctx->Select.BufferSize); break; case GL_SHADE_MODEL: *params = ENUM_TO_BOOL(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = INT_TO_BOOL(ctx->Visual->StencilBits); break; case GL_STENCIL_CLEAR_VALUE: *params = INT_TO_BOOL(ctx->Stencil.Clear); break; case GL_STENCIL_FAIL: *params = ENUM_TO_BOOL(ctx->Stencil.FailFunc); break; case GL_STENCIL_FUNC: *params = ENUM_TO_BOOL(ctx->Stencil.Function); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc); break; case GL_STENCIL_REF: *params = INT_TO_BOOL(ctx->Stencil.Ref); break; case GL_STENCIL_TEST: *params = ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = INT_TO_BOOL(ctx->Stencil.ValueMask); break; case GL_STENCIL_WRITEMASK: *params = INT_TO_BOOL(ctx->Stencil.WriteMask); break; case GL_STEREO: *params = ctx->Visual->StereoFlag; break; case GL_SUBPIXEL_BITS: *params = INT_TO_BOOL(0); /* TODO */ break; case GL_TEXTURE_1D: *params = gl_IsEnabled( ctx, GL_TEXTURE_1D ); break; case GL_TEXTURE_2D: *params = gl_IsEnabled( ctx, GL_TEXTURE_2D ); break; case GL_TEXTURE_3D: *params = gl_IsEnabled( ctx, GL_TEXTURE_3D ); break; case GL_TEXTURE_BINDING_1D: *params = INT_TO_BOOL(textureUnit->CurrentD[1]->Name); break; case GL_TEXTURE_BINDING_2D: *params = INT_TO_BOOL(textureUnit->CurrentD[2]->Name); break; case GL_TEXTURE_BINDING_3D: *params = INT_TO_BOOL(textureUnit->CurrentD[3]->Name); break; case GL_TEXTURE_ENV_COLOR: { params[0] = FLOAT_TO_BOOL(textureUnit->EnvColor[0]); params[1] = FLOAT_TO_BOOL(textureUnit->EnvColor[1]); params[2] = FLOAT_TO_BOOL(textureUnit->EnvColor[2]); params[3] = FLOAT_TO_BOOL(textureUnit->EnvColor[3]); } break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_BOOL(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = FLOAT_TO_BOOL(ctx->TextureMatrix[texTransformUnit].m[i]); } break; case GL_TEXTURE_STACK_DEPTH: *params = INT_TO_BOOL(ctx->TextureStackDepth[texTransformUnit] + 1); break; case GL_UNPACK_ALIGNMENT: *params = INT_TO_BOOL(ctx->Unpack.Alignment); break; case GL_UNPACK_LSB_FIRST: *params = ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = INT_TO_BOOL(ctx->Unpack.RowLength); break; case GL_UNPACK_SKIP_PIXELS: *params = INT_TO_BOOL(ctx->Unpack.SkipPixels); break; case GL_UNPACK_SKIP_ROWS: *params = INT_TO_BOOL(ctx->Unpack.SkipRows); break; case GL_UNPACK_SWAP_BYTES: *params = ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = ctx->Unpack.ImageHeight; break; case GL_VIEWPORT: params[0] = INT_TO_BOOL(ctx->Viewport.X); params[1] = INT_TO_BOOL(ctx->Viewport.Y); params[2] = INT_TO_BOOL(ctx->Viewport.Width); params[3] = INT_TO_BOOL(ctx->Viewport.Height); break; case GL_ZOOM_X: *params = FLOAT_TO_BOOL(ctx->Pixel.ZoomX); break; case GL_ZOOM_Y: *params = FLOAT_TO_BOOL(ctx->Pixel.ZoomY); break; case GL_VERTEX_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.Vertex.Size); break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Vertex.Stride); break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Normal.Stride); break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_COLOR_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.Color.Size); break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Color.Stride); break; case GL_COLOR_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.Index.Stride); break; case GL_INDEX_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Size); break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_BOOL(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.TexCoord[texUnit].Stride); break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = INT_TO_BOOL(0); break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = INT_TO_BOOL(ctx->Array.EdgeFlag.Stride); break; case GL_EDGE_FLAG_ARRAY_EXT: *params = INT_TO_BOOL(0); break; case GL_MAX_TEXTURE_UNITS_ARB: *params = ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: *params = INT_TO_BOOL(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_PGI_misc_hints */ case GL_STRICT_DEPTHFUNC_HINT_PGI: *params = ENUM_TO_BOOL(GL_NICEST); break; case GL_STRICT_LIGHTING_HINT_PGI: *params = ENUM_TO_BOOL(ctx->Hint.StrictLighting); break; case GL_STRICT_SCISSOR_HINT_PGI: case GL_FULL_STIPPLE_HINT_PGI: *params = ENUM_TO_BOOL(GL_TRUE); break; case GL_CONSERVE_MEMORY_HINT_PGI: *params = ENUM_TO_BOOL(GL_FALSE); break; case GL_ALWAYS_FAST_HINT_PGI: *params = (GLboolean) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_FALSE && ctx->Hint.AllowDrawMem == GL_FALSE); break; case GL_ALWAYS_SOFT_HINT_PGI: *params = (GLboolean) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_TRUE && ctx->Hint.AllowDrawMem == GL_TRUE); break; case GL_ALLOW_DRAW_OBJ_HINT_PGI: *params = (GLboolean) GL_TRUE; break; case GL_ALLOW_DRAW_WIN_HINT_PGI: *params = (GLboolean) ctx->Hint.AllowDrawWin; break; case GL_ALLOW_DRAW_SPN_HINT_PGI: *params = (GLboolean) ctx->Hint.AllowDrawSpn; break; case GL_ALLOW_DRAW_MEM_HINT_PGI: *params = (GLboolean) ctx->Hint.AllowDrawMem; break; case GL_CLIP_NEAR_HINT_PGI: case GL_CLIP_FAR_HINT_PGI: *params = ENUM_TO_BOOL(GL_TRUE); break; case GL_WIDE_LINE_HINT_PGI: *params = ENUM_TO_BOOL(GL_DONT_CARE); break; case GL_BACK_NORMALS_HINT_PGI: *params = ENUM_TO_BOOL(GL_TRUE); break; case GL_NATIVE_GRAPHICS_HANDLE_PGI: *params = 0; break; default: printf("invalid enum: %x\n", pname); gl_error( ctx, GL_INVALID_ENUM, "glGetBooleanv" ); } } void gl_GetDoublev( GLcontext *ctx, GLenum pname, GLdouble *params ) { GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetDoublev"); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetDoublev %s\n", gl_lookup_enum_by_nr(pname)); switch (pname) { case GL_ACCUM_RED_BITS: case GL_ACCUM_GREEN_BITS: case GL_ACCUM_BLUE_BITS: case GL_ACCUM_ALPHA_BITS: *params = (GLdouble) ctx->Visual->AccumBits; break; case GL_ACCUM_CLEAR_VALUE: params[0] = (GLdouble) ctx->Accum.ClearColor[0]; params[1] = (GLdouble) ctx->Accum.ClearColor[1]; params[2] = (GLdouble) ctx->Accum.ClearColor[2]; params[3] = (GLdouble) ctx->Accum.ClearColor[3]; break; case GL_ALPHA_BIAS: *params = (GLdouble) ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = (GLdouble) ctx->Visual->AlphaBits; break; case GL_ALPHA_SCALE: *params = (GLdouble) ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLdouble) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_DOUBLE(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = (GLdouble) ctx->Color.AlphaRef / 255.0; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLdouble ) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLdouble) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLdouble) NUM_AUX_BUFFERS; break; case GL_BLEND: *params = (GLdouble) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_INGR: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_INGR: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_INGR: *params = ENUM_TO_DOUBLE(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_INGR: *params = ENUM_TO_DOUBLE(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_DOUBLE(ctx->Color.BlendEquation); break; case GL_BLEND_COLOR_EXT: params[0] = (GLdouble) ctx->Color.BlendColor[0]; params[1] = (GLdouble) ctx->Color.BlendColor[1]; params[2] = (GLdouble) ctx->Color.BlendColor[2]; params[3] = (GLdouble) ctx->Color.BlendColor[3]; break; case GL_BLUE_BIAS: *params = (GLdouble) ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLdouble) ctx->Visual->BlueBits; break; case GL_BLUE_SCALE: *params = (GLdouble) ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLdouble) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: *params = (GLdouble) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; break; case GL_COLOR_CLEAR_VALUE: params[0] = (GLdouble) ctx->Color.ClearColor[0]; params[1] = (GLdouble) ctx->Color.ClearColor[1]; params[2] = (GLdouble) ctx->Color.ClearColor[2]; params[3] = (GLdouble) ctx->Color.ClearColor[3]; break; case GL_COLOR_MATERIAL: *params = (GLdouble) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_DOUBLE(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0 : 0.0; params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0 : 0.0; params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0 : 0.0; params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0 : 0.0; break; case GL_CULL_FACE: *params = (GLdouble) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = ENUM_TO_DOUBLE(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: params[0] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[0]); params[1] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[1]); params[2] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[2]); params[3] = UBYTE_COLOR_TO_FLOAT_COLOR(ctx->Current.ByteColor[3]); break; case GL_CURRENT_INDEX: *params = (GLdouble) ctx->Current.Index; break; case GL_CURRENT_NORMAL: params[0] = (GLdouble) ctx->Current.Normal[0]; params[1] = (GLdouble) ctx->Current.Normal[1]; params[2] = (GLdouble) ctx->Current.Normal[2]; break; case GL_CURRENT_RASTER_COLOR: params[0] = (GLdouble) ctx->Current.RasterColor[0]; params[1] = (GLdouble) ctx->Current.RasterColor[1]; params[2] = (GLdouble) ctx->Current.RasterColor[2]; params[3] = (GLdouble) ctx->Current.RasterColor[3]; break; case GL_CURRENT_RASTER_DISTANCE: params[0] = (GLdouble) ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: *params = (GLdouble) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = (GLdouble) ctx->Current.RasterPos[0]; params[1] = (GLdouble) ctx->Current.RasterPos[1]; params[2] = (GLdouble) ctx->Current.RasterPos[2]; params[3] = (GLdouble) ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; params[1] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; params[2] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; params[3] = (GLdouble) ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = (GLdouble) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: params[0] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][0]; params[1] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][1]; params[2] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][2]; params[3] = (GLdouble) ctx->Current.Texcoord[texTransformUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLdouble) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = (GLdouble) ctx->Visual->DepthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLdouble) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = ENUM_TO_DOUBLE(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = (GLdouble) ctx->Viewport.Near; params[1] = (GLdouble) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLdouble) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLdouble) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLdouble) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLdouble) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLdouble) ctx->Visual->DBflag; break; case GL_DRAW_BUFFER: *params = ENUM_TO_DOUBLE(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: *params = (GLdouble) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: /* TODO: is this right? Or, return number of entries in buffer? */ *params = (GLdouble) ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ENUM_TO_DOUBLE(ctx->Feedback.Type); break; case GL_FOG: *params = (GLdouble) ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = (GLdouble) ctx->Fog.Color[0]; params[1] = (GLdouble) ctx->Fog.Color[1]; params[2] = (GLdouble) ctx->Fog.Color[2]; params[3] = (GLdouble) ctx->Fog.Color[3]; break; case GL_FOG_DENSITY: *params = (GLdouble) ctx->Fog.Density; break; case GL_FOG_END: *params = (GLdouble) ctx->Fog.End; break; case GL_FOG_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = (GLdouble) ctx->Fog.Index; break; case GL_FOG_MODE: *params = ENUM_TO_DOUBLE(ctx->Fog.Mode); break; case GL_FOG_START: *params = (GLdouble) ctx->Fog.Start; break; case GL_FRONT_FACE: *params = ENUM_TO_DOUBLE(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = (GLdouble) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLdouble) ctx->Visual->GreenBits; break; case GL_GREEN_SCALE: *params = (GLdouble) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLdouble) ctx->Visual->IndexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLdouble) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual->RGBAflag ? 0.0 : 1.0; break; case GL_INDEX_OFFSET: *params = (GLdouble) ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = (GLdouble) ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLdouble) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLdouble) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLdouble) ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = (GLdouble) ctx->Light.Model.Ambient[0]; params[1] = (GLdouble) ctx->Light.Model.Ambient[1]; params[2] = (GLdouble) ctx->Light.Model.Ambient[2]; params[3] = (GLdouble) ctx->Light.Model.Ambient[3]; break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = (GLdouble) ctx->Light.Model.ColorControl; break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLdouble) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLdouble) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLdouble) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = (GLdouble) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLdouble) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLdouble) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLdouble) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLdouble) LINE_WIDTH_GRANULARITY; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLdouble) MIN_LINE_WIDTH; params[1] = (GLdouble) MAX_LINE_WIDTH; break; case GL_LIST_BASE: *params = (GLdouble) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLdouble) ctx->CurrentListNum; break; case GL_LIST_MODE: *params = ctx->ExecuteFlag ? ENUM_TO_DOUBLE(GL_COMPILE_AND_EXECUTE) : ENUM_TO_DOUBLE(GL_COMPILE); break; case GL_INDEX_LOGIC_OP: *params = (GLdouble) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLdouble) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_DOUBLE(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = (GLdouble) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = (GLdouble) ctx->Eval.MapGrid1u1; params[1] = (GLdouble) ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLdouble) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLdouble) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLdouble) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLdouble) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLdouble) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLdouble) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLdouble) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLdouble) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLdouble) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLdouble) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = (GLdouble) ctx->Eval.MapGrid2u1; params[1] = (GLdouble) ctx->Eval.MapGrid2u2; params[2] = (GLdouble) ctx->Eval.MapGrid2v1; params[3] = (GLdouble) ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLdouble) ctx->Eval.MapGrid2un; params[1] = (GLdouble) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLdouble) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLdouble) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = (GLdouble) ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = (GLdouble) ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = (GLdouble) ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = (GLdouble) ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLdouble) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLdouble) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLdouble) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLdouble) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_DOUBLE(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLdouble) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLdouble) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLdouble) MAX_CLIP_PLANES; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = (GLdouble) VB_MAX; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = (GLdouble) VB_MAX; break; case GL_MAX_EVAL_ORDER: *params = (GLdouble) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLdouble) MAX_LIGHTS; break; case GL_MAX_LIST_NESTING: *params = (GLdouble) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLdouble) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLdouble) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLdouble) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLdouble) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: case GL_MAX_3D_TEXTURE_SIZE: *params = (GLdouble) ctx->Const.MaxTextureSize; break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLdouble) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLdouble) MAX_WIDTH; params[1] = (GLdouble) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->ModelView.m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLdouble) (ctx->ModelViewStackDepth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLdouble) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLdouble) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = (GLdouble) ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLdouble) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = (GLdouble) ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = (GLdouble) ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = (GLdouble) ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLdouble) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = (GLdouble) ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = (GLdouble) ctx->Pack.ImageHeight; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = (GLdouble) ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = (GLdouble) ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = (GLdouble) ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = (GLdouble) ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = (GLdouble) ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = (GLdouble) ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = (GLdouble) ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = (GLdouble) ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = (GLdouble) ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = (GLdouble) ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLdouble) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLdouble) POINT_SIZE_GRANULARITY; break; case GL_POINT_SIZE_RANGE: params[0] = (GLdouble) MIN_POINT_SIZE; params[1] = (GLdouble) MAX_POINT_SIZE; break; case GL_POINT_SMOOTH: *params = (GLdouble) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = (GLdouble) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLdouble) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLdouble) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLdouble) (ctx->Point.Params[0]); params[1] = (GLdouble) (ctx->Point.Params[1]); params[2] = (GLdouble) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_DOUBLE(ctx->Polygon.FrontMode); params[1] = ENUM_TO_DOUBLE(ctx->Polygon.BackMode); break; #ifdef GL_EXT_polygon_offset case GL_POLYGON_OFFSET_BIAS_EXT: *params = (GLdouble) ctx->Polygon.OffsetUnits; break; #endif case GL_POLYGON_OFFSET_FACTOR: *params = (GLdouble) ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = (GLdouble) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLdouble) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_DOUBLE(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = (GLdouble) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->ProjectionMatrix.m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLdouble) (ctx->ProjectionStackDepth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_DOUBLE(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = (GLdouble) ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLdouble) ctx->Visual->RedBits; break; case GL_RED_SCALE: *params = (GLdouble) ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = ENUM_TO_DOUBLE(ctx->RenderMode); break; case GL_RGBA_MODE: *params = (GLdouble) ctx->Visual->RGBAflag; break; case GL_SCISSOR_BOX: params[0] = (GLdouble) ctx->Scissor.X; params[1] = (GLdouble) ctx->Scissor.Y; params[2] = (GLdouble) ctx->Scissor.Width; params[3] = (GLdouble) ctx->Scissor.Height; break; case GL_SCISSOR_TEST: *params = (GLdouble) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLdouble) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = ENUM_TO_DOUBLE(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLdouble) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = (GLdouble) ctx->Visual->StencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLdouble) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc); break; case GL_STENCIL_FUNC: *params = ENUM_TO_DOUBLE(ctx->Stencil.Function); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc); break; case GL_STENCIL_REF: *params = (GLdouble) ctx->Stencil.Ref; break; case GL_STENCIL_TEST: *params = (GLdouble) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLdouble) ctx->Stencil.ValueMask; break; case GL_STENCIL_WRITEMASK: *params = (GLdouble) ctx->Stencil.WriteMask; break; case GL_STEREO: *params = (GLdouble) ctx->Visual->StereoFlag; break; case GL_SUBPIXEL_BITS: *params = 0.0; /* TODO */ break; case GL_TEXTURE_1D: *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1.0 : 0.0; break; case GL_TEXTURE_2D: *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1.0 : 0.0; break; case GL_TEXTURE_3D: *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1.0 : 0.0; break; case GL_TEXTURE_BINDING_1D: *params = (GLdouble) textureUnit->CurrentD[1]->Name; break; case GL_TEXTURE_BINDING_2D: *params = (GLdouble) textureUnit->CurrentD[2]->Name; break; case GL_TEXTURE_BINDING_3D: *params = (GLdouble) textureUnit->CurrentD[3]->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = (GLdouble) textureUnit->EnvColor[0]; params[1] = (GLdouble) textureUnit->EnvColor[1]; params[2] = (GLdouble) textureUnit->EnvColor[2]; params[3] = (GLdouble) textureUnit->EnvColor[3]; break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_DOUBLE(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = (GLdouble) ctx->TextureMatrix[texTransformUnit].m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLdouble) (ctx->TextureStackDepth[texTransformUnit] + 1); break; case GL_UNPACK_ALIGNMENT: *params = (GLdouble) ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLdouble) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = (GLdouble) ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = (GLdouble) ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = (GLdouble) ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLdouble) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = (GLdouble) ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = (GLdouble) ctx->Unpack.ImageHeight; break; case GL_VIEWPORT: params[0] = (GLdouble) ctx->Viewport.X; params[1] = (GLdouble) ctx->Viewport.Y; params[2] = (GLdouble) ctx->Viewport.Width; params[3] = (GLdouble) ctx->Viewport.Height; break; case GL_ZOOM_X: *params = (GLdouble) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLdouble) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY_SIZE: *params = (GLdouble) ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_COLOR_ARRAY_SIZE: *params = (GLdouble) ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = (GLdouble) ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_DOUBLE(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = (GLdouble) ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_MAX_TEXTURE_UNITS_ARB: *params = (GLdouble) ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: *params = (GLdouble) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_PGI_misc_hints */ case GL_STRICT_DEPTHFUNC_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_NICEST); break; case GL_STRICT_LIGHTING_HINT_PGI: *params = ENUM_TO_DOUBLE(ctx->Hint.StrictLighting); break; case GL_STRICT_SCISSOR_HINT_PGI: case GL_FULL_STIPPLE_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_TRUE); break; case GL_CONSERVE_MEMORY_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_FALSE); break; case GL_ALWAYS_FAST_HINT_PGI: *params = (GLdouble) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_FALSE && ctx->Hint.AllowDrawMem == GL_FALSE); break; case GL_ALWAYS_SOFT_HINT_PGI: *params = (GLdouble) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_TRUE && ctx->Hint.AllowDrawMem == GL_TRUE); break; case GL_ALLOW_DRAW_OBJ_HINT_PGI: *params = (GLdouble) GL_TRUE; break; case GL_ALLOW_DRAW_WIN_HINT_PGI: *params = (GLdouble) ctx->Hint.AllowDrawWin; break; case GL_ALLOW_DRAW_SPN_HINT_PGI: *params = (GLdouble) ctx->Hint.AllowDrawSpn; break; case GL_ALLOW_DRAW_MEM_HINT_PGI: *params = (GLdouble) ctx->Hint.AllowDrawMem; break; case GL_CLIP_NEAR_HINT_PGI: case GL_CLIP_FAR_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_TRUE); break; case GL_WIDE_LINE_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_DONT_CARE); break; case GL_BACK_NORMALS_HINT_PGI: *params = ENUM_TO_DOUBLE(GL_TRUE); break; case GL_NATIVE_GRAPHICS_HANDLE_PGI: *params = 0; break; default: printf("invalid enum: %x\n", pname); gl_error( ctx, GL_INVALID_ENUM, "glGetDoublev" ); } } void gl_GetFloatv( GLcontext *ctx, GLenum pname, GLfloat *params ) { GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetFloatv"); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetFloatv %s\n", gl_lookup_enum_by_nr(pname)); switch (pname) { case GL_ACCUM_RED_BITS: case GL_ACCUM_GREEN_BITS: case GL_ACCUM_BLUE_BITS: case GL_ACCUM_ALPHA_BITS: *params = (GLfloat) ctx->Visual->AccumBits; break; case GL_ACCUM_CLEAR_VALUE: params[0] = ctx->Accum.ClearColor[0]; params[1] = ctx->Accum.ClearColor[1]; params[2] = ctx->Accum.ClearColor[2]; params[3] = ctx->Accum.ClearColor[3]; break; case GL_ALPHA_BIAS: *params = ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = (GLfloat) ctx->Visual->AlphaBits; break; case GL_ALPHA_SCALE: *params = ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLfloat) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_FUNC: *params = ENUM_TO_FLOAT(ctx->Color.AlphaFunc); break; case GL_ALPHA_TEST_REF: *params = (GLfloat) ctx->Color.AlphaRef / 255.0; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLfloat) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLfloat) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLfloat) NUM_AUX_BUFFERS; break; case GL_BLEND: *params = (GLfloat) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_SRC_RGB_INGR: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcRGB); break; case GL_BLEND_DST_RGB_INGR: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstRGB); break; case GL_BLEND_SRC_ALPHA_INGR: *params = ENUM_TO_FLOAT(ctx->Color.BlendSrcA); break; case GL_BLEND_DST_ALPHA_INGR: *params = ENUM_TO_FLOAT(ctx->Color.BlendDstA); break; case GL_BLEND_EQUATION_EXT: *params = ENUM_TO_FLOAT(ctx->Color.BlendEquation); break; case GL_BLEND_COLOR_EXT: params[0] = ctx->Color.BlendColor[0]; params[1] = ctx->Color.BlendColor[1]; params[2] = ctx->Color.BlendColor[2]; params[3] = ctx->Color.BlendColor[3]; break; case GL_BLUE_BIAS: *params = ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLfloat) ctx->Visual->BlueBits; break; case GL_BLUE_SCALE: *params = ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLfloat) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: *params = (GLfloat) ctx->Transform.ClipEnabled[pname-GL_CLIP_PLANE0]; break; case GL_COLOR_CLEAR_VALUE: params[0] = (GLfloat) ctx->Color.ClearColor[0]; params[1] = (GLfloat) ctx->Color.ClearColor[1]; params[2] = (GLfloat) ctx->Color.ClearColor[2]; params[3] = (GLfloat) ctx->Color.ClearColor[3]; break; case GL_COLOR_MATERIAL: *params = (GLfloat) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialFace); break; case GL_COLOR_MATERIAL_PARAMETER: *params = ENUM_TO_FLOAT(ctx->Light.ColorMaterialMode); break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1.0F : 0.0F; params[1] = ctx->Color.ColorMask[GCOMP] ? 1.0F : 0.0F; params[2] = ctx->Color.ColorMask[BCOMP] ? 1.0F : 0.0F; params[3] = ctx->Color.ColorMask[ACOMP] ? 1.0F : 0.0F; break; case GL_CULL_FACE: *params = (GLfloat) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = ENUM_TO_FLOAT(ctx->Polygon.CullFaceMode); break; case GL_CURRENT_COLOR: UBYTE_RGBA_TO_FLOAT_RGBA(params, ctx->Current.ByteColor); break; case GL_CURRENT_INDEX: *params = (GLfloat) ctx->Current.Index; break; case GL_CURRENT_NORMAL: params[0] = ctx->Current.Normal[0]; params[1] = ctx->Current.Normal[1]; params[2] = ctx->Current.Normal[2]; break; case GL_CURRENT_RASTER_COLOR: params[0] = ctx->Current.RasterColor[0]; params[1] = ctx->Current.RasterColor[1]; params[2] = ctx->Current.RasterColor[2]; params[3] = ctx->Current.RasterColor[3]; break; case GL_CURRENT_RASTER_DISTANCE: params[0] = ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: *params = (GLfloat) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = ctx->Current.RasterPos[0]; params[1] = ctx->Current.RasterPos[1]; params[2] = ctx->Current.RasterPos[2]; params[3] = ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; params[1] = ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; params[2] = ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; params[3] = ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = (GLfloat) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: params[0] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][0]; params[1] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][1]; params[2] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][2]; params[3] = (GLfloat) ctx->Current.Texcoord[texTransformUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLfloat) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = (GLfloat) ctx->Visual->DepthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLfloat) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = ENUM_TO_FLOAT(ctx->Depth.Func); break; case GL_DEPTH_RANGE: params[0] = (GLfloat) ctx->Viewport.Near; params[1] = (GLfloat) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLfloat) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLfloat) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLfloat) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLfloat) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLfloat) ctx->Visual->DBflag; break; case GL_DRAW_BUFFER: *params = ENUM_TO_FLOAT(ctx->Color.DrawBuffer); break; case GL_EDGE_FLAG: *params = (GLfloat) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: /* TODO: is this right? Or, return number of entries in buffer? */ *params = (GLfloat) ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ENUM_TO_FLOAT(ctx->Feedback.Type); break; case GL_FOG: *params = (GLfloat) ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = ctx->Fog.Color[0]; params[1] = ctx->Fog.Color[1]; params[2] = ctx->Fog.Color[2]; params[3] = ctx->Fog.Color[3]; break; case GL_FOG_DENSITY: *params = ctx->Fog.Density; break; case GL_FOG_END: *params = ctx->Fog.End; break; case GL_FOG_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.Fog); break; case GL_FOG_INDEX: *params = ctx->Fog.Index; break; case GL_FOG_MODE: *params = ENUM_TO_FLOAT(ctx->Fog.Mode); break; case GL_FOG_START: *params = ctx->Fog.Start; break; case GL_FRONT_FACE: *params = ENUM_TO_FLOAT(ctx->Polygon.FrontFace); break; case GL_GREEN_BIAS: *params = (GLfloat) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLfloat) ctx->Visual->GreenBits; break; case GL_GREEN_SCALE: *params = (GLfloat) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLfloat) ctx->Visual->IndexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLfloat) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual->RGBAflag ? 0.0F : 1.0F; break; case GL_INDEX_OFFSET: *params = (GLfloat) ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = (GLfloat) ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLfloat) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLfloat) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLfloat) ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = ctx->Light.Model.Ambient[0]; params[1] = ctx->Light.Model.Ambient[1]; params[2] = ctx->Light.Model.Ambient[2]; params[3] = ctx->Light.Model.Ambient[3]; break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = ENUM_TO_FLOAT(ctx->Light.Model.ColorControl); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLfloat) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLfloat) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLfloat) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.LineSmooth); break; case GL_LINE_STIPPLE: *params = (GLfloat) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLfloat) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLfloat) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLfloat) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLfloat) LINE_WIDTH_GRANULARITY; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLfloat) MIN_LINE_WIDTH; params[1] = (GLfloat) MAX_LINE_WIDTH; break; case GL_LIST_BASE: *params = (GLfloat) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLfloat) ctx->CurrentListNum; break; case GL_LIST_MODE: *params = ctx->ExecuteFlag ? ENUM_TO_FLOAT(GL_COMPILE_AND_EXECUTE) : ENUM_TO_FLOAT(GL_COMPILE); break; case GL_INDEX_LOGIC_OP: *params = (GLfloat) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLfloat) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = ENUM_TO_FLOAT(ctx->Color.LogicOp); break; case GL_MAP1_COLOR_4: *params = (GLfloat) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid1u1; params[1] = ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLfloat) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLfloat) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLfloat) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLfloat) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLfloat) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLfloat) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLfloat) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLfloat) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLfloat) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLfloat) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = ctx->Eval.MapGrid2u1; params[1] = ctx->Eval.MapGrid2u2; params[2] = ctx->Eval.MapGrid2v1; params[3] = ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLfloat) ctx->Eval.MapGrid2un; params[1] = (GLfloat) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLfloat) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLfloat) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLfloat) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLfloat) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLfloat) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLfloat) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = ENUM_TO_FLOAT(ctx->Transform.MatrixMode); break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLfloat) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLfloat) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLfloat) MAX_CLIP_PLANES; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = (GLfloat) VB_MAX; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = (GLfloat) VB_MAX; break; case GL_MAX_EVAL_ORDER: *params = (GLfloat) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLfloat) MAX_LIGHTS; break; case GL_MAX_LIST_NESTING: *params = (GLfloat) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLfloat) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLfloat) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLfloat) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLfloat) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: case GL_MAX_3D_TEXTURE_SIZE: *params = (GLfloat) ctx->Const.MaxTextureSize; break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLfloat) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLfloat) MAX_WIDTH; params[1] = (GLfloat) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->ModelView.m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLfloat) (ctx->ModelViewStackDepth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLfloat) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLfloat) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = (GLfloat) ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLfloat) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = (GLfloat) ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = (GLfloat) ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = (GLfloat) ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLfloat) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = (GLfloat) ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = (GLfloat) ctx->Pack.ImageHeight; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PerspectiveCorrection); break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = (GLfloat) ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = (GLfloat) ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = (GLfloat) ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = (GLfloat) ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = (GLfloat) ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = (GLfloat) ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = (GLfloat) ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = (GLfloat) ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = (GLfloat) ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = (GLfloat) ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLfloat) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLfloat) POINT_SIZE_GRANULARITY; break; case GL_POINT_SIZE_RANGE: params[0] = (GLfloat) MIN_POINT_SIZE; params[1] = (GLfloat) MAX_POINT_SIZE; break; case GL_POINT_SMOOTH: *params = (GLfloat) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PointSmooth); break; case GL_POINT_SIZE_MIN_EXT: *params = (GLfloat) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLfloat) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLfloat) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLfloat) (ctx->Point.Params[0]); params[1] = (GLfloat) (ctx->Point.Params[1]); params[2] = (GLfloat) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = ENUM_TO_FLOAT(ctx->Polygon.FrontMode); params[1] = ENUM_TO_FLOAT(ctx->Polygon.BackMode); break; #ifdef GL_EXT_polygon_offset case GL_POLYGON_OFFSET_BIAS_EXT: *params = ctx->Polygon.OffsetUnits; break; #endif case GL_POLYGON_OFFSET_FACTOR: *params = ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLfloat) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = ENUM_TO_FLOAT(ctx->Hint.PolygonSmooth); break; case GL_POLYGON_STIPPLE: *params = (GLfloat) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->ProjectionMatrix.m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLfloat) (ctx->ProjectionStackDepth + 1); break; case GL_READ_BUFFER: *params = ENUM_TO_FLOAT(ctx->Pixel.ReadBuffer); break; case GL_RED_BIAS: *params = ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLfloat) ctx->Visual->RedBits; break; case GL_RED_SCALE: *params = ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = ENUM_TO_FLOAT(ctx->RenderMode); break; case GL_RGBA_MODE: *params = (GLfloat) ctx->Visual->RGBAflag; break; case GL_SCISSOR_BOX: params[0] = (GLfloat) ctx->Scissor.X; params[1] = (GLfloat) ctx->Scissor.Y; params[2] = (GLfloat) ctx->Scissor.Width; params[3] = (GLfloat) ctx->Scissor.Height; break; case GL_SCISSOR_TEST: *params = (GLfloat) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLfloat) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = ENUM_TO_FLOAT(ctx->Light.ShadeModel); break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLfloat) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = (GLfloat) ctx->Visual->StencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLfloat) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc); break; case GL_STENCIL_FUNC: *params = ENUM_TO_FLOAT(ctx->Stencil.Function); break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc); break; case GL_STENCIL_PASS_DEPTH_PASS: *params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc); break; case GL_STENCIL_REF: *params = (GLfloat) ctx->Stencil.Ref; break; case GL_STENCIL_TEST: *params = (GLfloat) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLfloat) ctx->Stencil.ValueMask; break; case GL_STENCIL_WRITEMASK: *params = (GLfloat) ctx->Stencil.WriteMask; break; case GL_STEREO: *params = (GLfloat) ctx->Visual->StereoFlag; break; case GL_SUBPIXEL_BITS: *params = 0.0F; /* TODO */ break; case GL_TEXTURE_1D: *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1.0 : 0.0; break; case GL_TEXTURE_2D: *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1.0 : 0.0; break; case GL_TEXTURE_3D: *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1.0 : 0.0; break; case GL_TEXTURE_BINDING_1D: *params = (GLfloat) textureUnit->CurrentD[1]->Name; break; case GL_TEXTURE_BINDING_2D: *params = (GLfloat) textureUnit->CurrentD[2]->Name; break; case GL_TEXTURE_BINDING_3D: *params = (GLfloat) textureUnit->CurrentD[2]->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = textureUnit->EnvColor[0]; params[1] = textureUnit->EnvColor[1]; params[2] = textureUnit->EnvColor[2]; params[3] = textureUnit->EnvColor[3]; break; case GL_TEXTURE_ENV_MODE: *params = ENUM_TO_FLOAT(textureUnit->EnvMode); break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1.0 : 0.0; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = ctx->TextureMatrix[texTransformUnit].m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLfloat) (ctx->TextureStackDepth[texTransformUnit] + 1); break; case GL_UNPACK_ALIGNMENT: *params = (GLfloat) ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLfloat) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = (GLfloat) ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = (GLfloat) ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = (GLfloat) ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLfloat) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = (GLfloat) ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = (GLfloat) ctx->Unpack.ImageHeight; break; case GL_VIEWPORT: params[0] = (GLfloat) ctx->Viewport.X; params[1] = (GLfloat) ctx->Viewport.Y; params[2] = (GLfloat) ctx->Viewport.Width; params[3] = (GLfloat) ctx->Viewport.Height; break; case GL_ZOOM_X: *params = (GLfloat) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLfloat) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY_SIZE: *params = (GLfloat) ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Vertex.Type); break; case GL_VERTEX_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_NORMAL_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Normal.Type); break; case GL_NORMAL_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_COLOR_ARRAY_SIZE: *params = (GLfloat) ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Color.Type); break; case GL_COLOR_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_INDEX_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.Index.Type); break; case GL_INDEX_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = (GLfloat) ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ENUM_TO_FLOAT(ctx->Array.TexCoord[texUnit].Type); break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = (GLfloat) ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0.0; break; case GL_MAX_TEXTURE_UNITS_ARB: *params = (GLfloat) ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit); break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: *params = (GLfloat) (GL_TEXTURE0_ARB + ctx->Array.ActiveTexture); break; /* GL_PGI_misc_hints */ case GL_STRICT_DEPTHFUNC_HINT_PGI: *params = ENUM_TO_FLOAT(GL_NICEST); break; case GL_STRICT_LIGHTING_HINT_PGI: *params = ENUM_TO_FLOAT(ctx->Hint.StrictLighting); break; case GL_STRICT_SCISSOR_HINT_PGI: case GL_FULL_STIPPLE_HINT_PGI: *params = ENUM_TO_FLOAT(GL_TRUE); break; case GL_CONSERVE_MEMORY_HINT_PGI: *params = ENUM_TO_FLOAT(GL_FALSE); break; case GL_ALWAYS_FAST_HINT_PGI: *params = (GLfloat) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_FALSE && ctx->Hint.AllowDrawMem == GL_FALSE); break; case GL_ALWAYS_SOFT_HINT_PGI: *params = (GLfloat) (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_TRUE && ctx->Hint.AllowDrawMem == GL_TRUE); break; case GL_ALLOW_DRAW_OBJ_HINT_PGI: *params = (GLfloat) GL_TRUE; break; case GL_ALLOW_DRAW_WIN_HINT_PGI: *params = (GLfloat) ctx->Hint.AllowDrawWin; break; case GL_ALLOW_DRAW_SPN_HINT_PGI: *params = (GLfloat) ctx->Hint.AllowDrawSpn; break; case GL_ALLOW_DRAW_MEM_HINT_PGI: *params = (GLfloat) ctx->Hint.AllowDrawMem; break; case GL_CLIP_NEAR_HINT_PGI: case GL_CLIP_FAR_HINT_PGI: *params = ENUM_TO_FLOAT(GL_TRUE); break; case GL_WIDE_LINE_HINT_PGI: *params = ENUM_TO_FLOAT(GL_DONT_CARE); break; case GL_BACK_NORMALS_HINT_PGI: *params = ENUM_TO_FLOAT(GL_TRUE); break; case GL_NATIVE_GRAPHICS_HANDLE_PGI: *params = 0; break; default: printf("invalid enum: %x\n", pname); gl_error( ctx, GL_INVALID_ENUM, "glGetFloatv" ); } } void gl_GetIntegerv( GLcontext *ctx, GLenum pname, GLint *params ) { GLuint i; GLuint texUnit = ctx->Texture.CurrentUnit; GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit; const struct gl_texture_unit *textureUnit = &ctx->Texture.Unit[texUnit]; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glGetIntegerv"); if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetIntegerv %s\n", gl_lookup_enum_by_nr(pname)); switch (pname) { case GL_ACCUM_RED_BITS: case GL_ACCUM_GREEN_BITS: case GL_ACCUM_BLUE_BITS: case GL_ACCUM_ALPHA_BITS: *params = (GLint) ctx->Visual->AccumBits; break; case GL_ACCUM_CLEAR_VALUE: params[0] = FLOAT_TO_INT( ctx->Accum.ClearColor[0] ); params[1] = FLOAT_TO_INT( ctx->Accum.ClearColor[1] ); params[2] = FLOAT_TO_INT( ctx->Accum.ClearColor[2] ); params[3] = FLOAT_TO_INT( ctx->Accum.ClearColor[3] ); break; case GL_ALPHA_BIAS: *params = (GLint) ctx->Pixel.AlphaBias; break; case GL_ALPHA_BITS: *params = ctx->Visual->AlphaBits; break; case GL_ALPHA_SCALE: *params = (GLint) ctx->Pixel.AlphaScale; break; case GL_ALPHA_TEST: *params = (GLint) ctx->Color.AlphaEnabled; break; case GL_ALPHA_TEST_REF: *params = FLOAT_TO_INT( (GLfloat) ctx->Color.AlphaRef / 255.0 ); break; case GL_ALPHA_TEST_FUNC: *params = (GLint) ctx->Color.AlphaFunc; break; case GL_ATTRIB_STACK_DEPTH: *params = (GLint) (ctx->AttribStackDepth); break; case GL_AUTO_NORMAL: *params = (GLint) ctx->Eval.AutoNormal; break; case GL_AUX_BUFFERS: *params = (GLint) NUM_AUX_BUFFERS; break; case GL_BLEND: *params = (GLint) ctx->Color.BlendEnabled; break; case GL_BLEND_DST: *params = (GLint) ctx->Color.BlendDstRGB; break; case GL_BLEND_SRC: *params = (GLint) ctx->Color.BlendSrcRGB; break; case GL_BLEND_SRC_RGB_INGR: *params = (GLint) ctx->Color.BlendSrcRGB; break; case GL_BLEND_DST_RGB_INGR: *params = (GLint) ctx->Color.BlendDstRGB; break; case GL_BLEND_SRC_ALPHA_INGR: *params = (GLint) ctx->Color.BlendSrcA; break; case GL_BLEND_DST_ALPHA_INGR: *params = (GLint) ctx->Color.BlendDstA; break; case GL_BLEND_EQUATION_EXT: *params = (GLint) ctx->Color.BlendEquation; break; case GL_BLEND_COLOR_EXT: params[0] = FLOAT_TO_INT( ctx->Color.BlendColor[0] ); params[1] = FLOAT_TO_INT( ctx->Color.BlendColor[1] ); params[2] = FLOAT_TO_INT( ctx->Color.BlendColor[2] ); params[3] = FLOAT_TO_INT( ctx->Color.BlendColor[3] ); break; case GL_BLUE_BIAS: *params = (GLint) ctx->Pixel.BlueBias; break; case GL_BLUE_BITS: *params = (GLint) ctx->Visual->BlueBits; break; case GL_BLUE_SCALE: *params = (GLint) ctx->Pixel.BlueScale; break; case GL_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLint) (ctx->ClientAttribStackDepth); break; case GL_CLIP_PLANE0: case GL_CLIP_PLANE1: case GL_CLIP_PLANE2: case GL_CLIP_PLANE3: case GL_CLIP_PLANE4: case GL_CLIP_PLANE5: i = (GLint) (pname - GL_CLIP_PLANE0); *params = (GLint) ctx->Transform.ClipEnabled[i]; break; case GL_COLOR_CLEAR_VALUE: params[0] = FLOAT_TO_INT( ctx->Color.ClearColor[0] ); params[1] = FLOAT_TO_INT( ctx->Color.ClearColor[1] ); params[2] = FLOAT_TO_INT( ctx->Color.ClearColor[2] ); params[3] = FLOAT_TO_INT( ctx->Color.ClearColor[3] ); break; case GL_COLOR_MATERIAL: *params = (GLint) ctx->Light.ColorMaterialEnabled; break; case GL_COLOR_MATERIAL_FACE: *params = (GLint) ctx->Light.ColorMaterialFace; break; case GL_COLOR_MATERIAL_PARAMETER: *params = (GLint) ctx->Light.ColorMaterialMode; break; case GL_COLOR_WRITEMASK: params[0] = ctx->Color.ColorMask[RCOMP] ? 1 : 0; params[1] = ctx->Color.ColorMask[GCOMP] ? 1 : 0; params[2] = ctx->Color.ColorMask[BCOMP] ? 1 : 0; params[3] = ctx->Color.ColorMask[ACOMP] ? 1 : 0; break; case GL_CULL_FACE: *params = (GLint) ctx->Polygon.CullFlag; break; case GL_CULL_FACE_MODE: *params = (GLint) ctx->Polygon.CullFaceMode; break; case GL_CURRENT_COLOR: params[0] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[0] ) ); params[1] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[1] ) ); params[2] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[2] ) ); params[3] = FLOAT_TO_INT( UBYTE_COLOR_TO_FLOAT_COLOR( ctx->Current.ByteColor[3] ) ); break; case GL_CURRENT_INDEX: *params = (GLint) ctx->Current.Index; break; case GL_CURRENT_NORMAL: params[0] = FLOAT_TO_INT( ctx->Current.Normal[0] ); params[1] = FLOAT_TO_INT( ctx->Current.Normal[1] ); params[2] = FLOAT_TO_INT( ctx->Current.Normal[2] ); break; case GL_CURRENT_RASTER_COLOR: params[0] = FLOAT_TO_INT( ctx->Current.RasterColor[0] ); params[1] = FLOAT_TO_INT( ctx->Current.RasterColor[1] ); params[2] = FLOAT_TO_INT( ctx->Current.RasterColor[2] ); params[3] = FLOAT_TO_INT( ctx->Current.RasterColor[3] ); break; case GL_CURRENT_RASTER_DISTANCE: params[0] = (GLint) ctx->Current.RasterDistance; break; case GL_CURRENT_RASTER_INDEX: *params = (GLint) ctx->Current.RasterIndex; break; case GL_CURRENT_RASTER_POSITION: params[0] = (GLint) ctx->Current.RasterPos[0]; params[1] = (GLint) ctx->Current.RasterPos[1]; params[2] = (GLint) ctx->Current.RasterPos[2]; params[3] = (GLint) ctx->Current.RasterPos[3]; break; case GL_CURRENT_RASTER_TEXTURE_COORDS: params[0] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][0]; params[1] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][1]; params[2] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][2]; params[3] = (GLint) ctx->Current.RasterMultiTexCoord[texTransformUnit][3]; break; case GL_CURRENT_RASTER_POSITION_VALID: *params = (GLint) ctx->Current.RasterPosValid; break; case GL_CURRENT_TEXTURE_COORDS: params[0] = (GLint) ctx->Current.Texcoord[texTransformUnit][0]; params[1] = (GLint) ctx->Current.Texcoord[texTransformUnit][1]; params[2] = (GLint) ctx->Current.Texcoord[texTransformUnit][2]; params[3] = (GLint) ctx->Current.Texcoord[texTransformUnit][3]; break; case GL_DEPTH_BIAS: *params = (GLint) ctx->Pixel.DepthBias; break; case GL_DEPTH_BITS: *params = ctx->Visual->DepthBits; break; case GL_DEPTH_CLEAR_VALUE: *params = (GLint) ctx->Depth.Clear; break; case GL_DEPTH_FUNC: *params = (GLint) ctx->Depth.Func; break; case GL_DEPTH_RANGE: params[0] = (GLint) ctx->Viewport.Near; params[1] = (GLint) ctx->Viewport.Far; break; case GL_DEPTH_SCALE: *params = (GLint) ctx->Pixel.DepthScale; break; case GL_DEPTH_TEST: *params = (GLint) ctx->Depth.Test; break; case GL_DEPTH_WRITEMASK: *params = (GLint) ctx->Depth.Mask; break; case GL_DITHER: *params = (GLint) ctx->Color.DitherFlag; break; case GL_DOUBLEBUFFER: *params = (GLint) ctx->Visual->DBflag; break; case GL_DRAW_BUFFER: *params = (GLint) ctx->Color.DrawBuffer; break; case GL_EDGE_FLAG: *params = (GLint) ctx->Current.EdgeFlag; break; case GL_FEEDBACK_BUFFER_SIZE: /* TODO: is this right? Or, return number of entries in buffer? */ *params = ctx->Feedback.BufferSize; break; case GL_FEEDBACK_BUFFER_TYPE: *params = ctx->Feedback.Type; break; case GL_FOG: *params = (GLint) ctx->Fog.Enabled; break; case GL_FOG_COLOR: params[0] = FLOAT_TO_INT( ctx->Fog.Color[0] ); params[1] = FLOAT_TO_INT( ctx->Fog.Color[1] ); params[2] = FLOAT_TO_INT( ctx->Fog.Color[2] ); params[3] = FLOAT_TO_INT( ctx->Fog.Color[3] ); break; case GL_FOG_DENSITY: *params = (GLint) ctx->Fog.Density; break; case GL_FOG_END: *params = (GLint) ctx->Fog.End; break; case GL_FOG_HINT: *params = (GLint) ctx->Hint.Fog; break; case GL_FOG_INDEX: *params = (GLint) ctx->Fog.Index; break; case GL_FOG_MODE: *params = (GLint) ctx->Fog.Mode; break; case GL_FOG_START: *params = (GLint) ctx->Fog.Start; break; case GL_FRONT_FACE: *params = (GLint) ctx->Polygon.FrontFace; break; case GL_GREEN_BIAS: *params = (GLint) ctx->Pixel.GreenBias; break; case GL_GREEN_BITS: *params = (GLint) ctx->Visual->GreenBits; break; case GL_GREEN_SCALE: *params = (GLint) ctx->Pixel.GreenScale; break; case GL_INDEX_BITS: *params = (GLint) ctx->Visual->IndexBits; break; case GL_INDEX_CLEAR_VALUE: *params = (GLint) ctx->Color.ClearIndex; break; case GL_INDEX_MODE: *params = ctx->Visual->RGBAflag ? 0 : 1; break; case GL_INDEX_OFFSET: *params = ctx->Pixel.IndexOffset; break; case GL_INDEX_SHIFT: *params = ctx->Pixel.IndexShift; break; case GL_INDEX_WRITEMASK: *params = (GLint) ctx->Color.IndexMask; break; case GL_LIGHT0: case GL_LIGHT1: case GL_LIGHT2: case GL_LIGHT3: case GL_LIGHT4: case GL_LIGHT5: case GL_LIGHT6: case GL_LIGHT7: *params = (GLint) ctx->Light.Light[pname-GL_LIGHT0].Enabled; break; case GL_LIGHTING: *params = (GLint) ctx->Light.Enabled; break; case GL_LIGHT_MODEL_AMBIENT: params[0] = FLOAT_TO_INT( ctx->Light.Model.Ambient[0] ); params[1] = FLOAT_TO_INT( ctx->Light.Model.Ambient[1] ); params[2] = FLOAT_TO_INT( ctx->Light.Model.Ambient[2] ); params[3] = FLOAT_TO_INT( ctx->Light.Model.Ambient[3] ); break; case GL_LIGHT_MODEL_COLOR_CONTROL: params[0] = (GLint) ctx->Light.Model.ColorControl; break; case GL_LIGHT_MODEL_LOCAL_VIEWER: *params = (GLint) ctx->Light.Model.LocalViewer; break; case GL_LIGHT_MODEL_TWO_SIDE: *params = (GLint) ctx->Light.Model.TwoSide; break; case GL_LINE_SMOOTH: *params = (GLint) ctx->Line.SmoothFlag; break; case GL_LINE_SMOOTH_HINT: *params = (GLint) ctx->Hint.LineSmooth; break; case GL_LINE_STIPPLE: *params = (GLint) ctx->Line.StippleFlag; break; case GL_LINE_STIPPLE_PATTERN: *params = (GLint) ctx->Line.StipplePattern; break; case GL_LINE_STIPPLE_REPEAT: *params = (GLint) ctx->Line.StippleFactor; break; case GL_LINE_WIDTH: *params = (GLint) ctx->Line.Width; break; case GL_LINE_WIDTH_GRANULARITY: *params = (GLint) LINE_WIDTH_GRANULARITY; break; case GL_LINE_WIDTH_RANGE: params[0] = (GLint) MIN_LINE_WIDTH; params[1] = (GLint) MAX_LINE_WIDTH; break; case GL_LIST_BASE: *params = (GLint) ctx->List.ListBase; break; case GL_LIST_INDEX: *params = (GLint) ctx->CurrentListNum; break; case GL_LIST_MODE: *params = ctx->ExecuteFlag ? (GLint) GL_COMPILE_AND_EXECUTE : (GLint) GL_COMPILE; break; case GL_INDEX_LOGIC_OP: *params = (GLint) ctx->Color.IndexLogicOpEnabled; break; case GL_COLOR_LOGIC_OP: *params = (GLint) ctx->Color.ColorLogicOpEnabled; break; case GL_LOGIC_OP_MODE: *params = (GLint) ctx->Color.LogicOp; break; case GL_MAP1_COLOR_4: *params = (GLint) ctx->Eval.Map1Color4; break; case GL_MAP1_GRID_DOMAIN: params[0] = (GLint) ctx->Eval.MapGrid1u1; params[1] = (GLint) ctx->Eval.MapGrid1u2; break; case GL_MAP1_GRID_SEGMENTS: *params = (GLint) ctx->Eval.MapGrid1un; break; case GL_MAP1_INDEX: *params = (GLint) ctx->Eval.Map1Index; break; case GL_MAP1_NORMAL: *params = (GLint) ctx->Eval.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: *params = (GLint) ctx->Eval.Map1TextureCoord1; break; case GL_MAP1_TEXTURE_COORD_2: *params = (GLint) ctx->Eval.Map1TextureCoord2; break; case GL_MAP1_TEXTURE_COORD_3: *params = (GLint) ctx->Eval.Map1TextureCoord3; break; case GL_MAP1_TEXTURE_COORD_4: *params = (GLint) ctx->Eval.Map1TextureCoord4; break; case GL_MAP1_VERTEX_3: *params = (GLint) ctx->Eval.Map1Vertex3; break; case GL_MAP1_VERTEX_4: *params = (GLint) ctx->Eval.Map1Vertex4; break; case GL_MAP2_COLOR_4: *params = (GLint) ctx->Eval.Map2Color4; break; case GL_MAP2_GRID_DOMAIN: params[0] = (GLint) ctx->Eval.MapGrid2u1; params[1] = (GLint) ctx->Eval.MapGrid2u2; params[2] = (GLint) ctx->Eval.MapGrid2v1; params[3] = (GLint) ctx->Eval.MapGrid2v2; break; case GL_MAP2_GRID_SEGMENTS: params[0] = (GLint) ctx->Eval.MapGrid2un; params[1] = (GLint) ctx->Eval.MapGrid2vn; break; case GL_MAP2_INDEX: *params = (GLint) ctx->Eval.Map2Index; break; case GL_MAP2_NORMAL: *params = (GLint) ctx->Eval.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: *params = (GLint) ctx->Eval.Map2TextureCoord1; break; case GL_MAP2_TEXTURE_COORD_2: *params = (GLint) ctx->Eval.Map2TextureCoord2; break; case GL_MAP2_TEXTURE_COORD_3: *params = (GLint) ctx->Eval.Map2TextureCoord3; break; case GL_MAP2_TEXTURE_COORD_4: *params = (GLint) ctx->Eval.Map2TextureCoord4; break; case GL_MAP2_VERTEX_3: *params = (GLint) ctx->Eval.Map2Vertex3; break; case GL_MAP2_VERTEX_4: *params = (GLint) ctx->Eval.Map2Vertex4; break; case GL_MAP_COLOR: *params = (GLint) ctx->Pixel.MapColorFlag; break; case GL_MAP_STENCIL: *params = (GLint) ctx->Pixel.MapStencilFlag; break; case GL_MATRIX_MODE: *params = (GLint) ctx->Transform.MatrixMode; break; case GL_MAX_ATTRIB_STACK_DEPTH: *params = (GLint) MAX_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: *params = (GLint) MAX_CLIENT_ATTRIB_STACK_DEPTH; break; case GL_MAX_CLIP_PLANES: *params = (GLint) MAX_CLIP_PLANES; break; case GL_MAX_ELEMENTS_VERTICES: /* GL_VERSION_1_2 */ *params = VB_MAX; break; case GL_MAX_ELEMENTS_INDICES: /* GL_VERSION_1_2 */ *params = VB_MAX; break; case GL_MAX_EVAL_ORDER: *params = (GLint) MAX_EVAL_ORDER; break; case GL_MAX_LIGHTS: *params = (GLint) MAX_LIGHTS; break; case GL_MAX_LIST_NESTING: *params = (GLint) MAX_LIST_NESTING; break; case GL_MAX_MODELVIEW_STACK_DEPTH: *params = (GLint) MAX_MODELVIEW_STACK_DEPTH; break; case GL_MAX_NAME_STACK_DEPTH: *params = (GLint) MAX_NAME_STACK_DEPTH; break; case GL_MAX_PIXEL_MAP_TABLE: *params = (GLint) MAX_PIXEL_MAP_TABLE; break; case GL_MAX_PROJECTION_STACK_DEPTH: *params = (GLint) MAX_PROJECTION_STACK_DEPTH; break; case GL_MAX_TEXTURE_SIZE: case GL_MAX_3D_TEXTURE_SIZE: *params = ctx->Const.MaxTextureSize; break; case GL_MAX_TEXTURE_STACK_DEPTH: *params = (GLint) MAX_TEXTURE_STACK_DEPTH; break; case GL_MAX_VIEWPORT_DIMS: params[0] = (GLint) MAX_WIDTH; params[1] = (GLint) MAX_HEIGHT; break; case GL_MODELVIEW_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->ModelView.m[i]; } break; case GL_MODELVIEW_STACK_DEPTH: *params = (GLint) (ctx->ModelViewStackDepth + 1); break; case GL_NAME_STACK_DEPTH: *params = (GLint) ctx->Select.NameStackDepth; break; case GL_NORMALIZE: *params = (GLint) ctx->Transform.Normalize; break; case GL_PACK_ALIGNMENT: *params = ctx->Pack.Alignment; break; case GL_PACK_LSB_FIRST: *params = (GLint) ctx->Pack.LsbFirst; break; case GL_PACK_ROW_LENGTH: *params = ctx->Pack.RowLength; break; case GL_PACK_SKIP_PIXELS: *params = ctx->Pack.SkipPixels; break; case GL_PACK_SKIP_ROWS: *params = ctx->Pack.SkipRows; break; case GL_PACK_SWAP_BYTES: *params = (GLint) ctx->Pack.SwapBytes; break; case GL_PACK_SKIP_IMAGES_EXT: *params = ctx->Pack.SkipImages; break; case GL_PACK_IMAGE_HEIGHT_EXT: *params = ctx->Pack.ImageHeight; break; case GL_PERSPECTIVE_CORRECTION_HINT: *params = (GLint) ctx->Hint.PerspectiveCorrection; break; case GL_PIXEL_MAP_A_TO_A_SIZE: *params = ctx->Pixel.MapAtoAsize; break; case GL_PIXEL_MAP_B_TO_B_SIZE: *params = ctx->Pixel.MapBtoBsize; break; case GL_PIXEL_MAP_G_TO_G_SIZE: *params = ctx->Pixel.MapGtoGsize; break; case GL_PIXEL_MAP_I_TO_A_SIZE: *params = ctx->Pixel.MapItoAsize; break; case GL_PIXEL_MAP_I_TO_B_SIZE: *params = ctx->Pixel.MapItoBsize; break; case GL_PIXEL_MAP_I_TO_G_SIZE: *params = ctx->Pixel.MapItoGsize; break; case GL_PIXEL_MAP_I_TO_I_SIZE: *params = ctx->Pixel.MapItoIsize; break; case GL_PIXEL_MAP_I_TO_R_SIZE: *params = ctx->Pixel.MapItoRsize; break; case GL_PIXEL_MAP_R_TO_R_SIZE: *params = ctx->Pixel.MapRtoRsize; break; case GL_PIXEL_MAP_S_TO_S_SIZE: *params = ctx->Pixel.MapStoSsize; break; case GL_POINT_SIZE: *params = (GLint) ctx->Point.Size; break; case GL_POINT_SIZE_GRANULARITY: *params = (GLint) POINT_SIZE_GRANULARITY; break; case GL_POINT_SIZE_RANGE: params[0] = (GLint) MIN_POINT_SIZE; params[1] = (GLint) MAX_POINT_SIZE; break; case GL_POINT_SMOOTH: *params = (GLint) ctx->Point.SmoothFlag; break; case GL_POINT_SMOOTH_HINT: *params = (GLint) ctx->Hint.PointSmooth; break; case GL_POINT_SIZE_MIN_EXT: *params = (GLint) (ctx->Point.MinSize); break; case GL_POINT_SIZE_MAX_EXT: *params = (GLint) (ctx->Point.MaxSize); break; case GL_POINT_FADE_THRESHOLD_SIZE_EXT: *params = (GLint) (ctx->Point.Threshold); break; case GL_DISTANCE_ATTENUATION_EXT: params[0] = (GLint) (ctx->Point.Params[0]); params[1] = (GLint) (ctx->Point.Params[1]); params[2] = (GLint) (ctx->Point.Params[2]); break; case GL_POLYGON_MODE: params[0] = (GLint) ctx->Polygon.FrontMode; params[1] = (GLint) ctx->Polygon.BackMode; break; #ifdef GL_EXT_polygon_offset case GL_POLYGON_OFFSET_BIAS_EXT: *params = (GLint) ctx->Polygon.OffsetUnits; break; #endif case GL_POLYGON_OFFSET_FACTOR: *params = (GLint) ctx->Polygon.OffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = (GLint) ctx->Polygon.OffsetUnits; break; case GL_POLYGON_SMOOTH: *params = (GLint) ctx->Polygon.SmoothFlag; break; case GL_POLYGON_SMOOTH_HINT: *params = (GLint) ctx->Hint.PolygonSmooth; break; case GL_POLYGON_STIPPLE: *params = (GLint) ctx->Polygon.StippleFlag; break; case GL_PROJECTION_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->ProjectionMatrix.m[i]; } break; case GL_PROJECTION_STACK_DEPTH: *params = (GLint) (ctx->ProjectionStackDepth + 1); break; case GL_READ_BUFFER: *params = (GLint) ctx->Pixel.ReadBuffer; break; case GL_RED_BIAS: *params = (GLint) ctx->Pixel.RedBias; break; case GL_RED_BITS: *params = (GLint) ctx->Visual->RedBits; break; case GL_RED_SCALE: *params = (GLint) ctx->Pixel.RedScale; break; case GL_RENDER_MODE: *params = (GLint) ctx->RenderMode; break; case GL_RGBA_MODE: *params = (GLint) ctx->Visual->RGBAflag; break; case GL_SCISSOR_BOX: params[0] = (GLint) ctx->Scissor.X; params[1] = (GLint) ctx->Scissor.Y; params[2] = (GLint) ctx->Scissor.Width; params[3] = (GLint) ctx->Scissor.Height; break; case GL_SCISSOR_TEST: *params = (GLint) ctx->Scissor.Enabled; break; case GL_SELECTION_BUFFER_SIZE: *params = (GLint) ctx->Select.BufferSize; break; case GL_SHADE_MODEL: *params = (GLint) ctx->Light.ShadeModel; break; case GL_SHARED_TEXTURE_PALETTE_EXT: *params = (GLint) ctx->Texture.SharedPalette; break; case GL_STENCIL_BITS: *params = ctx->Visual->StencilBits; break; case GL_STENCIL_CLEAR_VALUE: *params = (GLint) ctx->Stencil.Clear; break; case GL_STENCIL_FAIL: *params = (GLint) ctx->Stencil.FailFunc; break; case GL_STENCIL_FUNC: *params = (GLint) ctx->Stencil.Function; break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = (GLint) ctx->Stencil.ZFailFunc; break; case GL_STENCIL_PASS_DEPTH_PASS: *params = (GLint) ctx->Stencil.ZPassFunc; break; case GL_STENCIL_REF: *params = (GLint) ctx->Stencil.Ref; break; case GL_STENCIL_TEST: *params = (GLint) ctx->Stencil.Enabled; break; case GL_STENCIL_VALUE_MASK: *params = (GLint) ctx->Stencil.ValueMask; break; case GL_STENCIL_WRITEMASK: *params = (GLint) ctx->Stencil.WriteMask; break; case GL_STEREO: *params = (GLint) ctx->Visual->StereoFlag; break; case GL_SUBPIXEL_BITS: *params = 0; /* TODO */ break; case GL_TEXTURE_1D: *params = gl_IsEnabled(ctx, GL_TEXTURE_1D) ? 1 : 0; break; case GL_TEXTURE_2D: *params = gl_IsEnabled(ctx, GL_TEXTURE_2D) ? 1 : 0; break; case GL_TEXTURE_3D: *params = gl_IsEnabled(ctx, GL_TEXTURE_3D) ? 1 : 0; break; case GL_TEXTURE_BINDING_1D: *params = textureUnit->CurrentD[1]->Name; break; case GL_TEXTURE_BINDING_2D: *params = textureUnit->CurrentD[2]->Name; break; case GL_TEXTURE_BINDING_3D: *params = textureUnit->CurrentD[3]->Name; break; case GL_TEXTURE_ENV_COLOR: params[0] = FLOAT_TO_INT( textureUnit->EnvColor[0] ); params[1] = FLOAT_TO_INT( textureUnit->EnvColor[1] ); params[2] = FLOAT_TO_INT( textureUnit->EnvColor[2] ); params[3] = FLOAT_TO_INT( textureUnit->EnvColor[3] ); break; case GL_TEXTURE_ENV_MODE: *params = (GLint) textureUnit->EnvMode; break; case GL_TEXTURE_GEN_S: *params = (textureUnit->TexGenEnabled & S_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_T: *params = (textureUnit->TexGenEnabled & T_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_R: *params = (textureUnit->TexGenEnabled & R_BIT) ? 1 : 0; break; case GL_TEXTURE_GEN_Q: *params = (textureUnit->TexGenEnabled & Q_BIT) ? 1 : 0; break; case GL_TEXTURE_MATRIX: for (i=0;i<16;i++) { params[i] = (GLint) ctx->TextureMatrix[texTransformUnit].m[i]; } break; case GL_TEXTURE_STACK_DEPTH: *params = (GLint) (ctx->TextureStackDepth[texTransformUnit] + 1); break; case GL_UNPACK_ALIGNMENT: *params = ctx->Unpack.Alignment; break; case GL_UNPACK_LSB_FIRST: *params = (GLint) ctx->Unpack.LsbFirst; break; case GL_UNPACK_ROW_LENGTH: *params = ctx->Unpack.RowLength; break; case GL_UNPACK_SKIP_PIXELS: *params = ctx->Unpack.SkipPixels; break; case GL_UNPACK_SKIP_ROWS: *params = ctx->Unpack.SkipRows; break; case GL_UNPACK_SWAP_BYTES: *params = (GLint) ctx->Unpack.SwapBytes; break; case GL_UNPACK_SKIP_IMAGES_EXT: *params = ctx->Unpack.SkipImages; break; case GL_UNPACK_IMAGE_HEIGHT_EXT: *params = ctx->Unpack.ImageHeight; break; case GL_VIEWPORT: params[0] = (GLint) ctx->Viewport.X; params[1] = (GLint) ctx->Viewport.Y; params[2] = (GLint) ctx->Viewport.Width; params[3] = (GLint) ctx->Viewport.Height; break; case GL_ZOOM_X: *params = (GLint) ctx->Pixel.ZoomX; break; case GL_ZOOM_Y: *params = (GLint) ctx->Pixel.ZoomY; break; case GL_VERTEX_ARRAY_SIZE: *params = ctx->Array.Vertex.Size; break; case GL_VERTEX_ARRAY_TYPE: *params = ctx->Array.Vertex.Type; break; case GL_VERTEX_ARRAY_STRIDE: *params = ctx->Array.Vertex.Stride; break; case GL_VERTEX_ARRAY_COUNT_EXT: *params = 0; break; case GL_NORMAL_ARRAY_TYPE: *params = ctx->Array.Normal.Type; break; case GL_NORMAL_ARRAY_STRIDE: *params = ctx->Array.Normal.Stride; break; case GL_NORMAL_ARRAY_COUNT_EXT: *params = 0; break; case GL_COLOR_ARRAY_SIZE: *params = ctx->Array.Color.Size; break; case GL_COLOR_ARRAY_TYPE: *params = ctx->Array.Color.Type; break; case GL_COLOR_ARRAY_STRIDE: *params = ctx->Array.Color.Stride; break; case GL_COLOR_ARRAY_COUNT_EXT: *params = 0; break; case GL_INDEX_ARRAY_TYPE: *params = ctx->Array.Index.Type; break; case GL_INDEX_ARRAY_STRIDE: *params = ctx->Array.Index.Stride; break; case GL_INDEX_ARRAY_COUNT_EXT: *params = 0; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *params = ctx->Array.TexCoord[texUnit].Size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *params = ctx->Array.TexCoord[texUnit].Type; break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = ctx->Array.TexCoord[texUnit].Stride; break; case GL_TEXTURE_COORD_ARRAY_COUNT_EXT: *params = 0; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *params = ctx->Array.EdgeFlag.Stride; break; case GL_EDGE_FLAG_ARRAY_COUNT_EXT: *params = 0; break; case GL_MAX_TEXTURE_UNITS_ARB: *params = ctx->Const.MaxTextureUnits; break; case GL_ACTIVE_TEXTURE_ARB: *params = GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit; break; case GL_CLIENT_ACTIVE_TEXTURE_ARB: *params = GL_TEXTURE0_ARB + ctx->Array.ActiveTexture; break; /* GL_PGI_misc_hints */ case GL_STRICT_DEPTHFUNC_HINT_PGI: *params = (GL_NICEST); break; case GL_STRICT_LIGHTING_HINT_PGI: *params = (ctx->Hint.StrictLighting); break; case GL_STRICT_SCISSOR_HINT_PGI: case GL_FULL_STIPPLE_HINT_PGI: *params = (GL_TRUE); break; case GL_CONSERVE_MEMORY_HINT_PGI: *params = (GL_FALSE); break; case GL_ALWAYS_FAST_HINT_PGI: *params = (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_FALSE && ctx->Hint.AllowDrawMem == GL_FALSE); break; case GL_ALWAYS_SOFT_HINT_PGI: *params = (ctx->Hint.AllowDrawWin == GL_TRUE && ctx->Hint.AllowDrawSpn == GL_TRUE && ctx->Hint.AllowDrawMem == GL_TRUE); break; case GL_ALLOW_DRAW_OBJ_HINT_PGI: *params = GL_TRUE; break; case GL_ALLOW_DRAW_WIN_HINT_PGI: *params = ctx->Hint.AllowDrawWin; break; case GL_ALLOW_DRAW_SPN_HINT_PGI: *params = ctx->Hint.AllowDrawSpn; break; case GL_ALLOW_DRAW_MEM_HINT_PGI: *params = ctx->Hint.AllowDrawMem; break; case GL_CLIP_NEAR_HINT_PGI: case GL_CLIP_FAR_HINT_PGI: *params = GL_TRUE; break; case GL_WIDE_LINE_HINT_PGI: *params = GL_DONT_CARE; break; case GL_BACK_NORMALS_HINT_PGI: *params = (GL_TRUE); break; case GL_NATIVE_GRAPHICS_HANDLE_PGI: *params = 0; break; /* GL_EXT_compiled_vertex_array */ case GL_ARRAY_ELEMENT_LOCK_FIRST_SGI: *params = ctx->Array.LockFirst; break; case GL_ARRAY_ELEMENT_LOCK_COUNT_SGI: *params = ctx->Array.LockCount; break; default: printf("invalid enum: %x\n", pname); gl_error( ctx, GL_INVALID_ENUM, "glGetIntegerv" ); } } void gl_GetPointerv( GLcontext *ctx, GLenum pname, GLvoid **params ) { GLuint texUnit = ctx->Texture.CurrentUnit; /*GLuint texTransformUnit = ctx->Texture.CurrentTransformUnit;*/ if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glGetPointerv %s\n", gl_lookup_enum_by_nr(pname)); switch (pname) { case GL_VERTEX_ARRAY_POINTER: *params = ctx->Array.Vertex.Ptr; break; case GL_NORMAL_ARRAY_POINTER: *params = ctx->Array.Normal.Ptr; break; case GL_COLOR_ARRAY_POINTER: *params = ctx->Array.Color.Ptr; break; case GL_INDEX_ARRAY_POINTER: *params = ctx->Array.Index.Ptr; break; case GL_TEXTURE_COORD_ARRAY_POINTER: *params = ctx->Array.TexCoord[texUnit].Ptr; break; case GL_EDGE_FLAG_ARRAY_POINTER: *params = ctx->Array.EdgeFlag.Ptr; break; case GL_FEEDBACK_BUFFER_POINTER: *params = ctx->Feedback.Buffer; break; case GL_SELECTION_BUFFER_POINTER: *params = ctx->Select.Buffer; break; default: gl_error( ctx, GL_INVALID_ENUM, "glGetPointerv" ); return; } } const GLubyte *gl_GetString( GLcontext *ctx, GLenum name ) { static char result[1000]; static char *vendor = "Brian Paul"; static char *version = "1.2 Mesa 3.1 beta"; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH_WITH_RETVAL(ctx, "glGetString", 0); /* First see if device driver can satisfy this call */ switch (name) { case GL_VENDOR: case GL_RENDERER: case GL_VERSION: if (ctx->Driver.GetString) { const GLubyte *str = (*ctx->Driver.GetString)(ctx, name); if (str && str[0]) return str; } break; /* Extensions always handled by extensions.c */ case GL_EXTENSIONS: return (GLubyte *) gl_extensions_get_string( ctx ); default: gl_error( ctx, GL_INVALID_ENUM, "glGetString" ); return (GLubyte *) 0; } /* If we get here, device driver didn't return a string */ switch (name) { case GL_VENDOR: return (GLubyte *) vendor; case GL_RENDERER: strcpy(result, "Mesa"); if (ctx->Driver.RendererString) { strcat(result, " "); strcat(result, (*ctx->Driver.RendererString)()); } return (GLubyte *) result; case GL_VERSION: return (GLubyte *) version; default: /* caught above */ return NULL; } }