コード例 #1
0
ファイル: program.c プロジェクト: basecq/q2dos
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(GLcontext *ctx, const enum state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT]);
            return;
         case STATE_DIFFUSE:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE]);
            return;
         case STATE_SPECULAR:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SPECULAR]);
            return;
         case STATE_EMISSION:
            if (face == 0)
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
            else
               COPY_4V(value, ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION]);
            return;
         case STATE_SHININESS:
            if (face == 0)
               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0];
            else
               value[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_SHININESS][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      };
      return;
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_4V(value, ctx->Light.Light[ln].EyeDirection);
            return;
         case STATE_HALF:
            {
               GLfloat eye_z[] = {0, 0, 1};
					
               /* Compute infinite half angle vector:
                *   half-vector = light_position + (0, 0, 1) 
                * and then normalize.  w = 0
					 *
					 * light.EyePosition.w should be 0 for infinite lights.
                */
					ADD_3V(value, eye_z, ctx->Light.Light[ln].EyePosition);
					NORMALIZE_3FV(value);
					value[3] = 0;
            }						  
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
      return;
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 4; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 4; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
      return;
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
      return;
   case STATE_TEXENV_COLOR:
      {		
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
      }			
      return;
   case STATE_FOG_COLOR:
      COPY_4V(value, ctx->Fog.Color);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MATRIX:
      {
         /* state[1] = modelview, projection, texture, etc. */
         /* state[2] = which texture matrix or program matrix */
         /* state[3] = first column to fetch */
         /* state[4] = last column to fetch */
         /* state[5] = transpose, inverse or invtrans */

         const GLmatrix *matrix;
         const enum state_index mat = state[1];
         const GLuint index = (GLuint) state[2];
         const GLuint first = (GLuint) state[3];
         const GLuint last = (GLuint) state[4];
         const enum state_index modifier = state[5];
         const GLfloat *m;
         GLuint row, i;
         if (mat == STATE_MODELVIEW) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE) {
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM) {
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* XXX be sure inverse is up to date */
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = first; row <= last; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = first; row <= last; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->Viewport.Near;                     /* near       */		
      value[1] = ctx->Viewport.Far;                      /* far        */		
      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */		
      value[3] = 0;		
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         int idx = state[2];				  

         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);						  
               break;

            case STATE_LOCAL:
               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               break;				
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }				  
      }			
      return;
		
   case STATE_VERTEX_PROGRAM:
      {		
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         int idx = state[2];				  
			
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);						  
               break;

            case STATE_LOCAL:
               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               break;				
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }				  
      }			
      return;
   default:
      _mesa_problem(ctx, "Invalid state in fetch_state");
      return;
   }
}
コード例 #2
0
ファイル: intel_pixel_bitmap.c プロジェクト: vsyrjala/mesa
/*
 * Render a bitmap.
 */
static bool
do_blit_bitmap( struct gl_context *ctx, 
		GLint dstx, GLint dsty,
		GLsizei width, GLsizei height,
		const struct gl_pixelstore_attrib *unpack,
		const GLubyte *bitmap )
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   struct intel_renderbuffer *irb;
   GLfloat tmpColor[4];
   GLubyte ubcolor[4];
   GLuint color;
   GLsizei bitmap_width = width;
   GLsizei bitmap_height = height;
   GLint px, py;
   GLuint stipple[32];
   GLint orig_dstx = dstx;
   GLint orig_dsty = dsty;

   /* Update draw buffer bounds */
   _mesa_update_state(ctx);

   if (ctx->Depth.Test) {
      /* The blit path produces incorrect results when depth testing is on.
       * It seems the blit Z coord is always 1.0 (the far plane) so fragments
       * will likely be obscured by other, closer geometry.
       */
      return false;
   }

   intel_prepare_render(intel);

   if (fb->_NumColorDrawBuffers != 1) {
      perf_debug("accelerated glBitmap() only supports rendering to a "
                 "single color buffer\n");
      return false;
   }

   irb = intel_renderbuffer(fb->_ColorDrawBuffers[0]);

   if (_mesa_is_bufferobj(unpack->BufferObj)) {
      bitmap = map_pbo(ctx, width, height, unpack, bitmap);
      if (bitmap == NULL)
	 return true;	/* even though this is an error, we're done */
   }

   COPY_4V(tmpColor, ctx->Current.RasterColor);

   if (_mesa_need_secondary_color(ctx)) {
       ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
   }

   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);

   switch (irb->mt->format) {
   case MESA_FORMAT_B8G8R8A8_UNORM:
   case MESA_FORMAT_B8G8R8X8_UNORM:
      color = PACK_COLOR_8888(ubcolor[3], ubcolor[0], ubcolor[1], ubcolor[2]);
      break;
   case MESA_FORMAT_B5G6R5_UNORM:
      color = PACK_COLOR_565(ubcolor[0], ubcolor[1], ubcolor[2]);
      break;
   default:
      perf_debug("Unsupported format %s in accelerated glBitmap()\n",
                 _mesa_get_format_name(irb->mt->format));
      return false;
   }

   if (!intel_check_blit_fragment_ops(ctx, tmpColor[3] == 1.0F))
      return false;

   /* Clip to buffer bounds and scissor. */
   if (!_mesa_clip_to_region(fb->_Xmin, fb->_Ymin,
			     fb->_Xmax, fb->_Ymax,
			     &dstx, &dsty, &width, &height))
      goto out;

   dsty = y_flip(fb, dsty, height);

#define DY 32
#define DX 32

   /* Chop it all into chunks that can be digested by hardware: */
   for (py = 0; py < height; py += DY) {
      for (px = 0; px < width; px += DX) {
	 int h = MIN2(DY, height - py);
	 int w = MIN2(DX, width - px);
	 GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
	 GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
	    ctx->Color.LogicOp : GL_COPY;

	 assert(sz <= sizeof(stipple));
	 memset(stipple, 0, sz);

	 /* May need to adjust this when padding has been introduced in
	  * sz above:
	  *
	  * Have to translate destination coordinates back into source
	  * coordinates.
	  */
         int count = get_bitmap_rect(bitmap_width, bitmap_height, unpack,
                                     bitmap,
                                     -orig_dstx + (dstx + px),
                                     -orig_dsty + y_flip(fb, dsty + py, h),
                                     w, h,
                                     (GLubyte *)stipple,
                                     8,
                                     _mesa_is_winsys_fbo(fb));
         if (count == 0)
	    continue;

	 if (!intelEmitImmediateColorExpandBlit(intel,
						irb->mt->cpp,
						(GLubyte *)stipple,
						sz,
						color,
						irb->mt->region->pitch,
						irb->mt->region->bo,
						0,
						irb->mt->region->tiling,
						dstx + px,
						dsty + py,
						w, h,
						logic_op)) {
	    return false;
	 }

         if (ctx->Query.CurrentOcclusionObject)
            ctx->Query.CurrentOcclusionObject->Result += count;
      }
   }
out:

   if (unlikely(INTEL_DEBUG & DEBUG_SYNC))
      intel_batchbuffer_flush(intel);

   if (_mesa_is_bufferobj(unpack->BufferObj)) {
      /* done with PBO so unmap it now */
      ctx->Driver.UnmapBuffer(ctx, unpack->BufferObj, MAP_INTERNAL);
   }

   intel_check_front_buffer_rendering(intel);

   return true;
}
コード例 #3
0
ファイル: intel_pixel_bitmap.c プロジェクト: Starlink/mesa
/*
 * Render a bitmap.
 */
static GLboolean
do_blit_bitmap( GLcontext *ctx, 
		GLint dstx, GLint dsty,
		GLsizei width, GLsizei height,
		const struct gl_pixelstore_attrib *unpack,
		const GLubyte *bitmap )
{
   struct intel_context *intel = intel_context(ctx);
   struct intel_region *dst = intel_drawbuf_region(intel);
   GLfloat tmpColor[4];
   GLubyte ubcolor[4];
   GLuint color8888, color565;

   if (!dst)
       return GL_FALSE;

   if (unpack->BufferObj->Name) {
      bitmap = map_pbo(ctx, width, height, unpack, bitmap);
      if (bitmap == NULL)
	 return GL_TRUE;	/* even though this is an error, we're done */
   }

   COPY_4V(tmpColor, ctx->Current.RasterColor);

   if (NEED_SECONDARY_COLOR(ctx)) {
       ADD_3V(tmpColor, tmpColor, ctx->Current.RasterSecondaryColor);
   }

   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[0], tmpColor[0]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[1], tmpColor[1]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[2], tmpColor[2]);
   UNCLAMPED_FLOAT_TO_UBYTE(ubcolor[3], tmpColor[3]);

   color8888 = INTEL_PACKCOLOR8888(ubcolor[0], ubcolor[1], ubcolor[2], ubcolor[3]);
   color565 = INTEL_PACKCOLOR565(ubcolor[0], ubcolor[1], ubcolor[2]);
 

   /* Does zoom apply to bitmaps?
    */
   if (!intel_check_blit_fragment_ops(ctx) ||
       ctx->Pixel.ZoomX != 1.0F || 
       ctx->Pixel.ZoomY != 1.0F)
      return GL_FALSE;

   LOCK_HARDWARE(intel);

   if (intel->driDrawable->numClipRects) {
      __DRIdrawablePrivate *dPriv = intel->driDrawable;
      drm_clip_rect_t *box = dPriv->pClipRects;
      drm_clip_rect_t dest_rect;
      GLint nbox = dPriv->numClipRects;
      GLint srcx = 0, srcy = 0;
      GLint orig_screen_x1, orig_screen_y2;
      GLuint i;


      orig_screen_x1 = dPriv->x + dstx;
      orig_screen_y2 = dPriv->y + (dPriv->h - dsty);

      /* Do scissoring in GL coordinates:
       */
      if (ctx->Scissor.Enabled)
      {
	 GLint x = ctx->Scissor.X;
	 GLint y = ctx->Scissor.Y;
	 GLuint w = ctx->Scissor.Width;
	 GLuint h = ctx->Scissor.Height;

         if (!_mesa_clip_to_region(x, y, x+w-1, y+h-1, &dstx, &dsty, &width, &height))
            goto out;
      }

      /* Convert from GL to hardware coordinates:
       */
      dsty = dPriv->y + (dPriv->h - dsty - height);  
      dstx = dPriv->x + dstx;

      dest_rect.x1 = dstx < 0 ? 0 : dstx;
      dest_rect.y1 = dsty < 0 ? 0 : dsty;
      dest_rect.x2 = dstx + width < 0 ? 0 : dstx + width;
      dest_rect.y2 = dsty + height < 0 ? 0 : dsty + height;

      for (i = 0; i < nbox; i++) {
         drm_clip_rect_t rect;
	 int box_w, box_h;
	 GLint px, py;
	 GLuint stipple[32];  

         if (!intel_intersect_cliprects(&rect, &dest_rect, &box[i]))
            continue;

	 /* Now go back to GL coordinates to figure out what subset of
	  * the bitmap we are uploading for this cliprect:
	  */
	 box_w = rect.x2 - rect.x1;
	 box_h = rect.y2 - rect.y1;
	 srcx = rect.x1 - orig_screen_x1;
	 srcy = orig_screen_y2 - rect.y2;


#define DY 32
#define DX 32

	 /* Then, finally, chop it all into chunks that can be
	  * digested by hardware:
	  */
	 for (py = 0; py < box_h; py += DY) { 
	    for (px = 0; px < box_w; px += DX) { 
	       int h = MIN2(DY, box_h - py);
	       int w = MIN2(DX, box_w - px); 
	       GLuint sz = ALIGN(ALIGN(w,8) * h, 64)/8;
	       GLenum logic_op = ctx->Color.ColorLogicOpEnabled ?
		  ctx->Color.LogicOp : GL_COPY;

	       assert(sz <= sizeof(stipple));
	       memset(stipple, 0, sz);

	       /* May need to adjust this when padding has been introduced in
		* sz above:
		*/
	       if (get_bitmap_rect(width, height, unpack, 
				   bitmap,
				   srcx + px, srcy + py, w, h,
				   (GLubyte *)stipple,
				   8,
				   GL_TRUE) == 0)
		  continue;

	       /* 
		*/
	       intelEmitImmediateColorExpandBlit( intel,
						  dst->cpp,
						  (GLubyte *)stipple, 
						  sz,
						  (dst->cpp == 2) ? color565 : color8888,
						  dst->pitch,
						  dst->buffer,
						  0,
						  dst->tiled,
						  rect.x1 + px,
						  rect.y2 - (py + h),
						  w, h,
						  logic_op);
	    } 
	 } 
      }
      intel->need_flush = GL_TRUE;
   out:
      intel_batchbuffer_flush(intel->batch);
   }
   UNLOCK_HARDWARE(intel);


   if (unpack->BufferObj->Name) {
      /* done with PBO so unmap it now */
      ctx->Driver.UnmapBuffer(ctx, GL_PIXEL_UNPACK_BUFFER_EXT,
                              unpack->BufferObj);
   }

   return GL_TRUE;
}
コード例 #4
0
ファイル: prog_statevars.c プロジェクト: austriancoder/mesa-1
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(struct gl_context *ctx, const gl_state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         const struct gl_material *mat = &ctx->Light.Material;
         ASSERT(face == 0 || face == 1);
         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
         /* XXX we could get rid of this switch entirely with a little
          * work in arbprogparse.c's parse_state_single_item().
          */
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
            return;
         case STATE_EMISSION:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
            return;
         case STATE_SHININESS:
            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      }
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_3V(value, ctx->Light.Light[ln].SpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
            return;
         case STATE_SPOT_CUTOFF:
            value[0] = ctx->Light.Light[ln].SpotCutoff;
            return;
         case STATE_HALF_VECTOR:
            {
               static const GLfloat eye_z[] = {0, 0, 1};
               GLfloat p[3];
               /* Compute infinite half angle vector:
                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
		* light.EyePosition.w should be 0 for infinite lights.
                */
               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
               NORMALIZE_3FV(p);
	       ADD_3V(value, p, eye_z);
	       NORMALIZE_3FV(value);
	       value[3] = 1.0;
            }
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
   case STATE_TEXENV_COLOR:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         if (_mesa_get_clamp_fragment_color(ctx))
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
         else
            COPY_4V(value, ctx->Texture.Unit[unit].EnvColorUnclamped);
      }
      return;
   case STATE_FOG_COLOR:
      if (_mesa_get_clamp_fragment_color(ctx))
         COPY_4V(value, ctx->Fog.Color);
      else
         COPY_4V(value, ctx->Fog.ColorUnclamped);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0f / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MODELVIEW_MATRIX:
   case STATE_PROJECTION_MATRIX:
   case STATE_MVP_MATRIX:
   case STATE_TEXTURE_MATRIX:
   case STATE_PROGRAM_MATRIX:
      {
         /* state[0] = modelview, projection, texture, etc. */
         /* state[1] = which texture matrix or program matrix */
         /* state[2] = first row to fetch */
         /* state[3] = last row to fetch */
         /* state[4] = transpose, inverse or invtrans */
         const GLmatrix *matrix;
         const gl_state_index mat = state[0];
         const GLuint index = (GLuint) state[1];
         const GLuint firstRow = (GLuint) state[2];
         const GLuint lastRow = (GLuint) state[3];
         const gl_state_index modifier = state[4];
         const GLfloat *m;
         GLuint row, i;
         ASSERT(firstRow >= 0);
         ASSERT(firstRow < 4);
         ASSERT(lastRow >= 0);
         ASSERT(lastRow < 4);
         if (mat == STATE_MODELVIEW_MATRIX) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION_MATRIX) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP_MATRIX) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE_MATRIX) {
            ASSERT(index < Elements(ctx->TextureMatrixStack));
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM_MATRIX) {
            ASSERT(index < Elements(ctx->ProgramMatrixStack));
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* Be sure inverse is up to date:
	     */
	    _math_matrix_analyse( (GLmatrix*) matrix );
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_NUM_SAMPLES:
      ((int *)value)[0] = ctx->DrawBuffer->Visual.samples;
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->ViewportArray[0].Near;                /* near       */
      value[1] = ctx->ViewportArray[0].Far;                 /* far        */
      value[2] = ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near; /* far - near */
      value[3] = 1.0;
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->FragmentProgram.Current->Base.LocalParams) {
                  ctx->FragmentProgram.Current->Base.LocalParams =
                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
                  if (!ctx->FragmentProgram.Current->Base.LocalParams)
                     return;
               }

               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_VERTEX_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
               return;
            case STATE_LOCAL:
               if (!ctx->VertexProgram.Current->Base.LocalParams) {
                  ctx->VertexProgram.Current->Base.LocalParams =
                     calloc(MAX_PROGRAM_LOCAL_PARAMS, sizeof(float[4]));
                  if (!ctx->VertexProgram.Current->Base.LocalParams)
                     return;
               }

               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               return;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_NORMAL_SCALE:
      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
      return;

   case STATE_INTERNAL:
      switch (state[1]) {
      case STATE_CURRENT_ATTRIB:
         {
            const GLuint idx = (GLuint) state[2];
            COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_CURRENT_ATTRIB_MAYBE_VP_CLAMPED:
         {
            const GLuint idx = (GLuint) state[2];
            if(ctx->Light._ClampVertexColor &&
               (idx == VERT_ATTRIB_COLOR0 ||
                idx == VERT_ATTRIB_COLOR1)) {
               value[0] = CLAMP(ctx->Current.Attrib[idx][0], 0.0f, 1.0f);
               value[1] = CLAMP(ctx->Current.Attrib[idx][1], 0.0f, 1.0f);
               value[2] = CLAMP(ctx->Current.Attrib[idx][2], 0.0f, 1.0f);
               value[3] = CLAMP(ctx->Current.Attrib[idx][3], 0.0f, 1.0f);
            }
            else
               COPY_4V(value, ctx->Current.Attrib[idx]);
         }
         return;

      case STATE_NORMAL_SCALE:
         ASSIGN_4V(value, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   ctx->_ModelViewInvScale, 
                   1);
         return;

      case STATE_TEXRECT_SCALE:
         /* Value = { 1/texWidth, 1/texHeight, 0, 1 }.
          * Used to convert unnormalized texcoords to normalized texcoords.
          */
         {
            const int unit = (int) state[2];
            const struct gl_texture_object *texObj
               = ctx->Texture.Unit[unit]._Current;
            if (texObj) {
               struct gl_texture_image *texImage = texObj->Image[0][0];
               ASSIGN_4V(value,
                         (GLfloat) (1.0 / texImage->Width),
                         (GLfloat) (1.0 / texImage->Height),
                         0.0f, 1.0f);
            }
         }
         return;

      case STATE_FOG_PARAMS_OPTIMIZED:
         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
          * might be more expensive than EX2 on some hw, plus it needs
          * another constant (e) anyway. Linear fog can now be done with a
          * single MAD.
          * linear: fogcoord * -1/(end-start) + end/(end-start)
          * exp: 2^-(density/ln(2) * fogcoord)
          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
          */
         value[0] = (ctx->Fog.End == ctx->Fog.Start)
            ? 1.0f : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
         value[1] = ctx->Fog.End * -value[0];
         value[2] = (GLfloat)(ctx->Fog.Density * M_LOG2E); /* M_LOG2E == 1/ln(2) */
         value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
         return;

      case STATE_POINT_SIZE_CLAMPED:
         {
           /* this includes implementation dependent limits, to avoid
            * another potentially necessary clamp.
            * Note: for sprites, point smooth (point AA) is ignored
            * and we'll clamp to MinPointSizeAA and MaxPointSize, because we
            * expect drivers will want to say their minimum for AA size is 0.0
            * but for non-AA it's 1.0 (because normal points with size below 1.0
            * need to get rounded up to 1.0, hence never disappear). GL does
            * not specify max clamp size for sprites, other than it needs to be
            * at least as large as max AA size, hence use non-AA size there.
            */
            GLfloat minImplSize;
            GLfloat maxImplSize;
            if (ctx->Point.PointSprite) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            else if (ctx->Point.SmoothFlag || ctx->Multisample._Enabled) {
               minImplSize = ctx->Const.MinPointSizeAA;
               maxImplSize = ctx->Const.MaxPointSizeAA;
            }
            else {
               minImplSize = ctx->Const.MinPointSize;
               maxImplSize = ctx->Const.MaxPointSize;
            }
            value[0] = ctx->Point.Size;
            value[1] = ctx->Point.MinSize >= minImplSize ? ctx->Point.MinSize : minImplSize;
            value[2] = ctx->Point.MaxSize <= maxImplSize ? ctx->Point.MaxSize : maxImplSize;
            value[3] = ctx->Point.Threshold;
         }
         return;
      case STATE_LIGHT_SPOT_DIR_NORMALIZED:
         {
            /* here, state[2] is the light number */
            /* pre-normalize spot dir */
            const GLuint ln = (GLuint) state[2];
            COPY_3V(value, ctx->Light.Light[ln]._NormSpotDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
         }
         return;

      case STATE_LIGHT_POSITION:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
         }
         return;

      case STATE_LIGHT_POSITION_NORMALIZED:
         {
            const GLuint ln = (GLuint) state[2];
            COPY_4V(value, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV( value );
         }
         return;

      case STATE_LIGHT_HALF_VECTOR:
         {
            const GLuint ln = (GLuint) state[2];
            GLfloat p[3];
            /* Compute infinite half angle vector:
             *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
             * light.EyePosition.w should be 0 for infinite lights.
             */
            COPY_3V(p, ctx->Light.Light[ln]._Position);
            NORMALIZE_3FV(p);
            ADD_3V(value, p, ctx->_EyeZDir);
            NORMALIZE_3FV(value);
            value[3] = 1.0;
         }
         return;

      case STATE_PT_SCALE:
         value[0] = ctx->Pixel.RedScale;
         value[1] = ctx->Pixel.GreenScale;
         value[2] = ctx->Pixel.BlueScale;
         value[3] = ctx->Pixel.AlphaScale;
         return;

      case STATE_PT_BIAS:
         value[0] = ctx->Pixel.RedBias;
         value[1] = ctx->Pixel.GreenBias;
         value[2] = ctx->Pixel.BlueBias;
         value[3] = ctx->Pixel.AlphaBias;
         return;

      case STATE_FB_SIZE:
         value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1);
         value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1);
         value[2] = 0.0F;
         value[3] = 0.0F;
         return;

      case STATE_FB_WPOS_Y_TRANSFORM:
         /* A driver may negate this conditional by using ZW swizzle
          * instead of XY (based on e.g. some other state). */
         if (_mesa_is_user_fbo(ctx->DrawBuffer)) {
            /* Identity (XY) followed by flipping Y upside down (ZW). */
            value[0] = 1.0F;
            value[1] = 0.0F;
            value[2] = -1.0F;
            value[3] = (GLfloat) ctx->DrawBuffer->Height;
         } else {
            /* Flipping Y upside down (XY) followed by identity (ZW). */
            value[0] = -1.0F;
            value[1] = (GLfloat) ctx->DrawBuffer->Height;
            value[2] = 1.0F;
            value[3] = 0.0F;
         }
         return;

      /* XXX: make sure new tokens added here are also handled in the 
       * _mesa_program_state_flags() switch, below.
       */
      default:
         /* Unknown state indexes are silently ignored here.
          * Drivers may do something special.
          */
         return;
      }
      return;

   default:
      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
      return;
   }
}
コード例 #5
0
ファイル: prog_statevars.c プロジェクト: Starlink/mesa
/**
 * Use the list of tokens in the state[] array to find global GL state
 * and return it in <value>.  Usually, four values are returned in <value>
 * but matrix queries may return as many as 16 values.
 * This function is used for ARB vertex/fragment programs.
 * The program parser will produce the state[] values.
 */
static void
_mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
                  GLfloat *value)
{
   switch (state[0]) {
   case STATE_MATERIAL:
      {
         /* state[1] is either 0=front or 1=back side */
         const GLuint face = (GLuint) state[1];
         const struct gl_material *mat = &ctx->Light.Material;
         ASSERT(face == 0 || face == 1);
         /* we rely on tokens numbered so that _BACK_ == _FRONT_+ 1 */
         ASSERT(MAT_ATTRIB_FRONT_AMBIENT + 1 == MAT_ATTRIB_BACK_AMBIENT);
         /* XXX we could get rid of this switch entirely with a little
          * work in arbprogparse.c's parse_state_single_item().
          */
         /* state[2] is the material attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_AMBIENT + face]);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_DIFFUSE + face]);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_SPECULAR + face]);
            return;
         case STATE_EMISSION:
            COPY_4V(value, mat->Attrib[MAT_ATTRIB_FRONT_EMISSION + face]);
            return;
         case STATE_SHININESS:
            value[0] = mat->Attrib[MAT_ATTRIB_FRONT_SHININESS + face][0];
            value[1] = 0.0F;
            value[2] = 0.0F;
            value[3] = 1.0F;
            return;
         default:
            _mesa_problem(ctx, "Invalid material state in fetch_state");
            return;
         }
      }
   case STATE_LIGHT:
      {
         /* state[1] is the light number */
         const GLuint ln = (GLuint) state[1];
         /* state[2] is the light attribute */
         switch (state[2]) {
         case STATE_AMBIENT:
            COPY_4V(value, ctx->Light.Light[ln].Ambient);
            return;
         case STATE_DIFFUSE:
            COPY_4V(value, ctx->Light.Light[ln].Diffuse);
            return;
         case STATE_SPECULAR:
            COPY_4V(value, ctx->Light.Light[ln].Specular);
            return;
         case STATE_POSITION:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
            return;
         case STATE_ATTENUATION:
            value[0] = ctx->Light.Light[ln].ConstantAttenuation;
            value[1] = ctx->Light.Light[ln].LinearAttenuation;
            value[2] = ctx->Light.Light[ln].QuadraticAttenuation;
            value[3] = ctx->Light.Light[ln].SpotExponent;
            return;
         case STATE_SPOT_DIRECTION:
            COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
            value[3] = ctx->Light.Light[ln]._CosCutoff;
            return;
         case STATE_SPOT_CUTOFF:
            value[0] = ctx->Light.Light[ln].SpotCutoff;
            return;
         case STATE_HALF_VECTOR:
            {
               static const GLfloat eye_z[] = {0, 0, 1};
               GLfloat p[3];
               /* Compute infinite half angle vector:
                *   halfVector = normalize(normalize(lightPos) + (0, 0, 1))
		* light.EyePosition.w should be 0 for infinite lights.
                */
               COPY_3V(p, ctx->Light.Light[ln].EyePosition);
               NORMALIZE_3FV(p);
	       ADD_3V(value, p, eye_z);
	       NORMALIZE_3FV(value);
	       value[3] = 1.0;
            }						  
            return;
	 case STATE_POSITION_NORMALIZED:
            COPY_4V(value, ctx->Light.Light[ln].EyePosition);
	    NORMALIZE_3FV( value );
            return;
         default:
            _mesa_problem(ctx, "Invalid light state in fetch_state");
            return;
         }
      }
   case STATE_LIGHTMODEL_AMBIENT:
      COPY_4V(value, ctx->Light.Model.Ambient);
      return;
   case STATE_LIGHTMODEL_SCENECOLOR:
      if (state[1] == 0) {
         /* front */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3];
      }
      else {
         /* back */
         GLint i;
         for (i = 0; i < 3; i++) {
            value[i] = ctx->Light.Model.Ambient[i]
               * ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_AMBIENT][i]
               + ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_EMISSION][i];
         }
	 value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
      }
      return;
   case STATE_LIGHTPROD:
      {
         const GLuint ln = (GLuint) state[1];
         const GLuint face = (GLuint) state[2];
         GLint i;
         ASSERT(face == 0 || face == 1);
         switch (state[3]) {
            case STATE_AMBIENT:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Ambient[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT+face][3];
               return;
            case STATE_DIFFUSE:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Diffuse[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE+face][3];
               return;
            case STATE_SPECULAR:
               for (i = 0; i < 3; i++) {
                  value[i] = ctx->Light.Light[ln].Specular[i] *
                     ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][i];
               }
               /* [3] = material alpha */
               value[3] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SPECULAR+face][3];
               return;
            default:
               _mesa_problem(ctx, "Invalid lightprod state in fetch_state");
               return;
         }
      }
   case STATE_TEXGEN:
      {
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         /* state[2] is the texgen attribute */
         switch (state[2]) {
         case STATE_TEXGEN_EYE_S:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneS);
            return;
         case STATE_TEXGEN_EYE_T:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneT);
            return;
         case STATE_TEXGEN_EYE_R:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneR);
            return;
         case STATE_TEXGEN_EYE_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].EyePlaneQ);
            return;
         case STATE_TEXGEN_OBJECT_S:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneS);
            return;
         case STATE_TEXGEN_OBJECT_T:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneT);
            return;
         case STATE_TEXGEN_OBJECT_R:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneR);
            return;
         case STATE_TEXGEN_OBJECT_Q:
            COPY_4V(value, ctx->Texture.Unit[unit].ObjectPlaneQ);
            return;
         default:
            _mesa_problem(ctx, "Invalid texgen state in fetch_state");
            return;
         }
      }
   case STATE_TEXENV_COLOR:
      {		
         /* state[1] is the texture unit */
         const GLuint unit = (GLuint) state[1];
         COPY_4V(value, ctx->Texture.Unit[unit].EnvColor);
      }			
      return;
   case STATE_FOG_COLOR:
      COPY_4V(value, ctx->Fog.Color);
      return;
   case STATE_FOG_PARAMS:
      value[0] = ctx->Fog.Density;
      value[1] = ctx->Fog.Start;
      value[2] = ctx->Fog.End;
      value[3] = 1.0F / (ctx->Fog.End - ctx->Fog.Start);
      return;
   case STATE_CLIPPLANE:
      {
         const GLuint plane = (GLuint) state[1];
         COPY_4V(value, ctx->Transform.EyeUserPlane[plane]);
      }
      return;
   case STATE_POINT_SIZE:
      value[0] = ctx->Point.Size;
      value[1] = ctx->Point.MinSize;
      value[2] = ctx->Point.MaxSize;
      value[3] = ctx->Point.Threshold;
      return;
   case STATE_POINT_ATTENUATION:
      value[0] = ctx->Point.Params[0];
      value[1] = ctx->Point.Params[1];
      value[2] = ctx->Point.Params[2];
      value[3] = 1.0F;
      return;
   case STATE_MODELVIEW_MATRIX:
   case STATE_PROJECTION_MATRIX:
   case STATE_MVP_MATRIX:
   case STATE_TEXTURE_MATRIX:
   case STATE_PROGRAM_MATRIX:
      {
         /* state[0] = modelview, projection, texture, etc. */
         /* state[1] = which texture matrix or program matrix */
         /* state[2] = first row to fetch */
         /* state[3] = last row to fetch */
         /* state[4] = transpose, inverse or invtrans */
         const GLmatrix *matrix;
         const gl_state_index mat = state[0];
         const GLuint index = (GLuint) state[1];
         const GLuint firstRow = (GLuint) state[2];
         const GLuint lastRow = (GLuint) state[3];
         const gl_state_index modifier = state[4];
         const GLfloat *m;
         GLuint row, i;
         ASSERT(firstRow >= 0);
         ASSERT(firstRow < 4);
         ASSERT(lastRow >= 0);
         ASSERT(lastRow < 4);
         if (mat == STATE_MODELVIEW_MATRIX) {
            matrix = ctx->ModelviewMatrixStack.Top;
         }
         else if (mat == STATE_PROJECTION_MATRIX) {
            matrix = ctx->ProjectionMatrixStack.Top;
         }
         else if (mat == STATE_MVP_MATRIX) {
            matrix = &ctx->_ModelProjectMatrix;
         }
         else if (mat == STATE_TEXTURE_MATRIX) {
            matrix = ctx->TextureMatrixStack[index].Top;
         }
         else if (mat == STATE_PROGRAM_MATRIX) {
            matrix = ctx->ProgramMatrixStack[index].Top;
         }
         else {
            _mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
            return;
         }
         if (modifier == STATE_MATRIX_INVERSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            /* Be sure inverse is up to date:
	     */
            _math_matrix_alloc_inv( (GLmatrix *) matrix );
	    _math_matrix_analyse( (GLmatrix*) matrix );
            m = matrix->inv;
         }
         else {
            m = matrix->m;
         }
         if (modifier == STATE_MATRIX_TRANSPOSE ||
             modifier == STATE_MATRIX_INVTRANS) {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row * 4 + 0];
               value[i++] = m[row * 4 + 1];
               value[i++] = m[row * 4 + 2];
               value[i++] = m[row * 4 + 3];
            }
         }
         else {
            for (i = 0, row = firstRow; row <= lastRow; row++) {
               value[i++] = m[row + 0];
               value[i++] = m[row + 4];
               value[i++] = m[row + 8];
               value[i++] = m[row + 12];
            }
         }
      }
      return;
   case STATE_DEPTH_RANGE:
      value[0] = ctx->Viewport.Near;                     /* near       */
      value[1] = ctx->Viewport.Far;                      /* far        */
      value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
      value[3] = 1.0;
      return;
   case STATE_FRAGMENT_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->FragmentProgram.Parameters[idx]);
               break;
            case STATE_LOCAL:
               COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]);
               break;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;
		
   case STATE_VERTEX_PROGRAM:
      {
         /* state[1] = {STATE_ENV, STATE_LOCAL} */
         /* state[2] = parameter index          */
         const int idx = (int) state[2];
         switch (state[1]) {
            case STATE_ENV:
               COPY_4V(value, ctx->VertexProgram.Parameters[idx]);
               break;
            case STATE_LOCAL:
               COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]);
               break;
            default:
               _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()");
               return;
         }
      }
      return;

   case STATE_NORMAL_SCALE:
      ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
      return;

   case STATE_INTERNAL:
      switch (state[1]) {
      case STATE_NORMAL_SCALE:
         ASSIGN_4V(value, ctx->_ModelViewInvScale, 0, 0, 1);
         return;
      case STATE_TEXRECT_SCALE:
         {
            const int unit = (int) state[2];
            const struct gl_texture_object *texObj
               = ctx->Texture.Unit[unit]._Current;
            if (texObj) {
               struct gl_texture_image *texImage = texObj->Image[0][0];
               ASSIGN_4V(value, 1.0 / texImage->Width,
                         1.0 / texImage->Height,
                         0.0, 1.0);
            }
         }
         return;
      case STATE_FOG_PARAMS_OPTIMIZED:
         /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog)
          * might be more expensive than EX2 on some hw, plus it needs
          * another constant (e) anyway. Linear fog can now be done with a
          * single MAD.
          * linear: fogcoord * -1/(end-start) + end/(end-start)
          * exp: 2^-(density/ln(2) * fogcoord)
          * exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
          */
         value[0] = -1.0F / (ctx->Fog.End - ctx->Fog.Start);
         value[1] = ctx->Fog.End / (ctx->Fog.End - ctx->Fog.Start);
         value[2] = ctx->Fog.Density * ONE_DIV_LN2;
         value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
         return;
      case STATE_SPOT_DIR_NORMALIZED: {
         /* here, state[2] is the light number */
         /* pre-normalize spot dir */
         const GLuint ln = (GLuint) state[2];
         COPY_3V(value, ctx->Light.Light[ln].EyeDirection);
         NORMALIZE_3FV(value);
         value[3] = ctx->Light.Light[ln]._CosCutoff;
         return;
      }
      default:
         /* unknown state indexes are silently ignored
          *  should be handled by the driver.
          */
         return;
      }
      return;

   default:
      _mesa_problem(ctx, "Invalid state in _mesa_fetch_state");
      return;
   }
}