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case GL_EDGE_FLAG:
{
FLUSH_CURRENT(ctx, 0);
params[0] = ctx->Current.EdgeFlag;
}
break;
case GL_FEEDBACK_BUFFER_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Feedback.BufferSize);
break;
case GL_FEEDBACK_BUFFER_TYPE:
params[0] = ENUM_TO_BOOLEAN(ctx->Feedback.Type);
break;
case GL_FOG:
params[0] = ctx->Fog.Enabled;
break;
case GL_FOG_COLOR:
params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[0]);
params[1] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[1]);
params[2] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[2]);
params[3] = FLOAT_TO_BOOLEAN(ctx->Fog.Color[3]);
break;
case GL_FOG_DENSITY:
params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Density);
break;
case GL_FOG_END:
params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.End);
break;
case GL_FOG_HINT:
params[0] = ENUM_TO_BOOLEAN(ctx->Hint.Fog);
break;
case GL_FOG_INDEX:
params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Index);
break;
case GL_FOG_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->Fog.Mode);
break;
case GL_FOG_START:
params[0] = FLOAT_TO_BOOLEAN(ctx->Fog.Start);
break;
case GL_FRONT_FACE:
params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontFace);
break;
case GL_GREEN_BIAS:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenBias);
break;
case GL_GREEN_BITS:
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.greenBits);
break;
case GL_GREEN_SCALE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.GreenScale);
break;
case GL_INDEX_BITS:
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.indexBits);
break;
case GL_INDEX_CLEAR_VALUE:
params[0] = INT_TO_BOOLEAN(ctx->Color.ClearIndex);
break;
case GL_INDEX_MODE:
params[0] = !ctx->DrawBuffer->Visual.rgbMode;
break;
case GL_INDEX_OFFSET:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexOffset);
break;
case GL_INDEX_SHIFT:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.IndexShift);
break;
case GL_INDEX_WRITEMASK:
params[0] = INT_TO_BOOLEAN(ctx->Color.IndexMask);
break;
case GL_LIGHT0:
params[0] = ctx->Light.Light[0].Enabled;
break;
case GL_LIGHT1:
params[0] = ctx->Light.Light[1].Enabled;
break;
case GL_LIGHT2:
params[0] = ctx->Light.Light[2].Enabled;
break;
case GL_LIGHT3:
params[0] = ctx->Light.Light[3].Enabled;
break;
case GL_LIGHT4:
params[0] = ctx->Light.Light[4].Enabled;
break;
case GL_LIGHT5:
params[0] = ctx->Light.Light[5].Enabled;
break;
case GL_LIGHT6:
params[0] = ctx->Light.Light[6].Enabled;
break;
case GL_LIGHT7:
params[0] = ctx->Light.Light[7].Enabled;
break;
case GL_LIGHTING:
params[0] = ctx->Light.Enabled;
break;
case GL_LIGHT_MODEL_AMBIENT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[0]);
params[1] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[1]);
params[2] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[2]);
params[3] = FLOAT_TO_BOOLEAN(ctx->Light.Model.Ambient[3]);
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
params[0] = ENUM_TO_BOOLEAN(ctx->Light.Model.ColorControl);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
params[0] = ctx->Light.Model.LocalViewer;
break;
case GL_LIGHT_MODEL_TWO_SIDE:
params[0] = ctx->Light.Model.TwoSide;
break;
case GL_LINE_SMOOTH:
params[0] = ctx->Line.SmoothFlag;
break;
case GL_LINE_SMOOTH_HINT:
params[0] = ENUM_TO_BOOLEAN(ctx->Hint.LineSmooth);
break;
case GL_LINE_STIPPLE:
params[0] = ctx->Line.StippleFlag;
break;
case GL_LINE_STIPPLE_PATTERN:
params[0] = INT_TO_BOOLEAN(ctx->Line.StipplePattern);
break;
case GL_LINE_STIPPLE_REPEAT:
params[0] = INT_TO_BOOLEAN(ctx->Line.StippleFactor);
break;
case GL_LINE_WIDTH:
params[0] = FLOAT_TO_BOOLEAN(ctx->Line.Width);
break;
case GL_LINE_WIDTH_GRANULARITY:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.LineWidthGranularity);
break;
case GL_LINE_WIDTH_RANGE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidthAA);
params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidthAA);
break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinLineWidth);
params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxLineWidth);
break;
case GL_LIST_BASE:
params[0] = INT_TO_BOOLEAN(ctx->List.ListBase);
break;
case GL_LIST_INDEX:
params[0] = INT_TO_BOOLEAN(ctx->ListState.CurrentListNum);
break;
case GL_LIST_MODE:
{
GLenum mode;
if (!ctx->CompileFlag)
mode = 0;
else if (ctx->ExecuteFlag)
mode = GL_COMPILE_AND_EXECUTE;
else
mode = GL_COMPILE;
params[0] = ENUM_TO_BOOLEAN(mode);
}
break;
case GL_INDEX_LOGIC_OP:
params[0] = ctx->Color.IndexLogicOpEnabled;
break;
case GL_COLOR_LOGIC_OP:
params[0] = ctx->Color.ColorLogicOpEnabled;
break;
case GL_LOGIC_OP_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->Color.LogicOp);
break;
case GL_MAP1_COLOR_4:
params[0] = ctx->Eval.Map1Color4;
break;
case GL_MAP1_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u1);
params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid1u2);
break;
case GL_MAP1_GRID_SEGMENTS:
params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid1un);
break;
case GL_MAP1_INDEX:
params[0] = ctx->Eval.Map1Index;
break;
case GL_MAP1_NORMAL:
params[0] = ctx->Eval.Map1Normal;
break;
case GL_MAP1_TEXTURE_COORD_1:
params[0] = ctx->Eval.Map1TextureCoord1;
break;
case GL_MAP1_TEXTURE_COORD_2:
params[0] = ctx->Eval.Map1TextureCoord2;
break;
case GL_MAP1_TEXTURE_COORD_3:
params[0] = ctx->Eval.Map1TextureCoord3;
break;
case GL_MAP1_TEXTURE_COORD_4:
params[0] = ctx->Eval.Map1TextureCoord4;
break;
case GL_MAP1_VERTEX_3:
params[0] = ctx->Eval.Map1Vertex3;
break;
case GL_MAP1_VERTEX_4:
params[0] = ctx->Eval.Map1Vertex4;
break;
case GL_MAP2_COLOR_4:
params[0] = ctx->Eval.Map2Color4;
break;
case GL_MAP2_GRID_DOMAIN:
params[0] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u1);
params[1] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2u2);
params[2] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v1);
params[3] = FLOAT_TO_BOOLEAN(ctx->Eval.MapGrid2v2);
break;
case GL_MAP2_GRID_SEGMENTS:
params[0] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2un);
params[1] = INT_TO_BOOLEAN(ctx->Eval.MapGrid2vn);
break;
case GL_MAP2_INDEX:
params[0] = ctx->Eval.Map2Index;
break;
case GL_MAP2_NORMAL:
params[0] = ctx->Eval.Map2Normal;
break;
case GL_MAP2_TEXTURE_COORD_1:
params[0] = ctx->Eval.Map2TextureCoord1;
break;
case GL_MAP2_TEXTURE_COORD_2:
params[0] = ctx->Eval.Map2TextureCoord2;
break;
case GL_MAP2_TEXTURE_COORD_3:
params[0] = ctx->Eval.Map2TextureCoord3;
break;
case GL_MAP2_TEXTURE_COORD_4:
params[0] = ctx->Eval.Map2TextureCoord4;
break;
case GL_MAP2_VERTEX_3:
params[0] = ctx->Eval.Map2Vertex3;
break;
case GL_MAP2_VERTEX_4:
params[0] = ctx->Eval.Map2Vertex4;
break;
case GL_MAP_COLOR:
params[0] = ctx->Pixel.MapColorFlag;
break;
case GL_MAP_STENCIL:
params[0] = ctx->Pixel.MapStencilFlag;
break;
case GL_MATRIX_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->Transform.MatrixMode);
break;
case GL_MAX_ATTRIB_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_CLIENT_ATTRIB_STACK_DEPTH);
break;
case GL_MAX_CLIP_PLANES:
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxClipPlanes);
break;
case GL_MAX_ELEMENTS_VERTICES:
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
break;
case GL_MAX_ELEMENTS_INDICES:
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxArrayLockSize);
break;
case GL_MAX_EVAL_ORDER:
params[0] = INT_TO_BOOLEAN(MAX_EVAL_ORDER);
break;
case GL_MAX_LIGHTS:
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxLights);
break;
case GL_MAX_LIST_NESTING:
params[0] = INT_TO_BOOLEAN(MAX_LIST_NESTING);
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_MODELVIEW_STACK_DEPTH);
break;
case GL_MAX_NAME_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_NAME_STACK_DEPTH);
break;
case GL_MAX_PIXEL_MAP_TABLE:
params[0] = INT_TO_BOOLEAN(MAX_PIXEL_MAP_TABLE);
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_PROJECTION_STACK_DEPTH);
break;
case GL_MAX_TEXTURE_SIZE:
params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.MaxTextureLevels - 1));
break;
case GL_MAX_3D_TEXTURE_SIZE:
params[0] = INT_TO_BOOLEAN(1 << (ctx->Const.Max3DTextureLevels - 1));
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(MAX_TEXTURE_STACK_DEPTH);
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = INT_TO_BOOLEAN(ctx->Const.MaxViewportWidth);
params[1] = INT_TO_BOOLEAN(ctx->Const.MaxViewportHeight);
break;
case GL_MODELVIEW_MATRIX:
{
const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
params[1] = FLOAT_TO_BOOLEAN(matrix[1]);
params[2] = FLOAT_TO_BOOLEAN(matrix[2]);
params[3] = FLOAT_TO_BOOLEAN(matrix[3]);
params[4] = FLOAT_TO_BOOLEAN(matrix[4]);
params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
params[6] = FLOAT_TO_BOOLEAN(matrix[6]);
params[7] = FLOAT_TO_BOOLEAN(matrix[7]);
params[8] = FLOAT_TO_BOOLEAN(matrix[8]);
params[9] = FLOAT_TO_BOOLEAN(matrix[9]);
params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
params[11] = FLOAT_TO_BOOLEAN(matrix[11]);
params[12] = FLOAT_TO_BOOLEAN(matrix[12]);
params[13] = FLOAT_TO_BOOLEAN(matrix[13]);
params[14] = FLOAT_TO_BOOLEAN(matrix[14]);
params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
}
break;
case GL_MODELVIEW_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(ctx->ModelviewMatrixStack.Depth + 1);
break;
case GL_NAME_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(ctx->Select.NameStackDepth);
break;
case GL_NORMALIZE:
params[0] = ctx->Transform.Normalize;
break;
case GL_PACK_ALIGNMENT:
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