;       break;     case GL_PRIMITIVES_GENERATED:    case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:    case GL_VERTICES_SUBMITTED_ARB:    case GL_PRIMITIVES_SUBMITTED_ARB:    case GL_VERTEX_SHADER_INVOCATIONS_ARB:    case GL_GEOMETRY_SHADER_INVOCATIONS:    case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:    case GL_CLIPPING_INPUT_PRIMITIVES_ARB:    case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:    case GL_COMPUTE_SHADER_INVOCATIONS_ARB:    case GL_TESS_CONTROL_SHADER_PATCHES_ARB:    case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:       query->Base.Result = results[0] - results[0];       break;     case GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB:       query->Base.Result = check_xfb_overflow_streams(results, 0);       break;     case GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB:       query->Base.Result = check_xfb_overflow_streams(results, 