Allow the application to query the maximum number of color attachment point…

Allow the application to query the maximum number of color attachment point values with GetIntegerv. TRAC #22656 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@2005 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent a4e7017d
...@@ -1278,6 +1278,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params) ...@@ -1278,6 +1278,7 @@ bool Context::getIntegerv(GLenum pname, GLint *params)
case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; 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_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break;
case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break;
case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break;
case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ 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_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.id(); break;
...@@ -1537,6 +1538,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu ...@@ -1537,6 +1538,7 @@ bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *nu
case GL_MAX_TEXTURE_IMAGE_UNITS: case GL_MAX_TEXTURE_IMAGE_UNITS:
case GL_MAX_FRAGMENT_UNIFORM_VECTORS: case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
case GL_MAX_RENDERBUFFER_SIZE: case GL_MAX_RENDERBUFFER_SIZE:
case GL_MAX_COLOR_ATTACHMENTS_EXT:
case GL_NUM_SHADER_BINARY_FORMATS: case GL_NUM_SHADER_BINARY_FORMATS:
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
case GL_ARRAY_BUFFER_BINDING: case GL_ARRAY_BUFFER_BINDING:
......
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