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📄 get.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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         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->PixelMaps.AtoA.Size);         break;      case GL_PIXEL_MAP_B_TO_B_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.BtoB.Size);         break;      case GL_PIXEL_MAP_G_TO_G_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.GtoG.Size);         break;      case GL_PIXEL_MAP_I_TO_A_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoA.Size);         break;      case GL_PIXEL_MAP_I_TO_B_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoB.Size);         break;      case GL_PIXEL_MAP_I_TO_G_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoG.Size);         break;      case GL_PIXEL_MAP_I_TO_I_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoI.Size);         break;      case GL_PIXEL_MAP_I_TO_R_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.ItoR.Size);         break;      case GL_PIXEL_MAP_R_TO_R_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.RtoR.Size);         break;      case GL_PIXEL_MAP_S_TO_S_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->PixelMaps.StoS.Size);         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_OFFSET_POINT:         params[0] = ctx->Polygon.OffsetPoint;         break;      case GL_POLYGON_OFFSET_LINE:         params[0] = ctx->Polygon.OffsetLine;         break;      case GL_POLYGON_OFFSET_FILL:         params[0] = ctx->Polygon.OffsetFill;         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->ReadBuffer->ColorReadBuffer);         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_1D_ARRAY_EXT:         CHECK_EXT1(MESA_texture_array, "GetBooleanv");         params[0] = _mesa_IsEnabled(GL_TEXTURE_1D_ARRAY_EXT);         break;      case GL_TEXTURE_2D_ARRAY_EXT:         CHECK_EXT1(MESA_texture_array, "GetBooleanv");         params[0] = _mesa_IsEnabled(GL_TEXTURE_2D_ARRAY_EXT);         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_BINDING_1D_ARRAY_EXT:         CHECK_EXT1(MESA_texture_array, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current1DArray->Name);         break;      case GL_TEXTURE_BINDING_2D_ARRAY_EXT:         CHECK_EXT1(MESA_texture_array, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].Current2DArray->Name);         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;

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