added GL_CURRENT_PROGRAM
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@@ -1888,6 +1888,10 @@ _mesa_GetBooleanv( GLenum pname, GLboolean *params )
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CHECK_EXT1(ARB_vertex_shader, "GetBooleanv");
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CHECK_EXT1(ARB_vertex_shader, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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params[0] = INT_TO_BOOLEAN(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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break;
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break;
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case GL_CURRENT_PROGRAM:
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CHECK_EXT1(ARB_shader_objects, "GetBooleanv");
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params[0] = INT_TO_BOOLEAN(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0);
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break;
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default:
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
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}
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}
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@@ -3715,6 +3719,10 @@ _mesa_GetFloatv( GLenum pname, GLfloat *params )
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CHECK_EXT1(ARB_vertex_shader, "GetFloatv");
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CHECK_EXT1(ARB_vertex_shader, "GetFloatv");
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params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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params[0] = (GLfloat)(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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break;
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break;
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case GL_CURRENT_PROGRAM:
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CHECK_EXT1(ARB_shader_objects, "GetFloatv");
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params[0] = (GLfloat)(ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0);
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break;
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default:
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(pname=0x%x)", pname);
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}
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}
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@@ -5542,6 +5550,10 @@ _mesa_GetIntegerv( GLenum pname, GLint *params )
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CHECK_EXT1(ARB_vertex_shader, "GetIntegerv");
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CHECK_EXT1(ARB_vertex_shader, "GetIntegerv");
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params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
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params[0] = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
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break;
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break;
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case GL_CURRENT_PROGRAM:
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CHECK_EXT1(ARB_shader_objects, "GetIntegerv");
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params[0] = ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0;
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break;
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default:
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default:
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
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_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
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}
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}
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@@ -993,7 +993,14 @@ StateVars = [
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( "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB", GLint,
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( "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB", GLint,
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["ctx->Const.MaxVertexTextureImageUnits"], "", ["ARB_vertex_shader"] ),
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["ctx->Const.MaxVertexTextureImageUnits"], "", ["ARB_vertex_shader"] ),
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( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB", GLint,
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( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB", GLint,
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["MAX_COMBINED_TEXTURE_IMAGE_UNITS"], "", ["ARB_vertex_shader"] )
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["MAX_COMBINED_TEXTURE_IMAGE_UNITS"], "", ["ARB_vertex_shader"] ),
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# GL_ARB_shader_objects
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# Actually, this token isn't part of GL_ARB_shader_objects, but is
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# close enough for now.
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( "GL_CURRENT_PROGRAM", GLint,
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["ctx->Shader.CurrentProgram ? ctx->Shader.CurrentProgram->Name : 0"],
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"", ["ARB_shader_objects"] )
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]
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]
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