/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 1.0 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: The application programming interfaces
** established by SGI in conjunction with the Original Code are The
** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
** Window System(R) (Version 1.3), released October 19, 1998. This software
** was created using the OpenGL(R) version 1.2.1 Sample Implementation
** published by SGI, but has not been independently verified as being
** compliant with the OpenGL(R) version 1.2.1 Specification.
**
** $Date$ $Revision$
** $Header: //depot/main/glx/lib/single2.c#14 $
*/
#include "glxclient.h"
#include "packsingle.h"
GLenum glGetError(void)
{
__GLX_SINGLE_DECLARE_VARIABLES();
GLuint retval = GL_NO_ERROR;
xGLXGetErrorReply reply;
if (gc->error) {
/* Use internal error first */
retval = gc->error;
gc->error = GL_NO_ERROR;
return retval;
}
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetError,0);
__GLX_SINGLE_READ_XREPLY();
retval = reply.error;
__GLX_SINGLE_END();
return retval;
}
void glGetClipPlane(GLenum plane, GLdouble *equation)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetClipPlane,4);
__GLX_SINGLE_PUT_LONG(0,plane);
__GLX_SINGLE_READ_XREPLY();
if (reply.length == 8) {
__GLX_SINGLE_GET_DOUBLE_ARRAY(equation,4);
}
__GLX_SINGLE_END();
}
void glGetBooleanv(GLenum val, GLboolean *b)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetBooleanv,4);
__GLX_SINGLE_PUT_LONG(0,val);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_SIZE(compsize);
if (compsize == 0) {
/*
** Error occured; don't modify user's buffer.
*/
} else {
/*
** For all the queries listed here, we use the locally stored
** values rather than the one returned by the server. Note that
** we still needed to send the request to the server in order to
** find out whether it was legal to make a query (it's illegal,
** for example, to call a query between glBegin() and glEnd()).
*/
switch (val) {
case GL_PACK_ROW_LENGTH:
*b = (GLboolean)gc->state.storePack.rowLength;
break;
case GL_PACK_IMAGE_HEIGHT:
*b = (GLboolean)gc->state.storePack.imageHeight;
break;
case GL_PACK_SKIP_ROWS:
*b = (GLboolean)gc->state.storePack.skipRows;
break;
case GL_PACK_SKIP_PIXELS:
*b = (GLboolean)gc->state.storePack.skipPixels;
break;
case GL_PACK_SKIP_IMAGES:
*b = (GLboolean)gc->state.storePack.skipImages;
break;
case GL_PACK_ALIGNMENT:
*b = (GLboolean)gc->state.storePack.alignment;
break;
case GL_PACK_SWAP_BYTES:
*b = (GLboolean)gc->state.storePack.swapEndian;
break;
case GL_PACK_LSB_FIRST:
*b = (GLboolean)gc->state.storePack.lsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*b = (GLboolean)gc->state.storeUnpack.rowLength;
break;
case GL_UNPACK_IMAGE_HEIGHT:
*b = (GLboolean)gc->state.storeUnpack.imageHeight;
break;
case GL_UNPACK_SKIP_ROWS:
*b = (GLboolean)gc->state.storeUnpack.skipRows;
break;
case GL_UNPACK_SKIP_PIXELS:
*b = (GLboolean)gc->state.storeUnpack.skipPixels;
break;
case GL_UNPACK_SKIP_IMAGES:
*b = (GLboolean)gc->state.storeUnpack.skipImages;
break;
case GL_UNPACK_ALIGNMENT:
*b = (GLboolean)gc->state.storeUnpack.alignment;
break;
case GL_UNPACK_SWAP_BYTES:
*b = (GLboolean)gc->state.storeUnpack.swapEndian;
break;
case GL_UNPACK_LSB_FIRST:
*b = (GLboolean)gc->state.storeUnpack.lsbFirst;
break;
case GL_VERTEX_ARRAY:
*b = (GLboolean)gc->state.vertArray.vertex.enable;
break;
case GL_VERTEX_ARRAY_SIZE:
*b = (GLboolean)gc->state.vertArray.vertex.size;
break;
case GL_VERTEX_ARRAY_TYPE:
*b = (GLboolean)gc->state.vertArray.vertex.type;
break;
case GL_VERTEX_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.vertex.stride;
break;
case GL_NORMAL_ARRAY:
*b = (GLboolean)gc->state.vertArray.normal.enable;
break;
case GL_NORMAL_ARRAY_TYPE:
*b = (GLboolean)gc->state.vertArray.normal.type;
break;
case GL_NORMAL_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.normal.stride;
break;
case GL_COLOR_ARRAY:
*b = (GLboolean)gc->state.vertArray.color.enable;
break;
case GL_COLOR_ARRAY_SIZE:
*b = (GLboolean)gc->state.vertArray.color.size;
break;
case GL_COLOR_ARRAY_TYPE:
*b = (GLboolean)gc->state.vertArray.color.type;
break;
case GL_COLOR_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.color.stride;
break;
case GL_INDEX_ARRAY:
*b = (GLboolean)gc->state.vertArray.index.enable;
break;
case GL_INDEX_ARRAY_TYPE:
*b = (GLboolean)gc->state.vertArray.index.type;
break;
case GL_INDEX_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.index.stride;
break;
case GL_TEXTURE_COORD_ARRAY:
*b = (GLboolean)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].enable;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*b = (GLboolean)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*b = (GLboolean)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].type;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].stride;
break;
case GL_EDGE_FLAG_ARRAY:
*b = (GLboolean)gc->state.vertArray.edgeFlag.enable;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*b = (GLboolean)gc->state.vertArray.edgeFlag.stride;
break;
case GL_MAX_ELEMENTS_VERTICES:
*b = (GLboolean)gc->state.vertArray.maxElementsVertices;
break;
case GL_MAX_ELEMENTS_INDICES:
*b = (GLboolean)gc->state.vertArray.maxElementsIndices;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*b = (GLboolean)__GL_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
*b = (GLboolean)(gc->state.vertArray.activeTexture + GL_TEXTURE0_ARB);
break;
default:
/*
** Not a local value, so use what we got from the server.
*/
if (compsize == 1) {
__GLX_SINGLE_GET_CHAR(b);
} else {
__GLX_SINGLE_GET_CHAR_ARRAY(b,compsize);
}
}
}
__GLX_SINGLE_END();
}
void glGetDoublev(GLenum val, GLdouble *d)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetDoublev,4);
__GLX_SINGLE_PUT_LONG(0,val);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_SIZE(compsize);
if (compsize == 0) {
/*
** Error occured; don't modify user's buffer.
*/
} else {
/*
** For all the queries listed here, we use the locally stored
** values rather than the one returned by the server. Note that
** we still needed to send the request to the server in order to
** find out whether it was legal to make a query (it's illegal,
** for example, to call a query between glBegin() and glEnd()).
*/
switch (val) {
case GL_PACK_ROW_LENGTH:
*d = (GLdouble)gc->state.storePack.rowLength;
break;
case GL_PACK_IMAGE_HEIGHT:
*d = (GLdouble)gc->state.storePack.imageHeight;
break;
case GL_PACK_SKIP_ROWS:
*d = (GLdouble)gc->state.storePack.skipRows;
break;
case GL_PACK_SKIP_PIXELS:
*d = (GLdouble)gc->state.storePack.skipPixels;
break;
case GL_PACK_SKIP_IMAGES:
*d = (GLdouble)gc->state.storePack.skipImages;
break;
case GL_PACK_ALIGNMENT:
*d = (GLdouble)gc->state.storePack.alignment;
break;
case GL_PACK_SWAP_BYTES:
*d = (GLdouble)gc->state.storePack.swapEndian;
break;
case GL_PACK_LSB_FIRST:
*d = (GLdouble)gc->state.storePack.lsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*d = (GLdouble)gc->state.storeUnpack.rowLength;
break;
case GL_UNPACK_IMAGE_HEIGHT:
*d = (GLdouble)gc->state.storeUnpack.imageHeight;
break;
case GL_UNPACK_SKIP_ROWS:
*d = (GLdouble)gc->state.storeUnpack.skipRows;
break;
case GL_UNPACK_SKIP_PIXELS:
*d = (GLdouble)gc->state.storeUnpack.skipPixels;
break;
case GL_UNPACK_SKIP_IMAGES:
*d = (GLdouble)gc->state.storeUnpack.skipImages;
break;
case GL_UNPACK_ALIGNMENT:
*d = (GLdouble)gc->state.storeUnpack.alignment;
break;
case GL_UNPACK_SWAP_BYTES:
*d = (GLdouble)gc->state.storeUnpack.swapEndian;
break;
case GL_UNPACK_LSB_FIRST:
*d = (GLdouble)gc->state.storeUnpack.lsbFirst;
break;
case GL_VERTEX_ARRAY:
*d = (GLdouble)gc->state.vertArray.vertex.enable;
break;
case GL_VERTEX_ARRAY_SIZE:
*d = (GLdouble)gc->state.vertArray.vertex.size;
break;
case GL_VERTEX_ARRAY_TYPE:
*d = (GLdouble)gc->state.vertArray.vertex.type;
break;
case GL_VERTEX_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.vertex.stride;
break;
case GL_NORMAL_ARRAY:
*d = (GLdouble)gc->state.vertArray.normal.enable;
break;
case GL_NORMAL_ARRAY_TYPE:
*d = (GLdouble)gc->state.vertArray.normal.type;
break;
case GL_NORMAL_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.normal.stride;
break;
case GL_COLOR_ARRAY:
*d = (GLdouble)gc->state.vertArray.color.enable;
break;
case GL_COLOR_ARRAY_SIZE:
*d = (GLdouble)gc->state.vertArray.color.size;
break;
case GL_COLOR_ARRAY_TYPE:
*d = (GLdouble)gc->state.vertArray.color.type;
break;
case GL_COLOR_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.color.stride;
break;
case GL_INDEX_ARRAY:
*d = (GLdouble)gc->state.vertArray.index.enable;
break;
case GL_INDEX_ARRAY_TYPE:
*d = (GLdouble)gc->state.vertArray.index.type;
break;
case GL_INDEX_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.index.stride;
break;
case GL_TEXTURE_COORD_ARRAY:
*d = (GLdouble)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].enable;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*d = (GLdouble)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*d = (GLdouble)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].type;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].stride;
break;
case GL_EDGE_FLAG_ARRAY:
*d = (GLdouble)gc->state.vertArray.edgeFlag.enable;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*d = (GLdouble)gc->state.vertArray.edgeFlag.stride;
break;
case GL_MAX_ELEMENTS_VERTICES:
*d = (GLdouble)gc->state.vertArray.maxElementsVertices;
break;
case GL_MAX_ELEMENTS_INDICES:
*d = (GLdouble)gc->state.vertArray.maxElementsIndices;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*d = (GLdouble)__GL_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
*d = (GLdouble)(gc->state.vertArray.activeTexture + GL_TEXTURE0_ARB);
break;
default:
/*
** Not a local value, so use what we got from the server.
*/
if (compsize == 1) {
__GLX_SINGLE_GET_DOUBLE(d);
} else {
__GLX_SINGLE_GET_DOUBLE_ARRAY(d,compsize);
}
}
}
__GLX_SINGLE_END();
}
void glGetFloatv(GLenum val, GLfloat *f)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetFloatv,4);
__GLX_SINGLE_PUT_LONG(0,val);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_SIZE(compsize);
if (compsize == 0) {
/*
** Error occured; don't modify user's buffer.
*/
} else {
/*
** For all the queries listed here, we use the locally stored
** values rather than the one returned by the server. Note that
** we still needed to send the request to the server in order to
** find out whether it was legal to make a query (it's illegal,
** for example, to call a query between glBegin() and glEnd()).
*/
switch (val) {
case GL_PACK_ROW_LENGTH:
*f = (GLfloat)gc->state.storePack.rowLength;
break;
case GL_PACK_IMAGE_HEIGHT:
*f = (GLfloat)gc->state.storePack.imageHeight;
break;
case GL_PACK_SKIP_ROWS:
*f = (GLfloat)gc->state.storePack.skipRows;
break;
case GL_PACK_SKIP_PIXELS:
*f = (GLfloat)gc->state.storePack.skipPixels;
break;
case GL_PACK_SKIP_IMAGES:
*f = (GLfloat)gc->state.storePack.skipImages;
break;
case GL_PACK_ALIGNMENT:
*f = (GLfloat)gc->state.storePack.alignment;
break;
case GL_PACK_SWAP_BYTES:
*f = (GLfloat)gc->state.storePack.swapEndian;
break;
case GL_PACK_LSB_FIRST:
*f = (GLfloat)gc->state.storePack.lsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*f = (GLfloat)gc->state.storeUnpack.rowLength;
break;
case GL_UNPACK_IMAGE_HEIGHT:
*f = (GLfloat)gc->state.storeUnpack.imageHeight;
break;
case GL_UNPACK_SKIP_ROWS:
*f = (GLfloat)gc->state.storeUnpack.skipRows;
break;
case GL_UNPACK_SKIP_PIXELS:
*f = (GLfloat)gc->state.storeUnpack.skipPixels;
break;
case GL_UNPACK_SKIP_IMAGES:
*f = (GLfloat)gc->state.storeUnpack.skipImages;
break;
case GL_UNPACK_ALIGNMENT:
*f = (GLfloat)gc->state.storeUnpack.alignment;
break;
case GL_UNPACK_SWAP_BYTES:
*f = (GLfloat)gc->state.storeUnpack.swapEndian;
break;
case GL_UNPACK_LSB_FIRST:
*f = (GLfloat)gc->state.storeUnpack.lsbFirst;
break;
case GL_VERTEX_ARRAY:
*f = (GLfloat)gc->state.vertArray.vertex.enable;
break;
case GL_VERTEX_ARRAY_SIZE:
*f = (GLfloat)gc->state.vertArray.vertex.size;
break;
case GL_VERTEX_ARRAY_TYPE:
*f = (GLfloat)gc->state.vertArray.vertex.type;
break;
case GL_VERTEX_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.vertex.stride;
break;
case GL_NORMAL_ARRAY:
*f = (GLfloat)gc->state.vertArray.normal.enable;
break;
case GL_NORMAL_ARRAY_TYPE:
*f = (GLfloat)gc->state.vertArray.normal.type;
break;
case GL_NORMAL_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.normal.stride;
break;
case GL_COLOR_ARRAY:
*f = (GLfloat)gc->state.vertArray.color.enable;
break;
case GL_COLOR_ARRAY_SIZE:
*f = (GLfloat)gc->state.vertArray.color.size;
break;
case GL_COLOR_ARRAY_TYPE:
*f = (GLfloat)gc->state.vertArray.color.type;
break;
case GL_COLOR_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.color.stride;
break;
case GL_INDEX_ARRAY:
*f = (GLfloat)gc->state.vertArray.index.enable;
break;
case GL_INDEX_ARRAY_TYPE:
*f = (GLfloat)gc->state.vertArray.index.type;
break;
case GL_INDEX_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.index.stride;
break;
case GL_TEXTURE_COORD_ARRAY:
*f = (GLfloat)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].enable;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*f = (GLfloat)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*f = (GLfloat)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].type;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].stride;
break;
case GL_EDGE_FLAG_ARRAY:
*f = (GLfloat)gc->state.vertArray.edgeFlag.enable;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*f = (GLfloat)gc->state.vertArray.edgeFlag.stride;
break;
case GL_MAX_ELEMENTS_VERTICES:
*f = (GLfloat)gc->state.vertArray.maxElementsVertices;
break;
case GL_MAX_ELEMENTS_INDICES:
*f = (GLfloat)gc->state.vertArray.maxElementsIndices;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*f = (GLfloat)__GL_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
*f = (GLfloat)(gc->state.vertArray.activeTexture + GL_TEXTURE0_ARB);
break;
default:
/*
** Not a local value, so use what we got from the server.
*/
if (compsize == 1) {
__GLX_SINGLE_GET_FLOAT(f);
} else {
__GLX_SINGLE_GET_FLOAT_ARRAY(f,compsize);
}
}
}
__GLX_SINGLE_END();
}
void glGetIntegerv(GLenum val, GLint *i)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetIntegerv,4);
__GLX_SINGLE_PUT_LONG(0,val);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_SIZE(compsize);
if (compsize == 0) {
/*
** Error occured; don't modify user's buffer.
*/
} else {
/*
** For all the queries listed here, we use the locally stored
** values rather than the one returned by the server. Note that
** we still needed to send the request to the server in order to
** find out whether it was legal to make a query (it's illegal,
** for example, to call a query between glBegin() and glEnd()).
*/
switch (val) {
case GL_PACK_ROW_LENGTH:
*i = (GLint)gc->state.storePack.rowLength;
break;
case GL_PACK_IMAGE_HEIGHT:
*i = (GLint)gc->state.storePack.imageHeight;
break;
case GL_PACK_SKIP_ROWS:
*i = (GLint)gc->state.storePack.skipRows;
break;
case GL_PACK_SKIP_PIXELS:
*i = (GLint)gc->state.storePack.skipPixels;
break;
case GL_PACK_SKIP_IMAGES:
*i = (GLint)gc->state.storePack.skipImages;
break;
case GL_PACK_ALIGNMENT:
*i = (GLint)gc->state.storePack.alignment;
break;
case GL_PACK_SWAP_BYTES:
*i = (GLint)gc->state.storePack.swapEndian;
break;
case GL_PACK_LSB_FIRST:
*i = (GLint)gc->state.storePack.lsbFirst;
break;
case GL_UNPACK_ROW_LENGTH:
*i = (GLint)gc->state.storeUnpack.rowLength;
break;
case GL_UNPACK_IMAGE_HEIGHT:
*i = (GLint)gc->state.storeUnpack.imageHeight;
break;
case GL_UNPACK_SKIP_ROWS:
*i = (GLint)gc->state.storeUnpack.skipRows;
break;
case GL_UNPACK_SKIP_PIXELS:
*i = (GLint)gc->state.storeUnpack.skipPixels;
break;
case GL_UNPACK_SKIP_IMAGES:
*i = (GLint)gc->state.storeUnpack.skipImages;
break;
case GL_UNPACK_ALIGNMENT:
*i = (GLint)gc->state.storeUnpack.alignment;
break;
case GL_UNPACK_SWAP_BYTES:
*i = (GLint)gc->state.storeUnpack.swapEndian;
break;
case GL_UNPACK_LSB_FIRST:
*i = (GLint)gc->state.storeUnpack.lsbFirst;
break;
case GL_VERTEX_ARRAY:
*i = (GLint)gc->state.vertArray.vertex.enable;
break;
case GL_VERTEX_ARRAY_SIZE:
*i = (GLint)gc->state.vertArray.vertex.size;
break;
case GL_VERTEX_ARRAY_TYPE:
*i = (GLint)gc->state.vertArray.vertex.type;
break;
case GL_VERTEX_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.vertex.stride;
break;
case GL_NORMAL_ARRAY:
*i = (GLint)gc->state.vertArray.normal.enable;
break;
case GL_NORMAL_ARRAY_TYPE:
*i = (GLint)gc->state.vertArray.normal.type;
break;
case GL_NORMAL_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.normal.stride;
break;
case GL_COLOR_ARRAY:
*i = (GLint)gc->state.vertArray.color.enable;
break;
case GL_COLOR_ARRAY_SIZE:
*i = (GLint)gc->state.vertArray.color.size;
break;
case GL_COLOR_ARRAY_TYPE:
*i = (GLint)gc->state.vertArray.color.type;
break;
case GL_COLOR_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.color.stride;
break;
case GL_INDEX_ARRAY:
*i = (GLint)gc->state.vertArray.index.enable;
break;
case GL_INDEX_ARRAY_TYPE:
*i = (GLint)gc->state.vertArray.index.type;
break;
case GL_INDEX_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.index.stride;
break;
case GL_TEXTURE_COORD_ARRAY:
*i = (GLint)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].enable;
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*i = (GLint)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].size;
break;
case GL_TEXTURE_COORD_ARRAY_TYPE:
*i = (GLint)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].type;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].stride;
break;
case GL_EDGE_FLAG_ARRAY:
*i = (GLint)gc->state.vertArray.edgeFlag.enable;
break;
case GL_EDGE_FLAG_ARRAY_STRIDE:
*i = (GLint)gc->state.vertArray.edgeFlag.stride;
break;
case GL_MAX_ELEMENTS_VERTICES:
*i = (GLint)gc->state.vertArray.maxElementsVertices;
break;
case GL_MAX_ELEMENTS_INDICES:
*i = (GLint)gc->state.vertArray.maxElementsIndices;
break;
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
*i = (GLint)__GL_CLIENT_ATTRIB_STACK_DEPTH;
break;
case GL_CLIENT_ACTIVE_TEXTURE_ARB:
*i = (GLint)(gc->state.vertArray.activeTexture + GL_TEXTURE0_ARB);
break;
default:
/*
** Not a local value, so use what we got from the server.
*/
if (compsize == 1) {
__GLX_SINGLE_GET_LONG(i);
} else {
__GLX_SINGLE_GET_LONG_ARRAY(i,compsize);
}
}
}
__GLX_SINGLE_END();
}
/*
** Send all pending commands to server.
*/
void glFlush(void)
{
__GLX_SINGLE_DECLARE_VARIABLES();
if (!dpy) return;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_Flush,0);
__GLX_SINGLE_END();
/* And finally flush the X protocol data */
XFlush(dpy);
}
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
{
__GLX_SINGLE_DECLARE_VARIABLES();
if (!dpy) return;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_FeedbackBuffer,8);
__GLX_SINGLE_PUT_LONG(0,size);
__GLX_SINGLE_PUT_LONG(4,type);
__GLX_SINGLE_END();
gc->feedbackBuf = buffer;
}
void glSelectBuffer(GLsizei numnames, GLuint *buffer)
{
__GLX_SINGLE_DECLARE_VARIABLES();
if (!dpy) return;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_SelectBuffer,4);
__GLX_SINGLE_PUT_LONG(0,numnames);
__GLX_SINGLE_END();
gc->selectBuf = buffer;
}
GLint glRenderMode(GLenum mode)
{
__GLX_SINGLE_DECLARE_VARIABLES();
GLint retval;
xGLXRenderModeReply reply;
if (!dpy) return -1;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_RenderMode,4);
__GLX_SINGLE_PUT_LONG(0,mode);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_RETVAL(retval,GLint);
if (reply.newMode != mode) {
/*
** Switch to new mode did not take effect, therefore an error
** occured. When an error happens the server won't send us any
** other data.
*/
} else {
/* Read the feedback or selection data */
if (gc->renderMode == GL_FEEDBACK) {
__GLX_SINGLE_GET_SIZE(compsize);
__GLX_SINGLE_GET_FLOAT_ARRAY(gc->feedbackBuf, compsize);
} else
if (gc->renderMode == GL_SELECT) {
__GLX_SINGLE_GET_SIZE(compsize);
__GLX_SINGLE_GET_LONG_ARRAY(gc->selectBuf, compsize);
}
gc->renderMode = mode;
}
__GLX_SINGLE_END();
return retval;
}
void glFinish(void)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_Finish,0);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_END();
}
const GLubyte *glGetString(GLenum name)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
GLubyte *s = NULL;
if (!dpy) return 0;
/*
** Return the cached copy if the string has already been fetched
*/
switch(name) {
case GL_VENDOR:
if (gc->vendor) return gc->vendor;
break;
case GL_RENDERER:
if (gc->renderer) return gc->renderer;
break;
case GL_VERSION:
if (gc->version) return gc->version;
break;
case GL_EXTENSIONS:
if (gc->extensions) return gc->extensions;
break;
default:
__glXSetError(gc, GL_INVALID_ENUM);
return 0;
}
/*
** Get requested string from server
*/
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_GetString,4);
__GLX_SINGLE_PUT_LONG(0,name);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_SIZE(compsize);
s = (GLubyte*) Xmalloc(compsize);
if (!s) {
/* Throw data on the floor */
_XEatData(dpy, compsize);
__glXSetError(gc, GL_OUT_OF_MEMORY);
} else {
__GLX_SINGLE_GET_CHAR_ARRAY(s,compsize);
/*
** Update local cache
*/
switch(name) {
case GL_VENDOR:
gc->vendor = s;
break;
case GL_RENDERER:
gc->renderer = s;
break;
case GL_VERSION:
gc->version = s;
break;
case GL_EXTENSIONS:
gc->extensions = s;
break;
}
}
__GLX_SINGLE_END();
return s;
}
GLboolean glIsEnabled(GLenum cap)
{
__GLX_SINGLE_DECLARE_VARIABLES();
xGLXSingleReply reply;
GLboolean retval = 0;
if (!dpy) return 0;
switch(cap) {
case GL_VERTEX_ARRAY:
return gc->state.vertArray.vertex.enable;
case GL_NORMAL_ARRAY:
return gc->state.vertArray.normal.enable;
case GL_COLOR_ARRAY:
return gc->state.vertArray.color.enable;
case GL_INDEX_ARRAY:
return gc->state.vertArray.index.enable;
case GL_TEXTURE_COORD_ARRAY:
return gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].enable;
case GL_EDGE_FLAG_ARRAY:
return gc->state.vertArray.edgeFlag.enable;
}
__GLX_SINGLE_LOAD_VARIABLES();
__GLX_SINGLE_BEGIN(X_GLsop_IsEnabled,4);
__GLX_SINGLE_PUT_LONG(0,cap);
__GLX_SINGLE_READ_XREPLY();
__GLX_SINGLE_GET_RETVAL(retval, GLboolean);
__GLX_SINGLE_END();
return retval;
}
void glGetPointerv(GLenum pname, void **params)
{
__GLXcontext *gc = __glXGetCurrentContext();
Display *dpy = gc->currentDpy;
if (!dpy) return;
switch(pname) {
case GL_VERTEX_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.vertex.ptr;
return;
case GL_NORMAL_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.normal.ptr;
return;
case GL_COLOR_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.color.ptr;
return;
case GL_INDEX_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.index.ptr;
return;
case GL_TEXTURE_COORD_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.texCoord[gc->state.vertArray.activeTexture].ptr;
return;
case GL_EDGE_FLAG_ARRAY_POINTER:
*params = (void *)gc->state.vertArray.edgeFlag.ptr;
return;
case GL_FEEDBACK_BUFFER_POINTER:
*params = (void *)gc->feedbackBuf;
return;
case GL_SELECTION_BUFFER_POINTER:
*params = (void *)gc->selectBuf;
return;
default:
__glXSetError(gc, GL_INVALID_ENUM);
return;
}
}