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📄 get.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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         params[0] = (ctx->Current.Attrib[VERT_ATTRIB_EDGEFLAG][0] == 1.0);         }         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:         params[0] = INT_TO_BOOLEAN(ctx->Pack.Alignment);

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