Exemplo n.º 1
0
/**
 * Initialize a matrix stack.
 *
 * \param stack matrix stack.
 * \param maxDepth maximum stack depth.
 * \param dirtyFlag dirty flag.
 * 
 * Allocates an array of \p maxDepth elements for the matrix stack and calls
 * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
 * initialize it.
 */
static void
init_matrix_stack( struct gl_matrix_stack *stack,
                   GLuint maxDepth, GLuint dirtyFlag )
{
   GLuint i;

   stack->Depth = 0;
   stack->MaxDepth = maxDepth;
   stack->DirtyFlag = dirtyFlag;
   /* The stack */
   stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
   for (i = 0; i < maxDepth; i++) {
      _math_matrix_ctr(&stack->Stack[i]);
      _math_matrix_alloc_inv(&stack->Stack[i]);
   }
   stack->Top = stack->Stack;
}
Exemplo n.º 2
0
/**
 * 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].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];
         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] = (ctx->Fog.End == ctx->Fog.Start)
         ? 1.0f : (GLfloat)(1.0 / (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:
   case STATE_COLOR_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 if (mat == STATE_COLOR_MATRIX) {
            matrix = ctx->ColorMatrixStack.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]);
               return;
            case STATE_LOCAL:
               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:
               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_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 * ONE_DIV_LN2);
         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_POINT_SIZE_IMPL_CLAMP:
         {
           /* for implementation clamp only in vs */
            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] = minImplSize;
            value[2] = 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_PCM_SCALE:
         COPY_4V(value, ctx->Pixel.PostColorMatrixScale);
         return;

      case STATE_PCM_BIAS:
         COPY_4V(value, ctx->Pixel.PostColorMatrixBias);
         return;

      case STATE_SHADOW_AMBIENT:
         {
            const int unit = (int) state[2];
            const struct gl_texture_object *texObj
               = ctx->Texture.Unit[unit]._Current;
            if (texObj) {
               value[0] =
               value[1] =
               value[2] =
               value[3] = texObj->CompareFailValue;
            }
         }
         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_ROT_MATRIX_0:
         {
            const int unit = (int) state[2];
            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
            value[0] = rotMat22[0]; 
            value[1] = rotMat22[2];
            value[2] = 0.0;
            value[3] = 0.0;
         }
         return;

      case STATE_ROT_MATRIX_1:
         {
            const int unit = (int) state[2];
            GLfloat *rotMat22 = ctx->Texture.Unit[unit].RotMatrix;
            value[0] = rotMat22[1];
            value[1] = rotMat22[3];
            value[2] = 0.0;
            value[3] = 0.0;
         }
         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;
   }
}
Exemplo n.º 3
0
/**
 * 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;
   }
}