GLuint glGenLists(GLsizei range) { __GLX_SINGLE_DECLARE_VARIABLES(); GLuint retval = 0; xGLXSingleReply reply; __GLX_SINGLE_LOAD_VARIABLES(); __GLX_SINGLE_BEGIN(X_GLsop_GenLists,4); __GLX_SINGLE_PUT_LONG(0,range); __GLX_SINGLE_READ_XREPLY(); __GLX_SINGLE_GET_RETVAL(retval, GLuint); __GLX_SINGLE_END(); return retval; }
GLboolean glIsList(GLuint list) { __GLX_SINGLE_DECLARE_VARIABLES(); GLboolean retval = 0; xGLXSingleReply reply; __GLX_SINGLE_LOAD_VARIABLES(); __GLX_SINGLE_BEGIN(X_GLsop_IsList,4); __GLX_SINGLE_PUT_LONG(0,list); __GLX_SINGLE_READ_XREPLY(); __GLX_SINGLE_GET_RETVAL(retval, GLboolean); __GLX_SINGLE_END(); return retval; }
GLboolean glIsTexture(GLuint texture) { #if 0 /* see comments above */ __GLX_SINGLE_DECLARE_VARIABLES(); GLboolean retval = 0; xGLXSingleReply reply; __GLX_SINGLE_LOAD_VARIABLES(); __GLX_SINGLE_BEGIN(X_GLsop_IsTexture,4); __GLX_SINGLE_PUT_LONG(0,texture); __GLX_SINGLE_READ_XREPLY(); __GLX_SINGLE_GET_RETVAL(retval, GLboolean); __GLX_SINGLE_END(); return retval; #else return glIsTextureEXT(texture); #endif }
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) { #if 0 /* see comments above */ __GLX_SINGLE_DECLARE_VARIABLES(); GLboolean retval = 0; xGLXSingleReply reply; __GLX_SINGLE_LOAD_VARIABLES(); if (n < 0) return retval; cmdlen = 4+n*4; __GLX_SINGLE_BEGIN(X_GLsop_AreTexturesResident,cmdlen); __GLX_SINGLE_PUT_LONG(0,n); __GLX_PUT_LONG_ARRAY(4,textures,n); __GLX_SINGLE_READ_XREPLY(); __GLX_SINGLE_GET_RETVAL(retval, GLboolean); __GLX_SINGLE_GET_CHAR_ARRAY(residences,n); __GLX_SINGLE_END(); return retval; #else return glAreTexturesResidentEXT(n, textures, residences); #endif }
GLboolean __indirect_glIsEnabled(GLenum cap) { __GLX_SINGLE_DECLARE_VARIABLES(); __GLXattribute *state = (__GLXattribute *) (gc->client_state_private); xGLXSingleReply reply; GLboolean retval = 0; GLintptr enable; if (!dpy) return 0; switch (cap) { case GL_VERTEX_ARRAY: case GL_NORMAL_ARRAY: case GL_COLOR_ARRAY: case GL_INDEX_ARRAY: case GL_EDGE_FLAG_ARRAY: case GL_SECONDARY_COLOR_ARRAY: case GL_FOG_COORD_ARRAY: retval = __glXGetArrayEnable(state, cap, 0, &enable); assert(retval); return (GLboolean) enable; break; case GL_TEXTURE_COORD_ARRAY: retval = __glXGetArrayEnable(state, GL_TEXTURE_COORD_ARRAY, __glXGetActiveTextureUnit(state), &enable); assert(retval); return (GLboolean) enable; break; } __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; }
GLint __indirect_glRenderMode(GLenum mode) { __GLX_SINGLE_DECLARE_VARIABLES(); GLint retval = 0; 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; }
GLboolean glIsEnabled(GLenum cap) { __GLX_SINGLE_DECLARE_VARIABLES(); __GLXattribute * state = (__GLXattribute *)(gc->client_state_private); xGLXSingleReply reply; GLboolean retval = 0; if (!dpy) return 0; switch(cap) { case GL_VERTEX_ARRAY: return state->vertArray.vertex.enable; case GL_NORMAL_ARRAY: return state->vertArray.normal.enable; case GL_COLOR_ARRAY: return state->vertArray.color.enable; case GL_INDEX_ARRAY: return state->vertArray.index.enable; case GL_TEXTURE_COORD_ARRAY: return state->vertArray.texCoord[state->vertArray.activeTexture].enable; case GL_EDGE_FLAG_ARRAY: return state->vertArray.edgeFlag.enable; case GL_SECONDARY_COLOR_ARRAY: return state->vertArray.secondaryColor.enable; case GL_FOG_COORDINATE_ARRAY: return state->vertArray.fogCoord.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; }