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📄 get.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 5 页
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         break;
      case GL_VERTEX_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.Vertex.Stride);
         break;
      case GL_VERTEX_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_NORMAL_ARRAY:
         params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Enabled);
         break;
      case GL_NORMAL_ARRAY_TYPE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Array.Normal.Type);
         break;
      case GL_NORMAL_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.Normal.Stride);
         break;
      case GL_NORMAL_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_COLOR_ARRAY:
         params[0] = ctx->Array.Color.Enabled;
         break;
      case GL_COLOR_ARRAY_SIZE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Size);
         break;
      case GL_COLOR_ARRAY_TYPE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Array.Color.Type);
         break;
      case GL_COLOR_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.Color.Stride);
         break;
      case GL_COLOR_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_INDEX_ARRAY:
         params[0] = ctx->Array.Index.Enabled;
         break;
      case GL_INDEX_ARRAY_TYPE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Array.Index.Type);
         break;
      case GL_INDEX_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.Index.Stride);
         break;
      case GL_INDEX_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_TEXTURE_COORD_ARRAY:
         params[0] = ctx->Array.TexCoord[ctx->Array.ActiveTexture].Enabled;
         break;
      case GL_TEXTURE_COORD_ARRAY_SIZE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Size);
         break;
      case GL_TEXTURE_COORD_ARRAY_TYPE:
         params[0] = ENUM_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Type);
         break;
      case GL_TEXTURE_COORD_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.TexCoord[ctx->Array.ActiveTexture].Stride);
         break;
      case GL_TEXTURE_COORD_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_EDGE_FLAG_ARRAY:
         params[0] = ctx->Array.EdgeFlag.Enabled;
         break;
      case GL_EDGE_FLAG_ARRAY_STRIDE:
         params[0] = INT_TO_BOOLEAN(ctx->Array.EdgeFlag.Stride);
         break;
      case GL_EDGE_FLAG_ARRAY_COUNT_EXT:
         params[0] = INT_TO_BOOLEAN(0);
         break;
      case GL_MAX_TEXTURE_UNITS_ARB:
         CHECK_EXTENSION_B(ARB_multitexture, pname);
         params[0] = INT_TO_BOOLEAN(MIN2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits));
         break;
      case GL_ACTIVE_TEXTURE_ARB:
         CHECK_EXTENSION_B(ARB_multitexture, pname);
         params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);
         break;
      case GL_CLIENT_ACTIVE_TEXTURE_ARB:
         CHECK_EXTENSION_B(ARB_multitexture, pname);
         params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);
         break;
      case GL_TEXTURE_CUBE_MAP_ARB:
         CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
         params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);
         break;
      case GL_TEXTURE_BINDING_CUBE_MAP_ARB:
         CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
         params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);
         break;
      case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:
         CHECK_EXTENSION_B(ARB_texture_cube_map, pname);
         params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));
         break;
      case GL_TEXTURE_COMPRESSION_HINT_ARB:
         CHECK_EXTENSION_B(ARB_texture_compression, pname);
         params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);
         break;
      case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:
         CHECK_EXTENSION_B(ARB_texture_compression, pname);
         params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL));
         break;
      case GL_COMPRESSED_TEXTURE_FORMATS_ARB:
         CHECK_EXTENSION_B(ARB_texture_compression, pname);
         {
         GLint formats[100];
         GLuint i, n = _mesa_get_compressed_formats(ctx, formats);
         ASSERT(n <= 100);
         for (i = 0; i < n; i++)
            params[i] = ENUM_TO_INT(formats[i]);
         }
         break;
      case GL_ARRAY_ELEMENT_LOCK_FIRST_EXT:
         CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
         params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst);
         break;
      case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:
         CHECK_EXTENSION_B(EXT_compiled_vertex_array, pname);
         params[0] = INT_TO_BOOLEAN(ctx->Array.LockCount);
         break;
      case GL_TRANSPOSE_COLOR_MATRIX_ARB:
         {
         const GLfloat *matrix = ctx->ColorMatrixStack.Top->m;
         params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
         params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
         params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
         params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
         params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
         params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
         params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
         params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
         params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
         params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
         params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
         params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
         params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
         params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
         params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
         params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
         }
         break;
      case GL_TRANSPOSE_MODELVIEW_MATRIX_ARB:
         {
         const GLfloat *matrix = ctx->ModelviewMatrixStack.Top->m;
         params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
         params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
         params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
         params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
         params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
         params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
         params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
         params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
         params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
         params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
         params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
         params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
         params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
         params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
         params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
         params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
         }
         break;
      case GL_TRANSPOSE_PROJECTION_MATRIX_ARB:
         {
         const GLfloat *matrix = ctx->ProjectionMatrixStack.Top->m;
         params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
         params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
         params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
         params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
         params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
         params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
         params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
         params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
         params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
         params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
         params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
         params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
         params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
         params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
         params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
         params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
         }
         break;
      case GL_TRANSPOSE_TEXTURE_MATRIX_ARB:
         {
         const GLfloat *matrix = ctx->TextureMatrixStack[ctx->Texture.CurrentUnit].Top->m;
         params[0] = FLOAT_TO_BOOLEAN(matrix[0]);
         params[1] = FLOAT_TO_BOOLEAN(matrix[4]);
         params[2] = FLOAT_TO_BOOLEAN(matrix[8]);
         params[3] = FLOAT_TO_BOOLEAN(matrix[12]);
         params[4] = FLOAT_TO_BOOLEAN(matrix[1]);
         params[5] = FLOAT_TO_BOOLEAN(matrix[5]);
         params[6] = FLOAT_TO_BOOLEAN(matrix[9]);
         params[7] = FLOAT_TO_BOOLEAN(matrix[13]);
         params[8] = FLOAT_TO_BOOLEAN(matrix[2]);
         params[9] = FLOAT_TO_BOOLEAN(matrix[6]);
         params[10] = FLOAT_TO_BOOLEAN(matrix[10]);
         params[11] = FLOAT_TO_BOOLEAN(matrix[14]);
         params[12] = FLOAT_TO_BOOLEAN(matrix[3]);
         params[13] = FLOAT_TO_BOOLEAN(matrix[7]);
         params[14] = FLOAT_TO_BOOLEAN(matrix[11]);
         params[15] = FLOAT_TO_BOOLEAN(matrix[15]);
         }
         break;
      case GL_OCCLUSION_TEST_HP:
         CHECK_EXTENSION_B(HP_occlusion_test, pname);
         params[0] = ctx->Depth.OcclusionTest;
         break;
      case GL_OCCLUSION_TEST_RESULT_HP:
         CHECK_EXTENSION_B(HP_occlusion_test, pname);
         {
         FLUSH_VERTICES(ctx, _NEW_DEPTH);
         if (ctx->Depth.OcclusionTest)
            params[0] = ctx->OcclusionResult;
         else
            params[0] = ctx->OcclusionResultSaved;
         /* reset flag now */
         ctx->OcclusionResult = GL_FALSE;
         ctx->OcclusionResultSaved = GL_FALSE;
         return;
         }
         break;
      case GL_PIXEL_TEXTURE_SGIS:
         CHECK_EXTENSION_B(SGIS_pixel_texture, pname);
         params[0] = ctx->Pixel.PixelTextureEnabled;
         break;
      case GL_PIXEL_TEX_GEN_SGIX:
         CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
         params[0] = ctx->Pixel.PixelTextureEnabled;
         break;
      case GL_PIXEL_TEX_GEN_MODE_SGIX:
         CHECK_EXTENSION_B(SGIX_pixel_texture, pname);
         params[0] = ENUM_TO_BOOLEAN(pixel_texgen_mode(ctx));
         break;
      case GL_COLOR_MATRIX_SGI:
         {
         const GLfloat *matrix = ctx->ColorMatrixStack.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_COLOR_MATRIX_STACK_DEPTH_SGI:
         params[0] = INT_TO_BOOLEAN(ctx->ColorMatrixStack.Depth + 1);
         break;
      case GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI:
         params[0] = INT_TO_BOOLEAN(MAX_COLOR_STACK_DEPTH);
         break;
      case GL_POST_COLOR_MATRIX_RED_SCALE_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[0]);
         break;
      case GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[1]);
         break;
      case GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[2]);
         break;
      case GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixScale[3]);
         break;
      case GL_POST_COLOR_MATRIX_RED_BIAS_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[0]);
         break;
      case GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[1]);
         break;
      case GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[2]);
         break;
      case GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI:
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostColorMatrixBias[3]);
         break;
      case GL_CONVOLUTION_1D_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = ctx->Pixel.Convolution1DEnabled;
         break;
      case GL_CONVOLUTION_2D_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = ctx->Pixel.Convolution2DEnabled;
         break;
      case GL_SEPARABLE_2D_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = ctx->Pixel.Separable2DEnabled;
         break;
      case GL_POST_CONVOLUTION_RED_SCALE_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]);
         break;
      case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]);
         break;
      case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]);
         break;
      case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]);
         break;
      case GL_POST_CONVOLUTION_RED_BIAS_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]);
         break;
      case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]);
         break;
      case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);
         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]);
         break;
      case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:
         CHECK_EXTENSION_B(EXT_convolution, pname);

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