add state vars for color matrix, pixel transfer scale&bias
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@@ -278,6 +278,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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case STATE_MVP_MATRIX:
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case STATE_TEXTURE_MATRIX:
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case STATE_PROGRAM_MATRIX:
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case STATE_COLOR_MATRIX:
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{
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/* state[0] = modelview, projection, texture, etc. */
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/* state[1] = which texture matrix or program matrix */
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@@ -311,6 +312,9 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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else if (mat == STATE_PROGRAM_MATRIX) {
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matrix = ctx->ProgramMatrixStack[index].Top;
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}
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else if (mat == STATE_COLOR_MATRIX) {
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matrix = ctx->ColorMatrixStack.Top;
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}
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else {
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_mesa_problem(ctx, "Bad matrix name in _mesa_fetch_state()");
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return;
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@@ -434,6 +438,18 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
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value[3] = ctx->Light.Light[ln]._CosCutoff;
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return;
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}
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case STATE_PT_SCALE:
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value[0] = ctx->Pixel.RedScale;
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value[1] = ctx->Pixel.GreenScale;
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value[2] = ctx->Pixel.BlueScale;
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value[3] = ctx->Pixel.AlphaScale;
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break;
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case STATE_PT_BIAS:
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value[0] = ctx->Pixel.RedBias;
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value[1] = ctx->Pixel.GreenBias;
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value[2] = ctx->Pixel.BlueBias;
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value[3] = ctx->Pixel.AlphaBias;
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break;
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default:
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/* unknown state indexes are silently ignored
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* should be handled by the driver.
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