📄 get.c
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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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