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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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      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.ArrayObj->Vertex.Enabled;         break;      case GL_VERTEX_ARRAY_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Size);         break;      case GL_VERTEX_ARRAY_TYPE:         params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Vertex.Type);         break;      case GL_VERTEX_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->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.ArrayObj->Normal.Enabled);         break;      case GL_NORMAL_ARRAY_TYPE:         params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Type);         break;      case GL_NORMAL_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Normal.Stride);         break;      case GL_NORMAL_ARRAY_COUNT_EXT:         params[0] = INT_TO_BOOLEAN(0);         break;      case GL_COLOR_ARRAY:         params[0] = ctx->Array.ArrayObj->Color.Enabled;         break;      case GL_COLOR_ARRAY_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Size);         break;      case GL_COLOR_ARRAY_TYPE:         params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Type);         break;      case GL_COLOR_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->Color.Stride);         break;      case GL_COLOR_ARRAY_COUNT_EXT:         params[0] = INT_TO_BOOLEAN(0);         break;      case GL_INDEX_ARRAY:         params[0] = ctx->Array.ArrayObj->Index.Enabled;         break;      case GL_INDEX_ARRAY_TYPE:         params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->Index.Type);         break;      case GL_INDEX_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->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.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Enabled;         break;      case GL_TEXTURE_COORD_ARRAY_SIZE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Size);         break;      case GL_TEXTURE_COORD_ARRAY_TYPE:         params[0] = ENUM_TO_BOOLEAN(ctx->Array.ArrayObj->TexCoord[ctx->Array.ActiveTexture].Type);         break;      case GL_TEXTURE_COORD_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->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.ArrayObj->EdgeFlag.Enabled;         break;      case GL_EDGE_FLAG_ARRAY_STRIDE:         params[0] = INT_TO_BOOLEAN(ctx->Array.ArrayObj->EdgeFlag.Stride);         break;      case GL_EDGE_FLAG_ARRAY_COUNT_EXT:         params[0] = INT_TO_BOOLEAN(0);         break;      case GL_MAX_TEXTURE_UNITS_ARB:         CHECK_EXT1(ARB_multitexture, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Const.MaxTextureUnits);         break;      case GL_ACTIVE_TEXTURE_ARB:         CHECK_EXT1(ARB_multitexture, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Texture.CurrentUnit);         break;      case GL_CLIENT_ACTIVE_TEXTURE_ARB:         CHECK_EXT1(ARB_multitexture, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(GL_TEXTURE0_ARB + ctx->Array.ActiveTexture);         break;      case GL_TEXTURE_CUBE_MAP_ARB:         CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv");         params[0] = _mesa_IsEnabled(GL_TEXTURE_CUBE_MAP_ARB);         break;      case GL_TEXTURE_BINDING_CUBE_MAP_ARB:         CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Texture.Unit[ctx->Texture.CurrentUnit].CurrentCubeMap->Name);         break;      case GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB:         CHECK_EXT1(ARB_texture_cube_map, "GetBooleanv");         params[0] = INT_TO_BOOLEAN((1 << (ctx->Const.MaxCubeTextureLevels - 1)));         break;      case GL_TEXTURE_COMPRESSION_HINT_ARB:         CHECK_EXT1(ARB_texture_compression, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Hint.TextureCompression);         break;      case GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB:         CHECK_EXT1(ARB_texture_compression, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(_mesa_get_compressed_formats(ctx, NULL, GL_FALSE));         break;      case GL_COMPRESSED_TEXTURE_FORMATS_ARB:         CHECK_EXT1(ARB_texture_compression, "GetBooleanv");         {         GLint formats[100];         GLuint i, n = _mesa_get_compressed_formats(ctx, formats, GL_FALSE);         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_EXT1(EXT_compiled_vertex_array, "GetBooleanv");         params[0] = INT_TO_BOOLEAN(ctx->Array.LockFirst);         break;      case GL_ARRAY_ELEMENT_LOCK_COUNT_EXT:         CHECK_EXT1(EXT_compiled_vertex_array, "GetBooleanv");         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_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_EXT1(EXT_convolution, "GetBooleanv");         params[0] = ctx->Pixel.Convolution1DEnabled;         break;      case GL_CONVOLUTION_2D_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = ctx->Pixel.Convolution2DEnabled;         break;      case GL_SEPARABLE_2D_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = ctx->Pixel.Separable2DEnabled;         break;      case GL_POST_CONVOLUTION_RED_SCALE_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[0]);         break;      case GL_POST_CONVOLUTION_GREEN_SCALE_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[1]);         break;      case GL_POST_CONVOLUTION_BLUE_SCALE_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[2]);         break;      case GL_POST_CONVOLUTION_ALPHA_SCALE_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionScale[3]);         break;      case GL_POST_CONVOLUTION_RED_BIAS_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[0]);         break;      case GL_POST_CONVOLUTION_GREEN_BIAS_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[1]);         break;      case GL_POST_CONVOLUTION_BLUE_BIAS_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[2]);         break;      case GL_POST_CONVOLUTION_ALPHA_BIAS_EXT:         CHECK_EXT1(EXT_convolution, "GetBooleanv");         params[0] = FLOAT_TO_BOOLEAN(ctx->Pixel.PostConvolutionBias[3]);         break;      case GL_HISTOGRAM:         CHECK_EXT1(EXT_histogram, "GetBooleanv");         params[0] = ctx->Pixel.HistogramEnabled;         break;      case GL_MINMAX:         CHECK_EXT1(EXT_histogram, "GetBooleanv");         params[0] = ctx->Pixel.MinMaxEnabled;         break;      case GL_COLOR_TABLE_SGI:         CHECK_EXT1(SGI_color_table, "GetBooleanv");         params[0] = ctx->Pixel.ColorTableEnabled[COLORTABLE_PRECONVOLUTION];         break;

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