Fixes query for active texture

TRAC #12374 Original-Author: Jim Hauxwell <james@dattrax.co.uk> Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Shannon Woods git-svn-id: https://angleproject.googlecode.com/svn/trunk@312 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent c6c6f027
...@@ -1322,46 +1322,46 @@ bool Context::getIntegerv(GLenum pname, GLint *params) ...@@ -1322,46 +1322,46 @@ 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 = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break; case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break; case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break; case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break; case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ 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; break; case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer; break;
case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer; break; case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer; break;
case GL_FRAMEBUFFER_BINDING: *params = mState.framebuffer; break; case GL_FRAMEBUFFER_BINDING: *params = mState.framebuffer; break;
case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer; break; case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer; break;
case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break;
case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
case GL_ACTIVE_TEXTURE: *params = mState.activeSampler; break; case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
case GL_STENCIL_REF: *params = mState.stencilRef; break; case GL_STENCIL_REF: *params = mState.stencilRef; break;
case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
case GL_STENCIL_FAIL: *params = mState.stencilFail; break; case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
case GL_DEPTH_FUNC: *params = mState.depthFunc; break; case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
case GL_SUBPIXEL_BITS: *params = 4; break; case GL_SUBPIXEL_BITS: *params = 4; break;
case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break; case GL_MAX_TEXTURE_SIZE: *params = gl::MAX_TEXTURE_SIZE; break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break; case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = gl::MAX_CUBE_MAP_TEXTURE_SIZE; break;
case GL_SAMPLE_BUFFERS: *params = 0; break; case GL_SAMPLE_BUFFERS: *params = 0; break;
case GL_SAMPLES: *params = 0; break; case GL_SAMPLES: *params = 0; break;
case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break; case GL_IMPLEMENTATION_COLOR_READ_TYPE: *params = gl::IMPLEMENTATION_COLOR_READ_TYPE; break;
case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break; case GL_IMPLEMENTATION_COLOR_READ_FORMAT: *params = gl::IMPLEMENTATION_COLOR_READ_FORMAT; break;
case GL_MAX_VIEWPORT_DIMS: case GL_MAX_VIEWPORT_DIMS:
......
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