void __indirect_glGetBooleanv(GLenum val, GLboolean * b) { const GLenum origVal = val; __GLX_SINGLE_DECLARE_VARIABLES(); xGLXSingleReply reply; val = RemapTransposeEnum(val); __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 { GLintptr data; /* ** 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()). */ if (get_client_data(gc, val, &data)) { *b = (GLboolean) data; } else { /* ** 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); if (val != origVal) { /* matrix transpose */ TransposeMatrixb(b); } } } } __GLX_SINGLE_END(); }
void glGetBooleanv(GLenum val, GLboolean *b) { const GLenum origVal = val; __GLX_SINGLE_DECLARE_VARIABLES(); __GLXattribute * state = (__GLXattribute *)(gc->client_state_private); xGLXSingleReply reply; if (val == GL_TRANSPOSE_MODELVIEW_MATRIX_ARB) { val = GL_MODELVIEW_MATRIX; } else if (val == GL_TRANSPOSE_PROJECTION_MATRIX_ARB) { val = GL_PROJECTION_MATRIX; } else if (val == GL_TRANSPOSE_TEXTURE_MATRIX_ARB) { val = GL_TEXTURE_MATRIX; } else if (val == GL_TRANSPOSE_COLOR_MATRIX_ARB) { val = GL_COLOR_MATRIX; } __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)state->storePack.rowLength; break; case GL_PACK_IMAGE_HEIGHT: *b = (GLboolean)state->storePack.imageHeight; break; case GL_PACK_SKIP_ROWS: *b = (GLboolean)state->storePack.skipRows; break; case GL_PACK_SKIP_PIXELS: *b = (GLboolean)state->storePack.skipPixels; break; case GL_PACK_SKIP_IMAGES: *b = (GLboolean)state->storePack.skipImages; break; case GL_PACK_ALIGNMENT: *b = (GLboolean)state->storePack.alignment; break; case GL_PACK_SWAP_BYTES: *b = (GLboolean)state->storePack.swapEndian; break; case GL_PACK_LSB_FIRST: *b = (GLboolean)state->storePack.lsbFirst; break; case GL_UNPACK_ROW_LENGTH: *b = (GLboolean)state->storeUnpack.rowLength; break; case GL_UNPACK_IMAGE_HEIGHT: *b = (GLboolean)state->storeUnpack.imageHeight; break; case GL_UNPACK_SKIP_ROWS: *b = (GLboolean)state->storeUnpack.skipRows; break; case GL_UNPACK_SKIP_PIXELS: *b = (GLboolean)state->storeUnpack.skipPixels; break; case GL_UNPACK_SKIP_IMAGES: *b = (GLboolean)state->storeUnpack.skipImages; break; case GL_UNPACK_ALIGNMENT: *b = (GLboolean)state->storeUnpack.alignment; break; case GL_UNPACK_SWAP_BYTES: *b = (GLboolean)state->storeUnpack.swapEndian; break; case GL_UNPACK_LSB_FIRST: *b = (GLboolean)state->storeUnpack.lsbFirst; break; case GL_VERTEX_ARRAY: *b = (GLboolean)state->vertArray.vertex.enable; break; case GL_VERTEX_ARRAY_SIZE: *b = (GLboolean)state->vertArray.vertex.size; break; case GL_VERTEX_ARRAY_TYPE: *b = (GLboolean)state->vertArray.vertex.type; break; case GL_VERTEX_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.vertex.stride; break; case GL_NORMAL_ARRAY: *b = (GLboolean)state->vertArray.normal.enable; break; case GL_NORMAL_ARRAY_TYPE: *b = (GLboolean)state->vertArray.normal.type; break; case GL_NORMAL_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.normal.stride; break; case GL_COLOR_ARRAY: *b = (GLboolean)state->vertArray.color.enable; break; case GL_COLOR_ARRAY_SIZE: *b = (GLboolean)state->vertArray.color.size; break; case GL_COLOR_ARRAY_TYPE: *b = (GLboolean)state->vertArray.color.type; break; case GL_COLOR_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.color.stride; break; case GL_INDEX_ARRAY: *b = (GLboolean)state->vertArray.index.enable; break; case GL_INDEX_ARRAY_TYPE: *b = (GLboolean)state->vertArray.index.type; break; case GL_INDEX_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.index.stride; break; case GL_TEXTURE_COORD_ARRAY: *b = (GLboolean)state->vertArray.texCoord[state->vertArray.activeTexture].enable; break; case GL_TEXTURE_COORD_ARRAY_SIZE: *b = (GLboolean)state->vertArray.texCoord[state->vertArray.activeTexture].size; break; case GL_TEXTURE_COORD_ARRAY_TYPE: *b = (GLboolean)state->vertArray.texCoord[state->vertArray.activeTexture].type; break; case GL_TEXTURE_COORD_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.texCoord[state->vertArray.activeTexture].stride; break; case GL_EDGE_FLAG_ARRAY: *b = (GLboolean)state->vertArray.edgeFlag.enable; break; case GL_EDGE_FLAG_ARRAY_STRIDE: *b = (GLboolean)state->vertArray.edgeFlag.stride; break; CASE_ARRAY_ALL(SECONDARY_COLOR, secondaryColor, b, GLboolean); CASE_ARRAY_ENABLE(FOG_COORDINATE, fogCoord, b, GLboolean); CASE_ARRAY_TYPE(FOG_COORDINATE, fogCoord, b, GLboolean); CASE_ARRAY_STRIDE(FOG_COORDINATE, fogCoord, b, GLboolean); case GL_MAX_ELEMENTS_VERTICES: *b = (GLboolean)state->vertArray.maxElementsVertices; break; case GL_MAX_ELEMENTS_INDICES: *b = (GLboolean)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)(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); if (val != origVal) { /* matrix transpose */ TransposeMatrixb(b); } } } } __GLX_SINGLE_END(); }