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7<title>glGetIntegerv</title>
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10<h1>glGetIntegerv Function</h1>
11<h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14GL_APICALL void GL_APIENTRY glGetIntegerv(
15     GLenum pname,
16     GLint * params
17);
18</pre>
19    </div>
20<h2>Parameters</h2>
21    <div class="section">
22      <table class="arguments">
23        <thead>
24          <tr>
25            <td width="15" />
26<th>Name</th>
27<td>Description</td>
28          </tr>
29        </thead>
30        <tr>
31<td>in</td>
32<th>pname</th>
33<td>Name of the parameter to get</td>
34        </tr>
35        <tr>
36<td>out</td>
37<th>params</th>
38<td>Array storing the obtained parameters</td>
39        </tr> </table>
40    </div>
41<h2>Return Values</h2>
42<div class="section">No values are returned. </div>
43<h2>Description</h2>
44    <div class="section">
45<p>Gets GL parameter settings as <code>GLint</code>-type values.</p><P>
46Set <span class="argument">pname</span> to one of the following values.
47<TABLE><TR><TH>GL_STENCIL_CLEAR_VALUE</TH><TD>Gets the clear value for the stencil buffer.</TD></TR><TR><TH>GL_EARLY_DEPTH_CLEAR_VALUE_DMP</TH><TD>Gets the clear value for the early depth buffer.</TD></TR><TR><TH>GL_EARLY_DEPTH_FUNC_DMP</TH><TD>Gets the comparison function for the early depth test.</TD></TR><TR><TH>GL_SCISSOR_BOX</TH><TD>Gets the coordinates of the left and bottom edges, as well as the width and height, of the valid scissoring area.</TD></TR><TR><TH>GL_DEPTH_FUNC</TH><TD>Gets the comparison function for the depth test.</TD></TR><TR><TH>GL_STENCIL_FUNC</TH><TD>Gets the comparison function for the stencil test.</TD></TR><TR><TH>GL_STENCIL_FAIL</TH><TD>Gets the method used to manipulate the stencil value when the stencil test fails.</TD></TR><TR><TH>GL_STENCIL_PASS_DEPTH_FAIL</TH><TD>Gets the method used to manipulate the stencil value when the stencil test passes and the depth test fails.</TD></TR><TR><TH>GL_STENCIL_PASS_DEPTH_PASS</TH><TD>Gets the method used to manipulate the stencil value when the stencil and depth tests pass.</TD></TR><TR><TH>GL_STENCIL_REF</TH><TD>Gets the reference value for the stencil test.</TD></TR><TR><TH>GL_STENCIL_VALUE_MASK</TH><TD>Gets the mask pattern used in the stencil buffer.</TD></TR><TR><TH>GL_BLEND_SRC_RGB</TH><TD>Gets the RGB components' source blending factors.</TD></TR><TR><TH>GL_BLEND_DST_RGB</TH><TD>Gets the RGB components' destination blending factors.</TD></TR><TR><TH>GL_BLEND_SRC_ALPHA</TH><TD>Gets the alpha component's source blending factors.</TD></TR><TR><TH>GL_BLEND_DST_ALPHA</TH><TD>Gets the alpha component's destination blending factors.</TD></TR><TR><TH>GL_BLEND_EQUATION_RGB</TH><TD>Gets the blending function for RGB components.</TD></TR><TR><TH>GL_BLEND_EQUATION_ALPHA</TH><TD>Gets the blending function for the alpha component.</TD></TR><TR><TH>GL_STENCIL_WRITEMASK</TH><TD>Gets a mask pattern that indicates where stencil buffer access is enabled.</TD></TR><TR><TH>GL_CULL_FACE_MODE</TH><TD>Gets the setting that indicates the faces to cull.</TD></TR><TR><TH>GL_FRONT_FACE</TH><TD>Gets the value of the setting that defines the front face of a polygon.</TD></TR><TR><TH>GL_VIEWPORT</TH><TD>Gets the coordinates of the left and bottom edges, as well as the width and height, of the viewport.</TD></TR><TR><TH>GL_MAX_VIEWPORT_DIMS</TH><TD>Gets the viewport's maximum width and height.</TD></TR><TR><TH>GL_LOGIC_OP_MODE</TH><TD>Gets the logical operation mode for pixels.</TD></TR><TR><TH>GL_ARRAY_BUFFER_BINDING</TH><TD>Gets the vertex buffer objects bound to the bind target <code>GL_ARRAY_BUFFER</code>.</TD></TR><TR><TH>GL_ELEMENT_ARRAY_BUFFER_BINDING</TH><TD>Gets the vertex buffer objects bound to the bind target <code>GL_ELEMENT_ARRAY_BUFFER</code>.</TD></TR><TR><TH>GL_VERTEX_STATE_COLLECTION_BINDING_DMP</TH><TD>Gets the vertex state collection objects that are currently bound.</TD></TR><TR><TH>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS</TH><TD>Gets the number of supported texture units.</TD></TR><TR><TH>GL_ACTIVE_TEXTURE</TH><TD>Gets the currently active textures.</TD></TR><TR><TH>GL_MAX_TEXTURE_SIZE</TH><TD>Gets the maximum supported size for 2D textures.</TD></TR><TR><TH>GL_MAX_CUBE_MAP_TEXTURE_SIZE</TH><TD>Gets the maximum supported size for cube-map textures.</TD></TR><TR><TH>GL_TEXTURE_BINDING_2D</TH><TD>Gets the texture objects currently bound to <code>GL_TEXTURE_2D</code>.</TD></TR><TR><TH>GL_TEXTURE_BINDING_CUBE_MAP</TH><TD>Gets the texture objects currently bound to <code>GL_TEXTURE_CUBE_MAP</code>.</TD></TR><TR><TH>GL_NUM_COMPRESSED_TEXTURE_FORMATS</TH><TD>Gets the number of compressed texture formats that are supported.</TD></TR><TR><TH>GL_COMPRESSED_TEXTURE_FORMATS</TH><TD>Gets the names of compressed texture formats that are supported.</TD></TR><TR><TH>GL_MAX_LUT_TEXTURES_DMP</TH><TD>Gets the maximum number of lookup table targets.</TD></TR><TR><TH>GL_MAX_LUT_ENTRIES_DMP</TH><TD>Gets the maximum number of lookup table entries.</TD></TR><TR><TH>GL_TEXTURE_COLLECTION_BINDING_DMP</TH><TD>Gets the texture collection objects that are currently bound.</TD></TR><TR><TH>GL_TEXTURE_BINDING_LUTi_DMP</TH><TD>Gets the lookup table objects that are currently bound. The value of <code>i</code> is greater than or equal to 0 and is at least one less than the value obtained with <code>GL_MAX_LUT_TEXTURES_DMP</code>. <code>GL_SUBPIXEL_BITS</code> gets the number of sub-pixel bits. The obtained value is always 0.</TD></TR><TR><TH>GL_RED_BITS</TH><TD>Gets the number of bits in the red component of the current color buffer.</TD></TR><TR><TH>GL_GREEN_BITS</TH><TD>Gets the number of bits in the green component of the current color buffer.</TD></TR><TR><TH>GL_BLUE_BITS</TH><TD>Gets the number of bits in the blue component of the current color buffer.</TD></TR><TR><TH>GL_ALPHA_BITS</TH><TD>Gets the number of bits in the alpha component of the current color buffer.</TD></TR><TR><TH>GL_DEPTH_BITS</TH><TD>Gets the number of bits in the depth component of the current depth buffer.</TD></TR><TR><TH>GL_STENCIL_BITS</TH><TD>Gets the number of bits in the stencil component of the current stencil buffer.</TD></TR><TR><TH>GL_RENDERBUFFER_BINDING</TH><TD>Gets the currently bound render buffer object.</TD></TR><TR><TH>GL_FRAMEBUFFER_BINDING</TH><TD>Gets the currently bound framebuffer object.</TD></TR><TR><TH>GL_RENDER_BLOCK_MODE_DMP</TH><TD>Gets the rendering block mode.</TD></TR><TR><TH>GL_IMPLEMENTATION_COLOR_READ_TYPE, GL_IMPLEMENTATION_COLOR_READ_FORMAT</TH><TD>Always gets <code>GL_UNSIGNED_BYTE</code> and <code>GL_RGBA</code>. For details on the readable formats and types, see <code>glReadPixels</code>.</TD></TR><TR><TH>GL_MAX_RENDERBUFFER_SIZE</TH><TD>Gets the maximum render buffer size.</TD></TR><TR><TH>GL_NUM_SHADER_BINARY_FORMATS</TH><TD>Gets the number of shader binary formats that are supported.</TD></TR><TR><TH>GL_SHADER_BINARY_FORMATS</TH><TD>Gets the names of the shader binary formats that are supported.</TD></TR><TR><TH>GL_MAX_VERTEX_ATTRIBS</TH><TD>Gets the maximum number of vertex attributes.</TD></TR><TR><TH>GL_CURRENT_PROGRAM</TH><TD>Gets the current program object.</TD></TR></TABLE></P><P>
48You cannot specify <code>GL_EARLY_DEPTH_CLEAR_VALUE_DMP</code>, <code>GL_EARLY_DEPTH_FUNC_DMP</code>, or <code>GL_RENDER_BLOCK_MODE_DMP</code> with POD.
49            </P><P>
50In addition to those above, you can also specify any setting that can be obtained by <code>glGetBooleanv</code> or <code>glGetFloatv</code>, but you will get values that have all been cast to type <code>GLint</code>.
51            </P><P>
52This function generates the following errors.
53<TABLE><TR><TH>GL_INVALID_ENUM</TH><TD>The <span class="argument">pname</span> argument was set to an invalid value.</TD></TR></TABLE></P></div>
54<h2>Revision History</h2>
55    <div class="section">
56      <dl class="history">
57        <dt>2010/01/07</dt>
58<dd>Initial version.<br />
59        </dd>
60      </dl>
61    </div>
62  <hr><p>CONFIDENTIAL</p></body>
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