📄 get.c
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params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);
break;
case GL_PACK_LSB_FIRST:
params[0] = ctx->Pack.LsbFirst;
break;
case GL_PACK_ROW_LENGTH:
params[0] = INT_TO_BOOLEAN(ctx->Pack.RowLength);
break;
case GL_PACK_SKIP_PIXELS:
params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipPixels);
break;
case GL_PACK_SKIP_ROWS:
params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipRows);
break;
case GL_PACK_SWAP_BYTES:
params[0] = ctx->Pack.SwapBytes;
break;
case GL_PACK_SKIP_IMAGES_EXT:
params[0] = INT_TO_BOOLEAN(ctx->Pack.SkipImages);
break;
case GL_PACK_IMAGE_HEIGHT_EXT:
params[0] = INT_TO_BOOLEAN(ctx->Pack.ImageHeight);
break;
case GL_PACK_INVERT_MESA:
params[0] = ctx->Pack.Invert;
break;
case GL_PERSPECTIVE_CORRECTION_HINT:
params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PerspectiveCorrection);
break;
case GL_PIXEL_MAP_A_TO_A_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapAtoAsize);
break;
case GL_PIXEL_MAP_B_TO_B_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapBtoBsize);
break;
case GL_PIXEL_MAP_G_TO_G_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapGtoGsize);
break;
case GL_PIXEL_MAP_I_TO_A_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoAsize);
break;
case GL_PIXEL_MAP_I_TO_B_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoBsize);
break;
case GL_PIXEL_MAP_I_TO_G_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoGsize);
break;
case GL_PIXEL_MAP_I_TO_I_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoIsize);
break;
case GL_PIXEL_MAP_I_TO_R_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapItoRsize);
break;
case GL_PIXEL_MAP_R_TO_R_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapRtoRsize);
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Pixel.MapStoSsize);
break;
case GL_POINT_SIZE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Size);
break;
case GL_POINT_SIZE_GRANULARITY:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.PointSizeGranularity);
break;
case GL_POINT_SIZE_RANGE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSizeAA);
params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSizeAA);
break;
case GL_ALIASED_POINT_SIZE_RANGE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Const.MinPointSize);
params[1] = FLOAT_TO_BOOLEAN(ctx->Const.MaxPointSize);
break;
case GL_POINT_SMOOTH:
params[0] = ctx->Point.SmoothFlag;
break;
case GL_POINT_SMOOTH_HINT:
params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PointSmooth);
break;
case GL_POINT_SIZE_MIN_EXT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MinSize);
break;
case GL_POINT_SIZE_MAX_EXT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.MaxSize);
break;
case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Threshold);
break;
case GL_DISTANCE_ATTENUATION_EXT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Point.Params[0]);
params[1] = FLOAT_TO_BOOLEAN(ctx->Point.Params[1]);
params[2] = FLOAT_TO_BOOLEAN(ctx->Point.Params[2]);
break;
case GL_POLYGON_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->Polygon.FrontMode);
params[1] = ENUM_TO_BOOLEAN(ctx->Polygon.BackMode);
break;
case GL_POLYGON_OFFSET_BIAS_EXT:
params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits);
break;
case GL_POLYGON_OFFSET_FACTOR:
params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetFactor );
break;
case GL_POLYGON_OFFSET_UNITS:
params[0] = FLOAT_TO_BOOLEAN(ctx->Polygon.OffsetUnits );
break;
case GL_POLYGON_SMOOTH:
params[0] = ctx->Polygon.SmoothFlag;
break;
case GL_POLYGON_SMOOTH_HINT:
params[0] = ENUM_TO_BOOLEAN(ctx->Hint.PolygonSmooth);
break;
case GL_POLYGON_STIPPLE:
params[0] = ctx->Polygon.StippleFlag;
break;
case GL_PROJECTION_MATRIX:
{
const GLfloat *matrix = ctx->ProjectionMatrixStack.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_PROJECTION_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(ctx->ProjectionMatrixStack.Depth + 1);
break;
case GL_READ_BUFFER:
params[0] = ENUM_TO_BOOLEAN(ctx->Pixel.ReadBuffer);
break;
case GL_RED_BIAS:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedBias);
break;
case GL_RED_BITS:
params[0] = INT_TO_BOOLEAN( ctx->DrawBuffer->Visual.redBits );
break;
case GL_RED_SCALE:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.RedScale);
break;
case GL_RENDER_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->RenderMode);
break;
case GL_RESCALE_NORMAL:
params[0] = ctx->Transform.RescaleNormals;
break;
case GL_RGBA_MODE:
params[0] = ctx->DrawBuffer->Visual.rgbMode;
break;
case GL_SCISSOR_BOX:
params[0] = INT_TO_BOOLEAN(ctx->Scissor.X);
params[1] = INT_TO_BOOLEAN(ctx->Scissor.Y);
params[2] = INT_TO_BOOLEAN(ctx->Scissor.Width);
params[3] = INT_TO_BOOLEAN(ctx->Scissor.Height);
break;
case GL_SCISSOR_TEST:
params[0] = ctx->Scissor.Enabled;
break;
case GL_SELECTION_BUFFER_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Select.BufferSize);
break;
case GL_SHADE_MODEL:
params[0] = ENUM_TO_BOOLEAN(ctx->Light.ShadeModel);
break;
case GL_SHARED_TEXTURE_PALETTE_EXT:
params[0] = ctx->Texture.SharedPalette;
break;
case GL_STENCIL_BITS:
params[0] = INT_TO_BOOLEAN(ctx->DrawBuffer->Visual.stencilBits);
break;
case GL_STENCIL_CLEAR_VALUE:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.Clear);
break;
case GL_STENCIL_FAIL:
params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
params[0] = ENUM_TO_BOOLEAN(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_TEST:
params[0] = ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_WRITEMASK:
params[0] = INT_TO_BOOLEAN(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
break;
case GL_STEREO:
params[0] = ctx->DrawBuffer->Visual.stereoMode;
break;
case GL_SUBPIXEL_BITS:
params[0] = INT_TO_BOOLEAN(ctx->Const.SubPixelBits);
break;
case GL_TEXTURE_1D:
params[0] = _mesa_IsEnabled(GL_TEXTURE_1D);
break;
case GL_TEXTURE_2D:
params[0] = _mesa_IsEnabled(GL_TEXTURE_2D);
break;
case GL_TEXTURE_3D:
params[0] = _mesa_IsEnabled(GL_TEXTURE_3D);
break;
case GL_TEXTURE_BINDING_1D:
params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1D->Name);
break;
case GL_TEXTURE_BINDING_2D:
params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2D->Name);
break;
case GL_TEXTURE_BINDING_3D:
params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current3D->Name);
break;
case GL_TEXTURE_ENV_COLOR:
{
const GLfloat *color = ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvColor;
params[0] = FLOAT_TO_BOOLEAN(color[0]);
params[1] = FLOAT_TO_BOOLEAN(color[1]);
params[2] = FLOAT_TO_BOOLEAN(color[2]);
params[3] = FLOAT_TO_BOOLEAN(color[3]);
}
break;
case GL_TEXTURE_ENV_MODE:
params[0] = ENUM_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].EnvMode);
break;
case GL_TEXTURE_GEN_S:
params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & S_BIT) ? 1 : 0);
break;
case GL_TEXTURE_GEN_T:
params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & T_BIT) ? 1 : 0);
break;
case GL_TEXTURE_GEN_R:
params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & R_BIT) ? 1 : 0);
break;
case GL_TEXTURE_GEN_Q:
params[0] = ((ctx->Texture.Unit[ctx->Texture.CurrentUnit].TexGenEnabled & Q_BIT) ? 1 : 0);
break;
case GL_TEXTURE_MATRIX:
{
const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].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_TEXTURE_STACK_DEPTH:
params[0] = INT_TO_BOOLEAN(ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Depth + 1);
break;
case GL_UNPACK_ALIGNMENT:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.Alignment);
break;
case GL_UNPACK_LSB_FIRST:
params[0] = ctx->Unpack.LsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.RowLength);
break;
case GL_UNPACK_SKIP_PIXELS:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipPixels);
break;
case GL_UNPACK_SKIP_ROWS:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipRows);
break;
case GL_UNPACK_SWAP_BYTES:
params[0] = ctx->Unpack.SwapBytes;
break;
case GL_UNPACK_SKIP_IMAGES_EXT:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.SkipImages);
break;
case GL_UNPACK_IMAGE_HEIGHT_EXT:
params[0] = INT_TO_BOOLEAN(ctx->Unpack.ImageHeight);
break;
case GL_UNPACK_CLIENT_STORAGE_APPLE:
params[0] = ctx->Unpack.ClientStorage;
break;
case GL_VIEWPORT:
params[0] = INT_TO_BOOLEAN(ctx->Viewport.X);
params[1] = INT_TO_BOOLEAN(ctx->Viewport.Y);
params[2] = INT_TO_BOOLEAN(ctx->Viewport.Width);
params[3] = INT_TO_BOOLEAN(ctx->Viewport.Height);
break;
case GL_ZOOM_X:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomX);
break;
case GL_ZOOM_Y:
params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.ZoomY);
break;
case GL_VERTEX_ARRAY:
params[0] = ctx->Array.Vertex.Enabled;
break;
case GL_VERTEX_ARRAY_SIZE:
params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Size);
break;
case GL_VERTEX_ARRAY_TYPE:
params[0] = ENUM_TO_BOOLEAN(ctx->Array.Vertex.Type);
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