add GL_READ_FRAMEBUFFER_BINDING_EXT case, regenerate get.c file
This commit is contained in:
@@ -870,6 +870,14 @@ _mesa_GetBooleanv( GLenum pname, GLboolean *params )
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case GL_TEXTURE_3D:
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case GL_TEXTURE_3D:
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params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
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params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
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break;
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break;
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case GL_TEXTURE_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetBooleanv");
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params[0] = _mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT);
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break;
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case GL_TEXTURE_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetBooleanv");
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params[0] = _mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT);
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break;
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case GL_TEXTURE_BINDING_1D:
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case GL_TEXTURE_BINDING_1D:
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
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break;
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break;
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@@ -879,6 +887,14 @@ _mesa_GetBooleanv( GLenum pname, GLboolean *params )
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case GL_TEXTURE_BINDING_3D:
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case GL_TEXTURE_BINDING_3D:
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
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break;
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break;
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case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name);
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break;
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case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name);
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break;
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case GL_TEXTURE_ENV_COLOR:
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case GL_TEXTURE_ENV_COLOR:
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{
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{
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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@@ -1864,6 +1880,10 @@ _mesa_GetBooleanv( GLenum pname, GLboolean *params )
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CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv");
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CHECK_EXT1(EXT_framebuffer_object, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
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params[0] = INT_TO_BOOLEAN(ctx->Const.MaxRenderbufferSize);
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break;
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break;
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case GL_READ_FRAMEBUFFER_BINDING_EXT:
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CHECK_EXT1(EXT_framebuffer_blit, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->ReadBuffer->Name);
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXT1(ARB_fragment_shader, "GetBooleanv");
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CHECK_EXT1(ARB_fragment_shader, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->Const.FragmentProgram.MaxUniformComponents);
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params[0] = INT_TO_BOOLEAN(ctx->Const.FragmentProgram.MaxUniformComponents);
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@@ -2701,6 +2721,14 @@ _mesa_GetFloatv( GLenum pname, GLfloat *params )
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case GL_TEXTURE_3D:
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case GL_TEXTURE_3D:
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params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));
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params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_3D));
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break;
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break;
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case GL_TEXTURE_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetFloatv");
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params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT));
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break;
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case GL_TEXTURE_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetFloatv");
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params[0] = BOOLEAN_TO_FLOAT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT));
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break;
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case GL_TEXTURE_BINDING_1D:
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case GL_TEXTURE_BINDING_1D:
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
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break;
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break;
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@@ -2710,6 +2738,14 @@ _mesa_GetFloatv( GLenum pname, GLfloat *params )
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case GL_TEXTURE_BINDING_3D:
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case GL_TEXTURE_BINDING_3D:
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
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break;
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break;
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case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetFloatv");
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name);
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break;
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case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetFloatv");
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params[0] = (GLfloat)(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name);
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break;
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case GL_TEXTURE_ENV_COLOR:
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case GL_TEXTURE_ENV_COLOR:
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{
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{
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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@@ -3695,6 +3731,10 @@ _mesa_GetFloatv( GLenum pname, GLfloat *params )
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CHECK_EXT1(EXT_framebuffer_object, "GetFloatv");
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CHECK_EXT1(EXT_framebuffer_object, "GetFloatv");
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params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
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params[0] = (GLfloat)(ctx->Const.MaxRenderbufferSize);
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break;
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break;
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case GL_READ_FRAMEBUFFER_BINDING_EXT:
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CHECK_EXT1(EXT_framebuffer_blit, "GetFloatv");
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params[0] = (GLfloat)(ctx->ReadBuffer->Name);
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXT1(ARB_fragment_shader, "GetFloatv");
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CHECK_EXT1(ARB_fragment_shader, "GetFloatv");
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params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents);
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params[0] = (GLfloat)(ctx->Const.FragmentProgram.MaxUniformComponents);
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@@ -4532,6 +4572,14 @@ _mesa_GetIntegerv( GLenum pname, GLint *params )
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case GL_TEXTURE_3D:
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case GL_TEXTURE_3D:
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params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));
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params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_3D));
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break;
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break;
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case GL_TEXTURE_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetIntegerv");
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params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT));
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break;
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case GL_TEXTURE_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetIntegerv");
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params[0] = BOOLEAN_TO_INT(_mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT));
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break;
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case GL_TEXTURE_BINDING_1D:
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case GL_TEXTURE_BINDING_1D:
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name;
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name;
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break;
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break;
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@@ -4541,6 +4589,14 @@ _mesa_GetIntegerv( GLenum pname, GLint *params )
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case GL_TEXTURE_BINDING_3D:
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case GL_TEXTURE_BINDING_3D:
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name;
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name;
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break;
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break;
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case GL_TEXTURE_BINDING_1D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetIntegerv");
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name;
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break;
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case GL_TEXTURE_BINDING_2D_ARRAY_EXT:
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CHECK_EXT1(MESA_texture_array, "GetIntegerv");
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params[0] = ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name;
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break;
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case GL_TEXTURE_ENV_COLOR:
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case GL_TEXTURE_ENV_COLOR:
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{
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{
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
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@@ -5526,6 +5582,10 @@ _mesa_GetIntegerv( GLenum pname, GLint *params )
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CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv");
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CHECK_EXT1(EXT_framebuffer_object, "GetIntegerv");
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params[0] = ctx->Const.MaxRenderbufferSize;
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params[0] = ctx->Const.MaxRenderbufferSize;
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break;
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break;
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case GL_READ_FRAMEBUFFER_BINDING_EXT:
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CHECK_EXT1(EXT_framebuffer_blit, "GetIntegerv");
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params[0] = ctx->ReadBuffer->Name;
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break;
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB:
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CHECK_EXT1(ARB_fragment_shader, "GetIntegerv");
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CHECK_EXT1(ARB_fragment_shader, "GetIntegerv");
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params[0] = ctx->Const.FragmentProgram.MaxUniformComponents;
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params[0] = ctx->Const.FragmentProgram.MaxUniformComponents;
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@@ -983,6 +983,11 @@ StateVars = [
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["ctx->Const.MaxRenderbufferSize"], "",
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["ctx->Const.MaxRenderbufferSize"], "",
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["EXT_framebuffer_object"] ),
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["EXT_framebuffer_object"] ),
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# GL_EXT_framebuffer_blit
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# NOTE: GL_DRAW_FRAMEBUFFER_BINDING_EXT == GL_FRAMEBUFFER_BINDING_EXT
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( "GL_READ_FRAMEBUFFER_BINDING_EXT", GLint, ["ctx->ReadBuffer->Name"], "",
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["EXT_framebuffer_blit"] ),
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# GL_ARB_fragment_shader
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# GL_ARB_fragment_shader
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( "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", GLint,
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( "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", GLint,
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["ctx->Const.FragmentProgram.MaxUniformComponents"], "",
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["ctx->Const.FragmentProgram.MaxUniformComponents"], "",
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