e9438a8659
and xserver)...
509 lines
16 KiB
C
509 lines
16 KiB
C
/* $Id: glstate.c,v 1.1.1.1 2006/11/25 18:55:14 matthieu Exp $ */
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/*
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* Print GL state information (for debugging)
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* Copyright (C) 1998 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: glstate.c,v $
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* Revision 1.1.1.1 2006/11/25 18:55:14 matthieu
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* Import MesaLibs 6.5.1. (in dist/ since its code is shared between lib
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* and xserver)...
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*
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* Revision 1.1.1.1 1999/08/19 00:55:42 jtg
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* Imported sources
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*
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* Revision 1.4 1999/06/19 01:36:43 brianp
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* more features added
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*
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* Revision 1.3 1999/02/24 05:16:20 brianp
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* added still more records to EnumTable
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*
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* Revision 1.2 1998/11/24 03:47:54 brianp
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* added more records to EnumTable
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*
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* Revision 1.1 1998/11/24 03:41:16 brianp
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* Initial revision
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*
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*/
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#include <assert.h>
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#include <GL/gl.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "glstate.h"
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#define FLOAT 1
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#define INT 2
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#define DOUBLE 3
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#define BOOLEAN 4
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#define ENUM 5
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#define VOID 6
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#define LAST_TOKEN ~0
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struct EnumRecord {
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GLenum enumerator; /* GLenum constant */
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const char *string; /* string name */
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int getType; /* INT, FLOAT, DOUBLE, BOOLEAN, ENUM, or VOID */
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int getCount; /* number of values returned by the glGet*v() call */
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};
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/* XXX Lots more records to add here! Help, anyone? */
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static struct EnumRecord EnumTable[] = {
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{ GL_ACCUM_RED_BITS, "GL_ACCUM_RED_BITS", INT, 1 },
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{ GL_ACCUM_GREEN_BITS, "GL_ACCUM_GREEN_BITS", INT, 1 },
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{ GL_ACCUM_BLUE_BITS, "GL_ACCUM_BLUE_BITS", INT, 1 },
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{ GL_ACCUM_ALPHA_BITS, "GL_ACCUM_ALPHA_BITS", INT, 1 },
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{ GL_ACCUM_CLEAR_VALUE, "GL_ACCUM_CLEAR_VALUE", FLOAT, 4 },
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{ GL_ALPHA_BIAS, "GL_ALPHA_BIAS", FLOAT, 1 },
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{ GL_ALPHA_BITS, "GL_ALPHA_BITS", INT, 1 },
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{ GL_ALPHA_SCALE, "GL_ALPHA_SCALE", FLOAT, 1 },
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{ GL_ALPHA_TEST, "GL_ALPHA_TEST", BOOLEAN, 1 },
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{ GL_ALPHA_TEST_FUNC, "GL_ALPHA_TEST_FUNC", ENUM, 1 },
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{ GL_ALWAYS, "GL_ALWAYS", ENUM, 0 },
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{ GL_ALPHA_TEST_REF, "GL_ALPHA_TEST_REF", FLOAT, 1 },
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{ GL_ATTRIB_STACK_DEPTH, "GL_ATTRIB_STACK_DEPTH", INT, 1 },
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{ GL_AUTO_NORMAL, "GL_AUTO_NORMAL", BOOLEAN, 1 },
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{ GL_AUX_BUFFERS, "GL_AUX_BUFFERS", INT, 1 },
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{ GL_BLEND, "GL_BLEND", BOOLEAN, 1 },
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{ GL_BLEND_DST, "GL_BLEND_DST", ENUM, 1 },
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{ GL_BLEND_SRC, "GL_BLEND_SRC", ENUM, 1 },
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{ GL_BLUE_BIAS, "GL_BLUE_BIAS", FLOAT, 1 },
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{ GL_BLUE_BITS, "GL_BLUE_BITS", INT, 1 },
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{ GL_BLUE_SCALE, "GL_BLUE_SCALE", FLOAT, 1 },
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{ GL_CLAMP_TO_EDGE, "GL_CLAMP_TO_EDGE", ENUM, 0 },
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{ GL_CLEAR, "GL_CLEAR", ENUM, 0 },
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{ GL_CLIENT_ATTRIB_STACK_DEPTH, "GL_CLIENT_ATTRIB_STACK_DEPTH", INT, 1 },
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{ GL_CLIP_PLANE0, "GL_CLIP_PLANE0", BOOLEAN, 1 },
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{ GL_CLIP_PLANE1, "GL_CLIP_PLANE1", BOOLEAN, 1 },
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{ GL_CLIP_PLANE2, "GL_CLIP_PLANE2", BOOLEAN, 1 },
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{ GL_CLIP_PLANE3, "GL_CLIP_PLANE3", BOOLEAN, 1 },
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{ GL_CLIP_PLANE4, "GL_CLIP_PLANE4", BOOLEAN, 1 },
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{ GL_CLIP_PLANE5, "GL_CLIP_PLANE5", BOOLEAN, 1 },
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{ GL_COEFF, "GL_COEEF", ENUM, 0 },
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{ GL_COLOR, "GL_COLOR", ENUM, 0 },
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{ GL_COLOR_BUFFER_BIT, "GL_COLOR_BUFFER_BIT", ENUM, 0 },
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{ GL_COLOR_CLEAR_VALUE, "GL_COLOR_CLEAR_VALUE", FLOAT, 4 },
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{ GL_COLOR_INDEX, "GL_COLOR_INDEX", ENUM, 0 },
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{ GL_COLOR_MATERIAL, "GL_COLOR_MATERIAL", BOOLEAN, 1 },
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{ GL_COLOR_MATERIAL_FACE, "GL_COLOR_MATERIAL_FACE", ENUM, 1 },
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{ GL_COLOR_MATERIAL_PARAMETER, "GL_COLOR_MATERIAL_PARAMETER", ENUM, 1 },
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{ GL_COLOR_WRITEMASK, "GL_COLOR_WRITEMASK", BOOLEAN, 4 },
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{ GL_COMPILE, "GL_COMPILE", ENUM, 0 },
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{ GL_COMPILE_AND_EXECUTE, "GL_COMPILE_AND_EXECUTE", ENUM, 0 },
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{ GL_COPY, "GL_COPY", ENUM, 0 },
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{ GL_COPY_INVERTED, "GL_COPY_INVERTED", ENUM, 0 },
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{ GL_COPY_PIXEL_TOKEN, "GL_COPY_PIXEL_TOKEN", ENUM, 0 },
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{ GL_CULL_FACE, "GL_CULL_FACE", BOOLEAN, 1 },
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{ GL_CULL_FACE_MODE, "GL_CULL_FACE_MODE", ENUM, 1 },
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{ GL_CURRENT_BIT, "GL_CURRENT_BIT", ENUM, 0 },
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{ GL_CURRENT_COLOR, "GL_CURRENT_COLOR", FLOAT, 4 },
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{ GL_CURRENT_INDEX, "GL_CURRENT_INDEX", INT, 1 },
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{ GL_CURRENT_NORMAL, "GL_CURRENT_NORMAL", FLOAT, 3 },
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{ GL_CURRENT_RASTER_COLOR, "GL_CURRENT_RASTER_COLOR", FLOAT, 4 },
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{ GL_CURRENT_RASTER_DISTANCE, "GL_CURRENT_RASTER_DISTANCE", FLOAT, 1 },
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{ GL_CURRENT_RASTER_INDEX, "GL_CURRENT_RASTER_INDEX", INT, 1 },
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{ GL_CURRENT_RASTER_POSITION, "GL_CURRENT_RASTER_POSITION", FLOAT, 4 },
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{ GL_CURRENT_RASTER_TEXTURE_COORDS, "GL_CURRENT_RASTER_TEXTURE_COORDS", FLOAT, 4 },
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{ GL_CURRENT_RASTER_POSITION_VALID, "GL_CURRENT_RASTER_POSITION_VALID", BOOLEAN, 1 },
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{ GL_CURRENT_TEXTURE_COORDS, "GL_CURRENT_TEXTURE_COORDS", FLOAT, 4 },
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{ GL_CW, "GL_CW", ENUM, 0 },
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{ GL_CCW, "GL_CCW", ENUM, 0 },
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{ GL_DECAL, "GL_DECAL", ENUM, 0 },
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{ GL_DECR, "GL_DECR", ENUM, 0 },
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{ GL_DEPTH, "GL_DEPTH", ENUM, 0 },
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{ GL_DEPTH_BIAS, "GL_DEPTH_BIAS", FLOAT, 1 },
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{ GL_DEPTH_BITS, "GL_DEPTH_BITS", INT, 1 },
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{ GL_DEPTH_BUFFER_BIT, "GL_DEPTH_BUFFER_BIT", ENUM, 0 },
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{ GL_DEPTH_CLEAR_VALUE, "GL_DEPTH_CLEAR_VALUE", FLOAT, 1 },
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{ GL_DEPTH_COMPONENT, "GL_DEPTH_COMPONENT", ENUM, 0 },
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{ GL_DEPTH_FUNC, "GL_DEPTH_FUNC", ENUM, 1 },
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{ GL_DEPTH_RANGE, "GL_DEPTH_RANGE", FLOAT, 2 },
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{ GL_DEPTH_SCALE, "GL_DEPTH_SCALE", FLOAT, 1 },
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{ GL_DEPTH_TEST, "GL_DEPTH_TEST", ENUM, 1 },
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{ GL_DEPTH_WRITEMASK, "GL_DEPTH_WRITEMASK", BOOLEAN, 1 },
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{ GL_DIFFUSE, "GL_DIFFUSE", ENUM, 0 }, /*XXX*/
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{ GL_DITHER, "GL_DITHER", BOOLEAN, 1 },
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{ GL_DOMAIN, "GL_DOMAIN", ENUM, 0 },
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{ GL_DONT_CARE, "GL_DONT_CARE", ENUM, 0 },
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{ GL_DOUBLE, "GL_DOUBLE", ENUM, 0 },
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{ GL_DOUBLEBUFFER, "GL_DOUBLEBUFFER", BOOLEAN, 1},
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{ GL_DRAW_BUFFER, "GL_DRAW_BUFFER", ENUM, 1 },
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{ GL_DRAW_PIXEL_TOKEN, "GL_DRAW_PIXEL_TOKEN", ENUM, 0 },
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{ GL_DST_ALPHA, "GL_DST_ALPHA", ENUM, 0 },
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{ GL_DST_COLOR, "GL_DST_COLOR", ENUM, 0 },
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{ GL_EDGE_FLAG, "GL_EDGE_FLAG", BOOLEAN, 1 },
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/* XXX GL_EDGE_FLAG_ARRAY_* */
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{ GL_EMISSION, "GL_EMISSION", ENUM, 0 }, /* XXX */
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{ GL_ENABLE_BIT, "GL_ENABLE_BIT", ENUM, 0 },
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{ GL_EQUAL, "GL_EQUAL", ENUM, 0 },
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{ GL_EQUIV, "GL_EQUIV", ENUM, 0 },
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{ GL_EVAL_BIT, "GL_EVAL_BIT", ENUM, 0 },
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{ GL_EXP, "GL_EXP", ENUM, 0 },
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{ GL_EXP2, "GL_EXP2", ENUM, 0 },
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{ GL_EXTENSIONS, "GL_EXTENSIONS", ENUM, 0 },
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{ GL_EYE_LINEAR, "GL_EYE_LINEAR", ENUM, 0 },
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{ GL_EYE_PLANE, "GL_EYE_PLANE", ENUM, 0 },
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{ GL_FALSE, "GL_FALSE", ENUM, 0 },
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{ GL_FASTEST, "GL_FASTEST", ENUM, 0 },
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{ GL_FEEDBACK, "GL_FEEDBACK", ENUM, 0 },
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{ GL_FEEDBACK_BUFFER_POINTER, "GL_FEEDBACK_BUFFER_POINTER", VOID, 0 },
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{ GL_FEEDBACK_BUFFER_SIZE, "GL_FEEDBACK_BUFFER_SIZE", INT, 1 },
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{ GL_FEEDBACK_BUFFER_TYPE, "GL_FEEDBACK_BUFFER_TYPE", INT, 1 },
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{ GL_FILL, "GL_FILL", ENUM, 0 },
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{ GL_FLAT, "GL_FLAT", ENUM, 0 },
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{ GL_FLOAT, "GL_FLOAT", ENUM, 0 },
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{ GL_FOG, "GL_FOG", BOOLEAN, 1 },
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{ GL_FOG_BIT, "GL_FOG_BIT", ENUM, 0 },
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{ GL_FOG_COLOR, "GL_FOG_COLOR", FLOAT, 4 },
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{ GL_FOG_DENSITY, "GL_FOG_DENSITY", FLOAT, 1 },
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{ GL_FOG_END, "GL_FOG_END", FLOAT, 1 },
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{ GL_FOG_HINT, "GL_FOG_HINT", ENUM, 1 },
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{ GL_FOG_INDEX, "GL_FOG_INDEX", INT, 1 },
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{ GL_FOG_MODE, "GL_FOG_MODE", ENUM, 1 },
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{ GL_FOG_START, "GL_FOG_START", FLOAT, 1 },
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{ GL_FRONT, "GL_FRONT", ENUM, 0 },
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{ GL_FRONT_AND_BACK, "GL_FRONT_AND_BACK", ENUM, 0 },
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{ GL_FRONT_FACE, "GL_FRONT_FACE", ENUM, 1 },
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{ GL_FRONT_LEFT, "GL_FRONT_LEFT", ENUM, 0 },
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{ GL_FRONT_RIGHT, "GL_FRONT_RIGHT", ENUM, 0 },
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{ GL_GEQUAL, "GL_GEQUAL", ENUM, 0 },
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{ GL_GREATER, "GL_GREATER", ENUM, 0 },
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{ GL_GREEN, "GL_GREEN", ENUM, 0 },
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{ GL_GREEN_BIAS, "GL_GREEN_BIAS", FLOAT, 1 },
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{ GL_GREEN_BITS, "GL_GREEN_BITS", INT, 1 },
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{ GL_GREEN_SCALE, "GL_GREEN_SCALE", FLOAT, 1 },
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{ GL_LESS, "GL_LESS", ENUM, 0 },
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{ GL_LEQUAL, "GL_LEQUAL", ENUM, 0 },
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{ GL_LIGHTING, "GL_LIGHTING", BOOLEAN, 1 },
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{ GL_LINE_SMOOTH, "GL_LINE_SMOOTH", BOOLEAN, 1 },
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{ GL_LINE_STIPPLE, "GL_LINE_STIPPLE", BOOLEAN, 1 },
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{ GL_LINE_STIPPLE_PATTERN, "GL_LINE_STIPPLE_PATTERN", INT, 1 },
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{ GL_LINE_STIPPLE_REPEAT, "GL_LINE_STIPPLE_REPEAT", INT, 1 },
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{ GL_LINE_WIDTH, "GL_LINE_WIDTH", FLOAT, 1 },
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{ GL_MODELVIEW_MATRIX, "GL_MODELVIEW_MATRIX", DOUBLE, 16 },
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{ GL_NEVER, "GL_NEVER", ENUM, 0 },
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{ GL_NOTEQUAL, "GL_NOTEQUAL", ENUM, 0 },
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{ GL_PROJECTION_MATRIX, "GL_PROJECTION_MATRIX", FLOAT, 16 },
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{ GL_PACK_SWAP_BYTES, "GL_PACK_SWAP_BYTES", INT, 1 },
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{ GL_PACK_LSB_FIRST, "GL_PACK_LSB_FIRST", INT, 1 },
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{ GL_PACK_ROW_LENGTH, "GL_PACK_ROW_LENGTH", INT, 1 },
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{ GL_PACK_SKIP_PIXELS, "GL_PACK_SKIP_PIXELS", INT, 1 },
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{ GL_PACK_SKIP_ROWS, "GL_PACK_SKIP_ROWS", INT, 1 },
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{ GL_PACK_ALIGNMENT, "GL_PACK_ALIGNMENT", INT, 1 },
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{ GL_TRUE, "GL_TRUE", ENUM, 0 },
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{ GL_UNPACK_SWAP_BYTES, "GL_UNPACK_SWAP_BYTES", INT, 1 },
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{ GL_UNPACK_LSB_FIRST, "GL_UNPACK_LSB_FIRST", INT, 1 },
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{ GL_UNPACK_ROW_LENGTH, "GL_UNPACK_ROW_LENGTH", INT, 1 },
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{ GL_UNPACK_SKIP_PIXELS, "GL_UNPACK_SKIP_PIXELS", INT, 1 },
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{ GL_UNPACK_SKIP_ROWS, "GL_UNPACK_SKIP_ROWS", INT, 1 },
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{ GL_UNPACK_ALIGNMENT, "GL_UNPACK_ALIGNMENT", INT, 1 },
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{ GL_VIEWPORT, "GL_VIEWPORT", INT, 4 },
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/*
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* Extensions
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*/
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#if defined(GL_EXT_blend_minmax)
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{ GL_BLEND_EQUATION_EXT, "GL_BLEND_EQUATION_EXT", ENUM, 1 },
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#endif
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#if defined(GL_EXT_blend_color)
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{ GL_BLEND_COLOR_EXT, "GL_BLEND_COLOR_EXT", FLOAT, 4 },
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#endif
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#if defined(GL_EXT_point_parameters)
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{ GL_DISTANCE_ATTENUATION_EXT, "GL_DISTANCE_ATTENUATION_EXT", FLOAT, 1 },
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#endif
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#if defined(GL_INGR_blend_func_separate)
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{ GL_BLEND_SRC_RGB_INGR, "GL_BLEND_SRC_RGB_INGR", ENUM, 1 },
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{ GL_BLEND_DST_RGB_INGR, "GL_BLEND_DST_RGB_INGR", ENUM, 1 },
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{ GL_BLEND_SRC_ALPHA_INGR, "GL_BLEND_SRC_ALPHA_INGR", ENUM, 1 },
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{ GL_BLEND_DST_ALPHA_INGR, "GL_BLEND_DST_ALPHA_INGR", ENUM, 1 },
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#endif
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{ LAST_TOKEN, "", 0, 0 }
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};
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static const struct EnumRecord *FindRecord( GLenum var )
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{
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int i;
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for (i = 0; EnumTable[i].enumerator != LAST_TOKEN; i++) {
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if (EnumTable[i].enumerator == var) {
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return &EnumTable[i];
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}
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}
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return NULL;
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}
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/*
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* Return the string label for the given enum.
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*/
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const char *GetEnumString( GLenum var )
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{
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const struct EnumRecord *rec = FindRecord(var);
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if (rec)
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return rec->string;
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else
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return NULL;
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}
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/*
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* Print current value of the given state variable.
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*/
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void PrintState( int indent, GLenum var )
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{
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const struct EnumRecord *rec = FindRecord(var);
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while (indent-- > 0)
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putchar(' ');
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if (rec) {
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if (rec->getCount <= 0) {
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assert(rec->getType == ENUM);
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printf("%s is not a state variable\n", rec->string);
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}
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else {
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switch (rec->getType) {
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case INT:
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{
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GLint values[100];
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int i;
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glGetIntegerv(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++)
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printf("%d ", values[i]);
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printf("\n");
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}
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break;
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case FLOAT:
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{
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GLfloat values[100];
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int i;
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glGetFloatv(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++)
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printf("%f ", values[i]);
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printf("\n");
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}
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break;
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case DOUBLE:
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{
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GLdouble values[100];
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int i;
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glGetDoublev(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++)
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printf("%f ", (float) values[i]);
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printf("\n");
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}
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break;
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case BOOLEAN:
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{
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GLboolean values[100];
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int i;
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glGetBooleanv(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++)
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printf("%s ", values[i] ? "GL_TRUE" : "GL_FALSE");
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printf("\n");
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}
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break;
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case ENUM:
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{
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GLint values[100];
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int i;
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glGetIntegerv(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++) {
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const char *str = GetEnumString((GLenum) values[i]);
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if (str)
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printf("%s ", str);
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else
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printf("??? ");
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}
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printf("\n");
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}
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break;
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case VOID:
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{
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GLvoid *values[100];
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int i;
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glGetPointerv(rec->enumerator, values);
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printf("%s = ", rec->string);
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for (i = 0; i < rec->getCount; i++) {
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printf("%p ", values[i]);
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}
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printf("\n");
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}
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break;
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default:
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printf("fatal error in PrintState()\n");
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abort();
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}
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}
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}
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else {
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printf("Unknown GLenum passed to PrintState()\n");
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}
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}
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/*
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* Print all glPixelStore-related state.
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* NOTE: Should write similar functions for lighting, texturing, etc.
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*/
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void PrintPixelStoreState( void )
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{
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const GLenum enums[] = {
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GL_PACK_SWAP_BYTES,
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GL_PACK_LSB_FIRST,
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GL_PACK_ROW_LENGTH,
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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
|