xenocara/dist/Mesa/progs/util/glstate.c
2007-11-24 17:25:28 +00:00

508 lines
16 KiB
C

/* $Id: glstate.c,v 1.1.1.2 2007/11/24 17:26:49 matthieu Exp $ */
/*
* Print GL state information (for debugging)
* Copyright (C) 1998 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: glstate.c,v $
* Revision 1.1.1.2 2007/11/24 17:26:49 matthieu
* Mesa 7.0.1
*
* Revision 1.1 1999/08/19 00:55:42 jtg
* Initial revision
*
* Revision 1.4 1999/06/19 01:36:43 brianp
* more features added
*
* Revision 1.3 1999/02/24 05:16:20 brianp
* added still more records to EnumTable
*
* Revision 1.2 1998/11/24 03:47:54 brianp
* added more records to EnumTable
*
* Revision 1.1 1998/11/24 03:41:16 brianp
* Initial revision
*
*/
#include <assert.h>
#include <GL/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include "glstate.h"
#define FLOAT 1
#define INT 2
#define DOUBLE 3
#define BOOLEAN 4
#define ENUM 5
#define VOID 6
#define LAST_TOKEN ~0
struct EnumRecord {
GLenum enumerator; /* GLenum constant */
const char *string; /* string name */
int getType; /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */
int getCount; /* number of values returned by the glGet*v() call */
};
/* XXX Lots more records to add here! Help, anyone? */
static struct EnumRecord EnumTable[] = {
{ GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 },
{ GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 },
{ GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 },
{ GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 },
{ GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 },
{ GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 },
{ GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 },
{ GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 },
{ GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 },
{ GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 },
{ GL_ALWAYS, "GL_ALWAYS", ENUM, 0 },
{ GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 },
{ GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 },
{ GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 },
{ GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 },
{ GL_BLEND, "GL_BLEND", BOOLEAN, 1 },
{ GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 },
{ GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 },
{ GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 },
{ GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 },
{ GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 },
{ GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 },
{ GL_CLEAR, "GL_CLEAR", ENUM, 0 },
{ GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 },
{ GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 },
{ GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 },
{ GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 },
{ GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 },
{ GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 },
{ GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 },
{ GL_COEFF, "GL_COEEF", ENUM, 0 },
{ GL_COLOR, "GL_COLOR", ENUM, 0 },
{ GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 },
{ GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 },
{ GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 },
{ GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 },
{ GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 },
{ GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 },
{ GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 },
{ GL_COMPILE, "GL_COMPILE", ENUM, 0 },
{ GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 },
{ GL_COPY, "GL_COPY", ENUM, 0 },
{ GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 },
{ GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 },
{ GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 },
{ GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 },
{ GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 },
{ GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 },
{ GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 },
{ GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 },
{ GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 },
{ GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 },
{ GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 },
{ GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 },
{ GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 },
{ GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 },
{ GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 },
{ GL_CW, "GL_CW", ENUM, 0 },
{ GL_CCW, "GL_CCW", ENUM, 0 },
{ GL_DECAL, "GL_DECAL", ENUM, 0 },
{ GL_DECR, "GL_DECR", ENUM, 0 },
{ GL_DEPTH, "GL_DEPTH", ENUM, 0 },
{ GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 },
{ GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 },
{ GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 },
{ GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 },
{ GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 },
{ GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 },
{ GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 },
{ GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 },
{ GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 },
{ GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 },
{ GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 }, /*XXX*/
{ GL_DITHER, "GL_DITHER", BOOLEAN, 1 },
{ GL_DOMAIN, "GL_DOMAIN", ENUM, 0 },
{ GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 },
{ GL_DOUBLE, "GL_DOUBLE", ENUM, 0 },
{ GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1},
{ GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 },
{ GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 },
{ GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 },
{ GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 },
{ GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 },
/* XXX GL_EDGE_FLAG_ARRAY_* */
{ GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */
{ GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 },
{ GL_EQUAL, "GL_EQUAL", ENUM, 0 },
{ GL_EQUIV, "GL_EQUIV", ENUM, 0 },
{ GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 },
{ GL_EXP, "GL_EXP", ENUM, 0 },
{ GL_EXP2, "GL_EXP2", ENUM, 0 },
{ GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 },
{ GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 },
{ GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 },
{ GL_FALSE, "GL_FALSE", ENUM, 0 },
{ GL_FASTEST, "GL_FASTEST", ENUM, 0 },
{ GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 },
{ GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 },
{ GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 },
{ GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 },
{ GL_FILL, "GL_FILL", ENUM, 0 },
{ GL_FLAT, "GL_FLAT", ENUM, 0 },
{ GL_FLOAT, "GL_FLOAT", ENUM, 0 },
{ GL_FOG, "GL_FOG", BOOLEAN, 1 },
{ GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 },
{ GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 },
{ GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 },
{ GL_FOG_END, "GL_FOG_END", FLOAT, 1 },
{ GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 },
{ GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 },
{ GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 },
{ GL_FOG_START, "GL_FOG_START", FLOAT, 1 },
{ GL_FRONT, "GL_FRONT", ENUM, 0 },
{ GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 },
{ GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 },
{ GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 },
{ GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 },
{ GL_GEQUAL, "GL_GEQUAL", ENUM, 0 },
{ GL_GREATER, "GL_GREATER", ENUM, 0 },
{ GL_GREEN, "GL_GREEN", ENUM, 0 },
{ GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 },
{ GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 },
{ GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 },
{ GL_LESS, "GL_LESS", ENUM, 0 },
{ GL_LEQUAL, "GL_LEQUAL", ENUM, 0 },
{ GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 },
{ GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 },
{ GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 },
{ GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 },
{ GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 },
{ GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 },
{ GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 },
{ GL_NEVER, "GL_NEVER", ENUM, 0 },
{ GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 },
{ GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 },
{ GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 },
{ GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 },
{ GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 },
{ GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 },
{ GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 },
{ GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 },
{ GL_TRUE, "GL_TRUE", ENUM, 0 },
{ GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 },
{ GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 },
{ GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 },
{ GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 },
{ GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 },
{ GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 },
{ GL_VIEWPORT, "GL_VIEWPORT", INT, 4 },
/*
* Extensions
*/
#if defined(GL_EXT_blend_minmax)
{ GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 },
#endif
#if defined(GL_EXT_blend_color)
{ GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 },
#endif
#if defined(GL_EXT_point_parameters)
{ GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 },
#endif
#if defined(GL_INGR_blend_func_separate)
{ GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 },
{ GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 },
{ GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 },
{ GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 },
#endif
{ LAST_TOKEN, "", 0, 0 }
};
static const struct EnumRecord *FindRecord( GLenum var )
{
int i;
for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) {
if (EnumTable[i].enumerator == var) {
return &EnumTable[i];
}
}
return NULL;
}
/*
* Return the string label for the given enum.
*/
const char *GetEnumString( GLenum var )
{
const struct EnumRecord *rec = FindRecord(var);
if (rec)
return rec->string;
else
return NULL;
}
/*
* Print current value of the given state variable.
*/
void PrintState( int indent, GLenum var )
{
const struct EnumRecord *rec = FindRecord(var);
while (indent-- > 0)
putchar(' ');
if (rec) {
if (rec->getCount <= 0) {
assert(rec->getType == ENUM);
printf("%s is not a state variable\n", rec->string);
}
else {
switch (rec->getType) {
case INT:
{
GLint values[100];
int i;
glGetIntegerv(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++)
printf("%d ", values[i]);
printf("\n");
}
break;
case FLOAT:
{
GLfloat values[100];
int i;
glGetFloatv(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++)
printf("%f ", values[i]);
printf("\n");
}
break;
case DOUBLE:
{
GLdouble values[100];
int i;
glGetDoublev(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++)
printf("%f ", (float) values[i]);
printf("\n");
}
break;
case BOOLEAN:
{
GLboolean values[100];
int i;
glGetBooleanv(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++)
printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE");
printf("\n");
}
break;
case ENUM:
{
GLint values[100];
int i;
glGetIntegerv(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++) {
const char *str = GetEnumString((GLenum) values[i]);
if (str)
printf("%s ", str);
else
printf("??? ");
}
printf("\n");
}
break;
case VOID:
{
GLvoid *values[100];
int i;
glGetPointerv(rec->enumerator, values);
printf("%s = ", rec->string);
for (i = 0; i < rec->getCount; i++) {
printf("%p ", values[i]);
}
printf("\n");
}
break;
default:
printf("fatal error in PrintState()\n");
abort();
}
}
}
else {
printf("Unknown GLenum passed to PrintState()\n");
}
}
/*
* Print all glPixelStore-related state.
* NOTE: Should write similar functions for lighting, texturing, etc.
*/
void PrintPixelStoreState( void )
{
const GLenum enums[] = {
GL_PACK_SWAP_BYTES,
GL_PACK_LSB_FIRST,
GL_PACK_ROW_LENGTH,
GL_PACK_SKIP_PIXELS,
GL_PACK_SKIP_ROWS,
GL_PACK_ALIGNMENT,
GL_UNPACK_SWAP_BYTES,
GL_UNPACK_LSB_FIRST,
GL_UNPACK_ROW_LENGTH,
GL_UNPACK_SKIP_PIXELS,
GL_UNPACK_SKIP_ROWS,
GL_UNPACK_ALIGNMENT,
0
};
int i;
printf("Pixel pack/unpack state:\n");
for (i = 0; enums[i]; i++) {
PrintState(3, enums[i]);
}
}
/*
* Print all state for the given attribute group.
*/
void PrintAttribState( GLbitfield attrib )
{
static const GLenum depth_buffer_enums[] = {
GL_DEPTH_FUNC,
GL_DEPTH_CLEAR_VALUE,
GL_DEPTH_TEST,
GL_DEPTH_WRITEMASK,
0
};
static const GLenum fog_enums[] = {
GL_FOG,
GL_FOG_COLOR,
GL_FOG_DENSITY,
GL_FOG_START,
GL_FOG_END,
GL_FOG_INDEX,
GL_FOG_MODE,
0
};
static const GLenum line_enums[] = {
GL_LINE_SMOOTH,
GL_LINE_STIPPLE,
GL_LINE_STIPPLE_PATTERN,
GL_LINE_STIPPLE_REPEAT,
GL_LINE_WIDTH,
0
};
const GLenum *enumList = NULL;
switch (attrib) {
case GL_DEPTH_BUFFER_BIT:
enumList = depth_buffer_enums;
printf("GL_DEPTH_BUFFER_BIT state:\n");
break;
case GL_FOG_BIT:
enumList = fog_enums;
printf("GL_FOG_BIT state:\n");
break;
case GL_LINE_BIT:
enumList = line_enums;
printf("GL_LINE_BIT state:\n");
break;
default:
printf("Bad value in PrintAttribState()\n");
}
if (enumList) {
int i;
for (i = 0; enumList[i]; i++)
PrintState(3, enumList[i]);
}
}
/*#define TEST*/
#ifdef TEST
#include <GL/glut.h>
int main( int argc, char *argv[] )
{
glutInit( &argc, argv );
glutInitWindowPosition(0, 0);
glutInitWindowSize(400, 300);
glutInitDisplayMode(GLUT_RGB);
glutCreateWindow(argv[0]);
PrintAttribState(GL_DEPTH_BUFFER_BIT);
PrintAttribState(GL_FOG_BIT);
PrintAttribState(GL_LINE_BIT);
PrintState(0, GL_ALPHA_BITS);
PrintState(0, GL_VIEWPORT);
PrintState(0, GL_ALPHA_TEST_FUNC);
PrintState(0, GL_MODELVIEW_MATRIX);
PrintState(0, GL_ALWAYS);
PrintPixelStoreState();
return 0;
}
#endif