📄 get.c
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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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