ref: 78f40b98dbd8ceb0e1bae3a88a89ff7919a6bda1
dir: /src/get.c/
#include "msghandling.h"
#include "zgl.h"
#define xstr(s) str(s)
#define str(s) #s
//Including this
const GLubyte* license_string = (const GLubyte*)""
"Copyright notice:\n"
"\n"
" (C) 1997-2021 Fabrice Bellard, Gek (DMHSW), C-Chads\n"
"\n"
" This software is provided 'as-is', without any express or implied\n"
" warranty. In no event will the authors be held liable for any damages\n"
" arising from the use of this software.\n"
"\n"
" Permission is granted to anyone to use this software for any purpose,\n"
" including commercial applications, and to alter it and redistribute it\n"
" freely, subject to the following restrictions:\n"
"\n"
" 1. The origin of this software must not be misrepresented; you must not\n"
" claim that you wrote the original software. If you use this software\n"
" in a product, an acknowledgment in the product and its documentation \n"
" *is* required.\n"
" 2. Altered source versions must be plainly marked as such, and must not be\n"
" misrepresented as being the original software.\n"
" 3. This notice may not be removed or altered from any source distribution.\n"
"\n"
"If you redistribute modified sources, I would appreciate that you\n"
"include in the files history information documenting your changes.";
const GLubyte* vendor_string = (const GLubyte*)"Fabrice Bellard, Gek, and the C-Chads";
const GLubyte* renderer_string = (const GLubyte*)"TinyGL";
const GLubyte* version_string = (const GLubyte*)""
xstr(TINYGL_VERSION)
" TinyGLv"
xstr(TINYGL_VERSION)
" "
#ifdef __GNUC__
"Compiled using GCC "
__VERSION__
#endif
#ifdef __TINYC__
"Compiled using Tiny C Compiler "
xstr(__TINYC__)
#endif
#ifdef _MSVC_VER
"Compiled using the worst compiler on earth, M$VC. "
#endif
#ifdef __clang__
"Compiled Using Clang "
__clang_version__
#endif
;
const GLubyte* extensions_string = (const GLubyte*)"TGL_TEXTURE "
"TGL_SMOOTHSHADING "
"TGL_LIGHTING "
"TGL_OPTIMIZATION_HINT_BRANCH_COST=" xstr(TGL_OPTIMIZATION_HINT_BRANCH_COST) " "
#if TGL_FEATURE_ERROR_CHECK == 1
"TGL_FEATURE_ERROR_CHECK "
#endif
#if TGL_FEATURE_STRICT_OOM_CHECKS == 1
"TGL_FEATURE_STRICT_OOM_CHECKS "
#endif
#if TGL_FEATURE_CUSTOM_MALLOC == 1
"TGL_FEATURE_CUSTOM_MALLOC "
#endif
#if TGL_FEATURE_FISR == 1
"TGL_FEATURE_FISR "
#endif
#if TGL_FEATURE_ARRAYS == 1
"TGL_FEATURE_ARRAYS "
#endif
#if TGL_FEATURE_DISPLAYLISTS == 1
"TGL_FEATURE_DISPLAYLISTS "
#endif
#if ZB_POINT_T_FRAC_BITS == (ZB_POINT_S_FRAC_BITS + TGL_FEATURE_TEXTURE_POW2)
"TGL_FEATURE_OPTIMIZED_TEXTURE_ACCESS "
#endif
"TGL_FEATURE_TEXTURE_POW2=" xstr(TGL_FEATURE_TEXTURE_POW2) " "
#if TGL_FEATURE_LIT_TEXTURES == 1
"TGL_FEATURE_LIT_TEXTURES "
#endif
#if TGL_FEATURE_SPECULAR_BUFFERS == 1
"TGL_FEATURE_SPECULAR_BUFFERS "
#endif
#if TGL_FEATURE_POLYGON_OFFSET == 1
"TGL_FEATURE_POLYGON_OFFSET "
#endif
#if TGL_FEATURE_POLYGON_STIPPLE == 1
"TGL_FEATURE_POLYGON_STIPPLE "
#endif
#if TGL_FEATURE_GL_POLYGON == 1
"TGL_FEATURE_GL_POLYGON "
#endif
#if TGL_FEATURE_BLEND == 1
"TGL_FEATURE_BLEND "
#endif
#if TGL_FEATURE_BLEND_DRAW_PIXELS == 1
"TGL_FEATURE_BLEND_DRAW_PIXELS "
#endif
#if TGL_FEATURE_NO_DRAW_COLOR == 1
"TGL_FEATURE_NO_DRAW_COLOR "
#endif
#if TGL_FEATURE_NO_COPY_COLOR == 1
"TGL_FEATURE_NO_COPY_COLOR "
#endif
#if TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR == 1
"TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR "
#endif
#if TGL_FEATURE_16_BITS == 1
"TGL_FEATURE_16_BITS "
#endif
#if TGL_FEATURE_32_BITS == 1
"TGL_FEATURE_32_BITS "
#endif
#if COMPILETIME_TINYGL_COMPAT_TEST == 1
"TGL_COMPILETIME_TINYGL_COMPAT_TEST "
#endif
#if TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST == 1
"TGL_FEATURE_TINYGL_RUNTIME_COMPAT_TEST "
#endif
#if defined(_OPENMP)
"TGL_FEATURE_MULTI_THREADED "
"TGL_FEATURE_MULTI_THREADED_POST_PROCESS "
#if TGL_FEATURE_MULTITHREADED_DRAWPIXELS == 1
"TGL_FEATURE_MULTITHREADED_DRAWPIXELS "
#endif
#if TGL_FEATURE_MULTITHREADED_COPY_TEXIMAGE_2D == 1
"TGL_FEATURE_MULTITHREADED_COPY_TEXIMAGE_2D "
#endif
#if TGL_FEATURE_MULTITHREADED_ZB_COPYBUFFER == 1
"TGL_FEATURE_MULTITHREADED_ZB_COPYBUFFER "
#endif
#else
"TGL_FEATURE_SINGLE_THREADED "
#endif
#if TGL_FEATURE_ALIGNAS
"TGL_FEATURE_ALIGNAS "
#endif
"TGL_BUFFER_EXT "
#if TGL_FEATURE_ALT_RENDERMODES
"TGL_FEEDBACK "
"TGL_SELECT "
#endif
"TGL_SOFTWARE_ACCELERATED";
const GLubyte* glGetString(GLenum name){
switch(name){
case GL_VENDOR: return vendor_string;
case GL_RENDERER: return renderer_string;
case GL_VERSION: return version_string;
case GL_EXTENSIONS: return extensions_string;
case GL_LICENSE: return license_string;
}
return NULL;
}
//NOTE: You should never be prevented from retrieving values from the GL state, even in GL_OUT_OF_MEMORY
void glGetIntegerv(GLint pname, GLint* params) {
GLint i;GLContext* c = gl_get_context();
i = 0;
switch (pname) {
case GL_MAX_BUFFERS:
*params = MAX_BUFFERS;
break;
case GL_TEXTURE_HASH_TABLE_SIZE:
*params = TEXTURE_HASH_TABLE_SIZE;
break;
case GL_LIGHT15:
i++;
case GL_LIGHT14:
i++;
case GL_LIGHT13:
i++;
case GL_LIGHT12:
i++;
case GL_LIGHT11:
i++;
case GL_LIGHT10:
i++;
case GL_LIGHT9:
i++;
case GL_LIGHT8:
i++;
case GL_LIGHT7:
i++;
case GL_LIGHT6:
i++;
case GL_LIGHT5:
i++;
case GL_LIGHT4:
i++;
case GL_LIGHT3:
i++;
case GL_LIGHT2:
i++;
case GL_LIGHT1:
i++;
case GL_LIGHT0:
*params = c->lights[i].enabled;
break;
case GL_COLOR_ARRAY:
*params = ((c->client_states & COLOR_ARRAY)!=0);
break;
case GL_COLOR_ARRAY_SIZE:
*params = (c->color_array_size);
break;
case GL_COLOR_ARRAY_STRIDE:
*params = c->color_array_stride;
break;
case GL_VERTEX_ARRAY:
*params = ((c->client_states & VERTEX_ARRAY)!=0);
break;
case GL_VERTEX_ARRAY_SIZE:
*params = c->vertex_array_size;
break;
case GL_VERTEX_ARRAY_STRIDE:
*params = c->vertex_array_stride;
break;
case GL_TEXTURE_COORD_ARRAY:
*params = ((c->client_states & TEXCOORD_ARRAY)!=0);
break;
case GL_TEXTURE_COORD_ARRAY_SIZE:
*params = c->texcoord_array_size;
break;
case GL_TEXTURE_COORD_ARRAY_STRIDE:
*params = c->texcoord_array_stride;
break;
case GL_NORMAL_ARRAY:
*params = ((c->client_states & NORMAL_ARRAY)!=0);
break;
case GL_NORMAL_ARRAY_STRIDE:
*params = c->normal_array_stride;
break;
case GL_BLEND:
*params = c->zb->enable_blend;
break;
case GL_SHADE_MODEL:
*params = c->current_shade_model;
break;
case GL_BLEND_DST:
*params = c->zb->dfactor;
break;
case GL_BLEND_SRC:
*params = c->zb->sfactor;
break;
case GL_POLYGON_MODE:
params[0] = c->polygon_mode_front;
params[1] = c->polygon_mode_back;
break;
case GL_LIST_MODE:
if(c->compile_flag && !c->exec_flag)
params[0] = GL_COMPILE;
else if(c->exec_flag && c->compile_flag)
params[0] = GL_COMPILE_AND_EXECUTE;
else
params[0] = 0;
break;
case GL_LIST_BASE:
*params = c->listbase;
break;
case GL_LIST_INDEX: //TODO
params[0] = 0;
break;
case GL_TEXTURE_2D:
case GL_TEXTURE_1D:
params[0] = c->texture_2d_enabled;
break;
case GL_POLYGON_STIPPLE:
#if TGL_FEATURE_POLYGON_STIPPLE == 1
params[0] = c->zb->dostipple;
#else
params[0] = GL_FALSE;
#endif
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
*params = c->local_light_model;
break;
case GL_FOG_INDEX:
*params = 0;
break;
case GL_FOG_COLOR:
params[0] = 0;
params[1] = 0;
params[2] = 0;
params[3] = 0;
break;
case GL_FOG_MODE:
*params = GL_EXP;
break;
case GL_LIGHTING:
*params = (c->lighting_enabled != 0);
break;
case GL_LIGHT_MODEL_TWO_SIDE:
*params = (c->light_model_two_side != 0);
break;
case GL_LINE_STIPPLE_REPEAT:
*params = 1;
break;
case GL_LINE_STIPPLE:
*params = 0;
break;
case GL_LINE_STIPPLE_PATTERN:
*params = (GLushort)(~0);
break;
case GL_NORMALIZE:
params[0] = c->normalize_enabled;
break;
case GL_POINT_SMOOTH_HINT:
case GL_FOG_HINT:
case GL_LINE_SMOOTH_HINT:
case GL_PERSPECTIVE_CORRECTION_HINT:
case GL_POLYGON_SMOOTH_HINT:
*params = GL_FASTEST;
break;
case GL_BLUE_SCALE:
case GL_RED_SCALE:
case GL_GREEN_SCALE:
case GL_ALPHA_SCALE:
*params = 1;
break;
case GL_SUBPIXEL_BITS:
*params = 6;
break;
case GL_MATRIX_MODE:
if(c->matrix_mode == 0)
*params = GL_MODELVIEW;
else if (c->matrix_mode == 1)
*params = GL_PROJECTION;
else if (c->matrix_mode == 2)
*params = GL_TEXTURE;
break;
case GL_BLUE_BIAS:
case GL_RED_BIAS:
case GL_GREEN_BIAS:
case GL_ALPHA_BIAS:
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
case GL_CLIP_PLANE2:
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
case GL_SCISSOR_TEST:
case GL_UNPACK_SWAP_BYTES:
case GL_UNPACK_SKIP_ROWS:
case GL_UNPACK_SKIP_PIXELS:
case GL_UNPACK_ROW_LENGTH:
case GL_UNPACK_LSB_FIRST:
case GL_TEXTURE_GEN_T:
case GL_TEXTURE_GEN_S:
case GL_TEXTURE_GEN_R:
case GL_TEXTURE_GEN_Q:
case GL_STEREO:
case GL_PACK_SWAP_BYTES:
case GL_PACK_SKIP_ROWS:
case GL_PACK_SKIP_PIXELS:
case GL_PACK_ROW_LENGTH:
case GL_PACK_LSB_FIRST:
case GL_STENCIL_TEST:
case GL_MAX_PIXEL_MAP_TABLE:
case GL_MAX_EVAL_ORDER:
case GL_MAX_CLIENT_ATTRIB_STACK_DEPTH:
params[0] = 0;
break;
case GL_POLYGON_MAX_VERTEX:
params[0] = POLYGON_MAX_VERTEX;
break;
case GL_MAX_VIEWPORT_DIMS:
params[0] = 4096;
params[1] = 4096;
break;
case GL_MAX_LIST_NESTING:
*params = 2147483647; //No checking is done, indicate it to the user!
break;
case GL_STENCIL_FUNC:
*params = GL_ALWAYS;
break;
case GL_STENCIL_CLEAR_VALUE:
*params = 0;
break;
case GL_STENCIL_BITS:
case GL_MAP_STENCIL:
case GL_MAP_COLOR:
case GL_INDEX_SHIFT:
case GL_INDEX_OFFSET:
case GL_INDEX_MODE:
case GL_INDEX_CLEAR_VALUE:
case GL_INDEX_BITS:
case GL_INDEX_ARRAY:
*params = 0;
break;
case GL_FRONT_FACE:
*params = c->current_front_face;
break;
case GL_STENCIL_PASS_DEPTH_PASS:
case GL_STENCIL_PASS_DEPTH_FAIL:
*params = GL_KEEP;
break;
case GL_STENCIL_VALUE_MASK:
case GL_INDEX_WRITEMASK:
*params = ~0;
break;
case GL_UNPACK_ALIGNMENT:
case GL_PACK_ALIGNMENT:
*params = 4;
break;
case GL_COLOR_ARRAY_TYPE:
case GL_NORMAL_ARRAY_TYPE:
case GL_TEXTURE_COORD_ARRAY_TYPE:
case GL_VERTEX_ARRAY_TYPE:
*params = GL_FLOAT;
break;
case GL_RENDER_MODE:
#if TGL_FEATURE_ALT_RENDERMODES == 1
*params = c->render_mode;
#else
*params = GL_RENDER;
#endif
break;
case GL_BLEND_EQUATION:
*params = c->zb->blendeq;
break;
case GL_DRAW_BUFFER:
*params = c->drawbuffer;
break;
case GL_READ_BUFFER:
*params = c->readbuffer;
break;
case GL_AUX_BUFFERS:
*params = 0;
break;
case GL_PIXEL_MAP_S_TO_S_SIZE:
case GL_PIXEL_MAP_I_TO_I_SIZE:
case GL_PIXEL_MAP_I_TO_R_SIZE:
case GL_PIXEL_MAP_I_TO_G_SIZE:
case GL_PIXEL_MAP_I_TO_B_SIZE:
case GL_PIXEL_MAP_I_TO_A_SIZE:
case GL_PIXEL_MAP_R_TO_R_SIZE:
case GL_PIXEL_MAP_G_TO_G_SIZE:
case GL_PIXEL_MAP_B_TO_B_SIZE:
case GL_PIXEL_MAP_A_TO_A_SIZE:
*params = 0;
break;
case GL_RGBA_MODE:
*params = 1; //yes, even in 565 (it's what the spec says)
break;
case GL_VIEWPORT:
params[0] = c->viewport.xmin;
params[1] = c->viewport.ymin;
params[2] = c->viewport.xsize;
params[3] = c->viewport.ysize;
break;
case GL_MAX_SPECULAR_BUFFERS:
#if TGL_FEATURE_SPECULAR_BUFFERS == 1
*params = MAX_SPECULAR_BUFFERS;
#else
*params = 0;
#endif
break;
case GL_MAX_DISPLAY_LISTS:
*params = MAX_DISPLAY_LISTS;
break;
case GL_ERROR_CHECK_LEVEL:
#if TGL_FEATURE_STRICT_OOM_CHECKS == 1
*params = 2;
#elif TGL_FEATURE_ERROR_CHECK == 1
*params = 1;
#else
*params = 0;
#endif
break;
//->zEnableSpecular
case GL_IS_SPECULAR_ENABLED:
*params = c->zEnableSpecular;
break;
case GL_MAX_MODELVIEW_STACK_DEPTH:
*params = MAX_MODELVIEW_STACK_DEPTH;
break;
case GL_MAX_NAME_STACK_DEPTH:
*params = MAX_NAME_STACK_DEPTH;
break;
case GL_MAX_PROJECTION_STACK_DEPTH:
*params = MAX_PROJECTION_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_STACK_DEPTH:
*params = MAX_TEXTURE_STACK_DEPTH;
break;
case GL_MAX_TEXTURE_LEVELS:
*params = MAX_TEXTURE_LEVELS;
break;
case GL_GREEN_BITS:
#if TGL_FEATURE_RENDER_BITS == 16
*params = 6;
#elif TGL_FEATURE_RENDER_BITS == 32
*params = 8;
#endif
break;
case GL_BLUE_BITS:
case GL_RED_BITS:
#if TGL_FEATURE_RENDER_BITS == 16
*params = 5;
#elif TGL_FEATURE_RENDER_BITS == 32
*params = 8;
#endif
break;
case GL_POLYGON_OFFSET_FILL:
*params = ((c->offset_states & TGL_OFFSET_FILL) != 0);
break;
case GL_POLYGON_OFFSET_LINE:
*params = ((c->offset_states & TGL_OFFSET_LINE) != 0);
break;
case GL_DEPTH_BITS:
*params = 16;
break;
case GL_POLYGON_OFFSET_POINT:
*params = ((c->offset_states & TGL_OFFSET_POINT) != 0);
break;
case GL_POLYGON_SMOOTH:
*params = GL_FALSE;
break;
case GL_CULL_FACE_MODE:
*params = c->current_cull_face;
break;
case GL_MAX_LIGHTS:
*params = MAX_LIGHTS;
break;
case GL_MAX_TEXTURE_SIZE:
*params = TGL_FEATURE_TEXTURE_DIM; /* not completely true, but... */
break;
case GL_CULL_FACE:
*params = c->cull_face_enabled;
break;
case GL_CURRENT_RASTER_POSITION_VALID:
*params = c->rasterposvalid;
break;
case GL_FOG:
*params = GL_FALSE;
break;
case GL_EDGE_FLAG:
*params = c->current_edge_flag;
break;
case GL_DOUBLEBUFFER:
case GL_DITHER:
*params = GL_FALSE;
break;
case GL_DEPTH_TEST:
*params = (c->zb->depth_test == 1);
break;
case GL_DEPTH_FUNC:
*params = GL_LESS;
break;
default:
tgl_warning("glGet: option not implemented");
#if TGL_FEATURE_ERROR_CHECK == 1
#define ERROR_FLAG GL_INVALID_ENUM
#include "error_check.h"
#endif
break;
}
}
void glGetFloatv(GLint pname, GLfloat* v) {
GLint i, mnr; GLContext* c;
mnr = 0; /* just a trick to return the correct matrix */
c = gl_get_context();
switch (pname) {
case GL_BLUE_SCALE:
case GL_RED_SCALE:
case GL_GREEN_SCALE:
case GL_ALPHA_SCALE:
case GL_FOG_END:
case GL_FOG_DENSITY:
*v = 1;
break;
case GL_BLUE_BIAS:
case GL_RED_BIAS:
case GL_GREEN_BIAS:
case GL_ALPHA_BIAS:
case GL_FOG_START:
*v = 0;
break;
case GL_DEPTH_SCALE:
*v = 1;
break;
case GL_TEXTURE_MATRIX:
mnr++;
case GL_PROJECTION_MATRIX:
mnr++;
case GL_MODELVIEW_MATRIX: {
GLfloat* p = &c->matrix_stack_ptr[mnr]->m[0][0];
for (i = 0; i < 4; i++) {
*v++ = p[0];
*v++ = p[4];
*v++ = p[8];
*v++ = p[12];
p++;
}
} break;
case GL_LINE_WIDTH:
*v = 1.0f;
break;
case GL_DEPTH_CLEAR_VALUE:
*v = 1; //This is not entirely true, but... good enough?
break;
case GL_DEPTH_RANGE:
v[0] = 0;
v[1] = 1;
break;
case GL_DEPTH_BIAS:
*v = 0;
break;
case GL_CURRENT_TEXTURE_COORDS:
v[0] = c->current_tex_coord.X;
v[1] = c->current_tex_coord.Y;
v[2] = c->current_tex_coord.Z;
v[3] = c->current_tex_coord.W;
break;
case GL_CURRENT_RASTER_POSITION:
v[0] = c->rastervertex.pc.X;
v[1] = c->rastervertex.pc.Y;
v[2] = c->rastervertex.pc.Z;
v[3] = c->rastervertex.pc.W;
break;
case GL_CURRENT_RASTER_DISTANCE:
*v = c->rastervertex.ec.Z;
break;
case GL_LINE_WIDTH_RANGE:
v[0] = v[1] = 1.0f;
break;
case GL_POINT_SIZE:
//case GL_POINT_SIZE_MIN:
//case GL_POINT_SIZE_MAX:
*v = c->zb->pointsize;
break;
case GL_FOG_COLOR:
v[0] = 0;
v[1] = 0;
v[2] = 0;
v[3] = 0;
break;
case GL_POINT_SIZE_GRANULARITY:
*v = 1.0f; //if we ever implement AA'd points...
break;
case GL_POLYGON_OFFSET_FACTOR:
*v = 0;
break;
case GL_POLYGON_OFFSET_UNITS:
*v = 0;
break;
case GL_LIGHT_MODEL_AMBIENT:
for (i = 0; i < 4; i++)
v[i] = c->ambient_light_model.v[i];
break;
case GL_ZOOM_X:
*v = c->pzoomx;
break;
case GL_ZOOM_Y:
*v = c->pzoomy;
break;
case GL_POINT_SIZE_RANGE:
v[0] = c->zb->pointsize;
v[1] = c->zb->pointsize;
break;
default:
tgl_warning("warning: unknown pname in glGetFloatv()\n");
break;
}
}