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Chen Yisong
angle
Commits
1caff076
Commit
1caff076
authored
Jul 19, 2013
by
Jamie Madill
Committed by
Shannon Woods
Jul 19, 2013
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Plain Diff
Align the vertical whitespace in the big switch in Context::getIntegerv.
TRAC #23082 Signed-off-by: Shannon Woods Signed-off-by: Geoff Lang Authored-by: Jamie Madill
parent
38850df8
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61 additions
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61 deletions
+61
-61
Context.cpp
src/libGLESv2/Context.cpp
+61
-61
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src/libGLESv2/Context.cpp
View file @
1caff076
...
...
@@ -1529,67 +1529,67 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
// Context::getFloatv.
switch
(
pname
)
{
case
GL_MAX_VERTEX_ATTRIBS
:
*
params
=
gl
::
MAX_VERTEX_ATTRIBS
;
break
;
case
GL_MAX_VERTEX_UNIFORM_VECTORS
:
*
params
=
mRenderer
->
getMaxVertexUniformVectors
();
break
;
case
GL_MAX_VERTEX_UNIFORM_COMPONENTS
:
*
params
=
mRenderer
->
getMaxVertexUniformVectors
()
*
4
;
break
;
case
GL_MAX_VARYING_VECTORS
:
*
params
=
mRenderer
->
getMaxVaryingVectors
();
break
;
case
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
:
*
params
=
mRenderer
->
getMaxCombinedTextureImageUnits
();
break
;
case
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
:
*
params
=
mRenderer
->
getMaxVertexTextureImageUnits
();
break
;
case
GL_MAX_TEXTURE_IMAGE_UNITS
:
*
params
=
gl
::
MAX_TEXTURE_IMAGE_UNITS
;
break
;
case
GL_MAX_FRAGMENT_UNIFORM_VECTORS
:
*
params
=
mRenderer
->
getMaxFragmentUniformVectors
();
break
;
case
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
:
*
params
=
mRenderer
->
getMaxFragmentUniformVectors
()
*
4
;
break
;
case
GL_MAX_RENDERBUFFER_SIZE
:
*
params
=
getMaximumRenderbufferDimension
();
break
;
case
GL_MAX_COLOR_ATTACHMENTS_EXT
:
*
params
=
mRenderer
->
getMaxRenderTargets
();
break
;
case
GL_MAX_DRAW_BUFFERS_EXT
:
*
params
=
mRenderer
->
getMaxRenderTargets
();
break
;
case
GL_NUM_SHADER_BINARY_FORMATS
:
*
params
=
0
;
break
;
case
GL_SHADER_BINARY_FORMATS
:
/* no shader binary formats are supported */
break
;
case
GL_ARRAY_BUFFER_BINDING
:
*
params
=
mState
.
arrayBuffer
.
id
();
break
;
case
GL_ELEMENT_ARRAY_BUFFER_BINDING
:
*
params
=
getCurrentVertexArray
()
->
getElementArrayBufferId
();
break
;
//case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
case
GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
:
*
params
=
mState
.
drawFramebuffer
;
break
;
case
GL_READ_FRAMEBUFFER_BINDING_ANGLE
:
*
params
=
mState
.
readFramebuffer
;
break
;
case
GL_RENDERBUFFER_BINDING
:
*
params
=
mState
.
renderbuffer
.
id
();
break
;
case
GL_VERTEX_ARRAY_BINDING
:
*
params
=
mState
.
vertexArray
;
break
;
case
GL_CURRENT_PROGRAM
:
*
params
=
mState
.
currentProgram
;
break
;
case
GL_PACK_ALIGNMENT
:
*
params
=
mState
.
packAlignment
;
break
;
case
GL_PACK_REVERSE_ROW_ORDER_ANGLE
:
*
params
=
mState
.
packReverseRowOrder
;
break
;
case
GL_UNPACK_ALIGNMENT
:
*
params
=
mState
.
unpackAlignment
;
break
;
case
GL_GENERATE_MIPMAP_HINT
:
*
params
=
mState
.
generateMipmapHint
;
break
;
case
GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
:
*
params
=
mState
.
fragmentShaderDerivativeHint
;
break
;
case
GL_ACTIVE_TEXTURE
:
*
params
=
(
mState
.
activeSampler
+
GL_TEXTURE0
);
break
;
case
GL_STENCIL_FUNC
:
*
params
=
mState
.
depthStencil
.
stencilFunc
;
break
;
case
GL_STENCIL_REF
:
*
params
=
mState
.
stencilRef
;
break
;
case
GL_STENCIL_VALUE_MASK
:
*
params
=
mState
.
depthStencil
.
stencilMask
;
break
;
case
GL_STENCIL_BACK_FUNC
:
*
params
=
mState
.
depthStencil
.
stencilBackFunc
;
break
;
case
GL_STENCIL_BACK_REF
:
*
params
=
mState
.
stencilBackRef
;
break
;
case
GL_STENCIL_BACK_VALUE_MASK
:
*
params
=
mState
.
depthStencil
.
stencilBackMask
;
break
;
case
GL_STENCIL_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilFail
;
break
;
case
GL_STENCIL_PASS_DEPTH_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilPassDepthFail
;
break
;
case
GL_STENCIL_PASS_DEPTH_PASS
:
*
params
=
mState
.
depthStencil
.
stencilPassDepthPass
;
break
;
case
GL_STENCIL_BACK_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilBackFail
;
break
;
case
GL_STENCIL_BACK_PASS_DEPTH_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilBackPassDepthFail
;
break
;
case
GL_STENCIL_BACK_PASS_DEPTH_PASS
:
*
params
=
mState
.
depthStencil
.
stencilBackPassDepthPass
;
break
;
case
GL_DEPTH_FUNC
:
*
params
=
mState
.
depthStencil
.
depthFunc
;
break
;
case
GL_BLEND_SRC_RGB
:
*
params
=
mState
.
blend
.
sourceBlendRGB
;
break
;
case
GL_BLEND_SRC_ALPHA
:
*
params
=
mState
.
blend
.
sourceBlendAlpha
;
break
;
case
GL_BLEND_DST_RGB
:
*
params
=
mState
.
blend
.
destBlendRGB
;
break
;
case
GL_BLEND_DST_ALPHA
:
*
params
=
mState
.
blend
.
destBlendAlpha
;
break
;
case
GL_BLEND_EQUATION_RGB
:
*
params
=
mState
.
blend
.
blendEquationRGB
;
break
;
case
GL_BLEND_EQUATION_ALPHA
:
*
params
=
mState
.
blend
.
blendEquationAlpha
;
break
;
case
GL_STENCIL_WRITEMASK
:
*
params
=
mState
.
depthStencil
.
stencilWritemask
;
break
;
case
GL_STENCIL_BACK_WRITEMASK
:
*
params
=
mState
.
depthStencil
.
stencilBackWritemask
;
break
;
case
GL_STENCIL_CLEAR_VALUE
:
*
params
=
mState
.
stencilClearValue
;
break
;
case
GL_SUBPIXEL_BITS
:
*
params
=
4
;
break
;
case
GL_MAX_TEXTURE_SIZE
:
*
params
=
getMaximum2DTextureDimension
();
break
;
case
GL_MAX_CUBE_MAP_TEXTURE_SIZE
:
*
params
=
getMaximumCubeTextureDimension
();
break
;
case
GL_MAX_3D_TEXTURE_SIZE
:
*
params
=
getMaximum3DTextureDimension
();
break
;
case
GL_MAX_ARRAY_TEXTURE_LAYERS
:
*
params
=
getMaximum2DArrayTextureLayers
();
break
;
case
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
:
*
params
=
getUniformBufferOffsetAlignment
();
break
;
case
GL_MAX_UNIFORM_BUFFER_BINDINGS
:
*
params
=
getMaximumCombinedUniformBufferBindings
();
break
;
case
GL_MAX_VERTEX_UNIFORM_BLOCKS
:
*
params
=
mRenderer
->
getMaxVertexShaderUniformBuffers
();
break
;
case
GL_MAX_FRAGMENT_UNIFORM_BLOCKS
:
*
params
=
mRenderer
->
getMaxFragmentShaderUniformBuffers
();
break
;
case
GL_MAX_COMBINED_UNIFORM_BLOCKS
:
*
params
=
getMaximumCombinedUniformBufferBindings
();
break
;
case
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
:
*
params
=
0
;
UNIMPLEMENTED
();
break
;
case
GL_MAX_VERTEX_ATTRIBS
:
*
params
=
gl
::
MAX_VERTEX_ATTRIBS
;
break
;
case
GL_MAX_VERTEX_UNIFORM_VECTORS
:
*
params
=
mRenderer
->
getMaxVertexUniformVectors
();
break
;
case
GL_MAX_VERTEX_UNIFORM_COMPONENTS
:
*
params
=
mRenderer
->
getMaxVertexUniformVectors
()
*
4
;
break
;
case
GL_MAX_VARYING_VECTORS
:
*
params
=
mRenderer
->
getMaxVaryingVectors
();
break
;
case
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
:
*
params
=
mRenderer
->
getMaxCombinedTextureImageUnits
();
break
;
case
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
:
*
params
=
mRenderer
->
getMaxVertexTextureImageUnits
();
break
;
case
GL_MAX_TEXTURE_IMAGE_UNITS
:
*
params
=
gl
::
MAX_TEXTURE_IMAGE_UNITS
;
break
;
case
GL_MAX_FRAGMENT_UNIFORM_VECTORS
:
*
params
=
mRenderer
->
getMaxFragmentUniformVectors
();
break
;
case
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
:
*
params
=
mRenderer
->
getMaxFragmentUniformVectors
()
*
4
;
break
;
case
GL_MAX_RENDERBUFFER_SIZE
:
*
params
=
getMaximumRenderbufferDimension
();
break
;
case
GL_MAX_COLOR_ATTACHMENTS_EXT
:
*
params
=
mRenderer
->
getMaxRenderTargets
();
break
;
case
GL_MAX_DRAW_BUFFERS_EXT
:
*
params
=
mRenderer
->
getMaxRenderTargets
();
break
;
case
GL_NUM_SHADER_BINARY_FORMATS
:
*
params
=
0
;
break
;
case
GL_SHADER_BINARY_FORMATS
:
/* no shader binary formats are supported */
break
;
case
GL_ARRAY_BUFFER_BINDING
:
*
params
=
mState
.
arrayBuffer
.
id
();
break
;
case
GL_ELEMENT_ARRAY_BUFFER_BINDING
:
*
params
=
getCurrentVertexArray
()
->
getElementArrayBufferId
();
break
;
//case GL_FRAMEBUFFER_BINDING:
// now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
case
GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
:
*
params
=
mState
.
drawFramebuffer
;
break
;
case
GL_READ_FRAMEBUFFER_BINDING_ANGLE
:
*
params
=
mState
.
readFramebuffer
;
break
;
case
GL_RENDERBUFFER_BINDING
:
*
params
=
mState
.
renderbuffer
.
id
();
break
;
case
GL_VERTEX_ARRAY_BINDING
:
*
params
=
mState
.
vertexArray
;
break
;
case
GL_CURRENT_PROGRAM
:
*
params
=
mState
.
currentProgram
;
break
;
case
GL_PACK_ALIGNMENT
:
*
params
=
mState
.
packAlignment
;
break
;
case
GL_PACK_REVERSE_ROW_ORDER_ANGLE
:
*
params
=
mState
.
packReverseRowOrder
;
break
;
case
GL_UNPACK_ALIGNMENT
:
*
params
=
mState
.
unpackAlignment
;
break
;
case
GL_GENERATE_MIPMAP_HINT
:
*
params
=
mState
.
generateMipmapHint
;
break
;
case
GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
:
*
params
=
mState
.
fragmentShaderDerivativeHint
;
break
;
case
GL_ACTIVE_TEXTURE
:
*
params
=
(
mState
.
activeSampler
+
GL_TEXTURE0
);
break
;
case
GL_STENCIL_FUNC
:
*
params
=
mState
.
depthStencil
.
stencilFunc
;
break
;
case
GL_STENCIL_REF
:
*
params
=
mState
.
stencilRef
;
break
;
case
GL_STENCIL_VALUE_MASK
:
*
params
=
mState
.
depthStencil
.
stencilMask
;
break
;
case
GL_STENCIL_BACK_FUNC
:
*
params
=
mState
.
depthStencil
.
stencilBackFunc
;
break
;
case
GL_STENCIL_BACK_REF
:
*
params
=
mState
.
stencilBackRef
;
break
;
case
GL_STENCIL_BACK_VALUE_MASK
:
*
params
=
mState
.
depthStencil
.
stencilBackMask
;
break
;
case
GL_STENCIL_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilFail
;
break
;
case
GL_STENCIL_PASS_DEPTH_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilPassDepthFail
;
break
;
case
GL_STENCIL_PASS_DEPTH_PASS
:
*
params
=
mState
.
depthStencil
.
stencilPassDepthPass
;
break
;
case
GL_STENCIL_BACK_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilBackFail
;
break
;
case
GL_STENCIL_BACK_PASS_DEPTH_FAIL
:
*
params
=
mState
.
depthStencil
.
stencilBackPassDepthFail
;
break
;
case
GL_STENCIL_BACK_PASS_DEPTH_PASS
:
*
params
=
mState
.
depthStencil
.
stencilBackPassDepthPass
;
break
;
case
GL_DEPTH_FUNC
:
*
params
=
mState
.
depthStencil
.
depthFunc
;
break
;
case
GL_BLEND_SRC_RGB
:
*
params
=
mState
.
blend
.
sourceBlendRGB
;
break
;
case
GL_BLEND_SRC_ALPHA
:
*
params
=
mState
.
blend
.
sourceBlendAlpha
;
break
;
case
GL_BLEND_DST_RGB
:
*
params
=
mState
.
blend
.
destBlendRGB
;
break
;
case
GL_BLEND_DST_ALPHA
:
*
params
=
mState
.
blend
.
destBlendAlpha
;
break
;
case
GL_BLEND_EQUATION_RGB
:
*
params
=
mState
.
blend
.
blendEquationRGB
;
break
;
case
GL_BLEND_EQUATION_ALPHA
:
*
params
=
mState
.
blend
.
blendEquationAlpha
;
break
;
case
GL_STENCIL_WRITEMASK
:
*
params
=
mState
.
depthStencil
.
stencilWritemask
;
break
;
case
GL_STENCIL_BACK_WRITEMASK
:
*
params
=
mState
.
depthStencil
.
stencilBackWritemask
;
break
;
case
GL_STENCIL_CLEAR_VALUE
:
*
params
=
mState
.
stencilClearValue
;
break
;
case
GL_SUBPIXEL_BITS
:
*
params
=
4
;
break
;
case
GL_MAX_TEXTURE_SIZE
:
*
params
=
getMaximum2DTextureDimension
();
break
;
case
GL_MAX_CUBE_MAP_TEXTURE_SIZE
:
*
params
=
getMaximumCubeTextureDimension
();
break
;
case
GL_MAX_3D_TEXTURE_SIZE
:
*
params
=
getMaximum3DTextureDimension
();
break
;
case
GL_MAX_ARRAY_TEXTURE_LAYERS
:
*
params
=
getMaximum2DArrayTextureLayers
();
break
;
case
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
:
*
params
=
getUniformBufferOffsetAlignment
();
break
;
case
GL_MAX_UNIFORM_BUFFER_BINDINGS
:
*
params
=
getMaximumCombinedUniformBufferBindings
();
break
;
case
GL_MAX_VERTEX_UNIFORM_BLOCKS
:
*
params
=
mRenderer
->
getMaxVertexShaderUniformBuffers
();
break
;
case
GL_MAX_FRAGMENT_UNIFORM_BLOCKS
:
*
params
=
mRenderer
->
getMaxFragmentShaderUniformBuffers
();
break
;
case
GL_MAX_COMBINED_UNIFORM_BLOCKS
:
*
params
=
getMaximumCombinedUniformBufferBindings
();
break
;
case
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
:
*
params
=
0
;
UNIMPLEMENTED
();
break
;
case
GL_NUM_COMPRESSED_TEXTURE_FORMATS
:
params
[
0
]
=
mNumCompressedTextureFormats
;
break
;
...
...
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