[Mesa-dev] [PATCH 4/4] glxinfo: Remove the ARB suffixes from core enums

Ian Romanick idr at freedesktop.org
Thu Apr 10 11:17:35 PDT 2014


On 04/09/2014 06:51 PM, Fredrik Höglund wrote:
> The suffix is only removed from the printed names in case someone
> wants to build glxinfo against an old implementation.

Isn't that already impossible due to GL_MAX_VERTEX_OUTPUT_COMPONENTS?

To be honest... I'd like to see all of the '#ifdef extension_name' stuff
go away.  We can just put a build-time dependency on a recent enough
version of glext.h.  The version is available as a #define in glext.h.

> ---
>  src/xdemos/glxinfo.c | 34 +++++++++++++++++-----------------
>  1 file changed, 17 insertions(+), 17 deletions(-)
> 
> diff --git a/src/xdemos/glxinfo.c b/src/xdemos/glxinfo.c
> index f8a4e51..6e00dd3 100644
> --- a/src/xdemos/glxinfo.c
> +++ b/src/xdemos/glxinfo.c
> @@ -538,20 +538,20 @@ static void
>  print_shader_limits(GLenum target)
>  {
>     static const struct token_name vertex_limits[] = {
> -      { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB" },
> -      { GL_MAX_VARYING_FLOATS_ARB, "GL_MAX_VARYING_FLOATS_ARB" },
> -      { GL_MAX_VERTEX_ATTRIBS_ARB, "GL_MAX_VERTEX_ATTRIBS_ARB" },
> -      { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_TEXTURE_IMAGE_UNITS_ARB" },
> -      { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB" },
> -      { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB" },
> -      { GL_MAX_TEXTURE_COORDS_ARB, "GL_MAX_TEXTURE_COORDS_ARB" },
> +      { GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, "GL_MAX_VERTEX_UNIFORM_COMPONENTS" },
> +      { GL_MAX_VARYING_FLOATS_ARB, "GL_MAX_VARYING_FLOATS" },
> +      { GL_MAX_VERTEX_ATTRIBS_ARB, "GL_MAX_VERTEX_ATTRIBS" },
> +      { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_TEXTURE_IMAGE_UNITS" },
> +      { GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS" },
> +      { GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS" },
> +      { GL_MAX_TEXTURE_COORDS_ARB, "GL_MAX_TEXTURE_COORDS" },
>        { GL_MAX_VERTEX_OUTPUT_COMPONENTS  , "GL_MAX_VERTEX_OUTPUT_COMPONENTS  " },
>        { (GLenum) 0, NULL }
>     };
>     static const struct token_name fragment_limits[] = {
> -      { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB" },
> -      { GL_MAX_TEXTURE_COORDS_ARB, "GL_MAX_TEXTURE_COORDS_ARB" },
> -      { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_TEXTURE_IMAGE_UNITS_ARB" },
> +      { GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS" },
> +      { GL_MAX_TEXTURE_COORDS_ARB, "GL_MAX_TEXTURE_COORDS" },
> +      { GL_MAX_TEXTURE_IMAGE_UNITS_ARB, "GL_MAX_TEXTURE_IMAGE_UNITS" },
>        { GL_MAX_FRAGMENT_INPUT_COMPONENTS , "GL_MAX_FRAGMENT_INPUT_COMPONENTS " },
>        { (GLenum) 0, NULL }
>     };
> @@ -567,12 +567,12 @@ print_shader_limits(GLenum target)
>  
>     switch (target) {
>     case GL_VERTEX_SHADER:
> -      printf("    GL_VERTEX_SHADER_ARB:\n");
> +      printf("    GL_VERTEX_SHADER:\n");
>        print_shader_limit_list(vertex_limits);
>        break;
>  
>     case GL_FRAGMENT_SHADER:
> -      printf("    GL_FRAGMENT_SHADER_ARB:\n");
> +      printf("    GL_FRAGMENT_SHADER:\n");
>        print_shader_limit_list(fragment_limits);
>        break;
>  
> @@ -637,22 +637,22 @@ print_limits(const char *extensions, const char *oglstring)
>        { 2, GL_ALIASED_POINT_SIZE_RANGE, "GL_ALIASED_POINT_SIZE_RANGE", NULL },
>        { 2, GL_SMOOTH_POINT_SIZE_RANGE, "GL_SMOOTH_POINT_SIZE_RANGE", NULL },
>  #if defined(GL_ARB_texture_cube_map)
> -      { 1, GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, "GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB", "GL_ARB_texture_cube_map" },
> +      { 1, GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, "GL_MAX_CUBE_MAP_TEXTURE_SIZE", "GL_ARB_texture_cube_map" },
>  #endif
>  #if defined(GL_NV_texture_rectangle)
> -      { 1, GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, "GL_MAX_RECTANGLE_TEXTURE_SIZE_NV", "GL_NV_texture_rectangle" },
> +      { 1, GL_MAX_RECTANGLE_TEXTURE_SIZE_NV, "GL_MAX_RECTANGLE_TEXTURE_SIZE", "GL_NV_texture_rectangle" },
>  #endif
>  #if defined(GL_ARB_multitexture)
> -      { 1, GL_MAX_TEXTURE_UNITS_ARB, "GL_MAX_TEXTURE_UNITS_ARB", "GL_ARB_multitexture" },
> +      { 1, GL_MAX_TEXTURE_UNITS_ARB, "GL_MAX_TEXTURE_UNITS", "GL_ARB_multitexture" },
>  #endif
>  #if defined(GL_EXT_texture_lod_bias)
> -      { 1, GL_MAX_TEXTURE_LOD_BIAS_EXT, "GL_MAX_TEXTURE_LOD_BIAS_EXT", "GL_EXT_texture_lod_bias" },
> +      { 1, GL_MAX_TEXTURE_LOD_BIAS_EXT, "GL_MAX_TEXTURE_LOD_BIAS", "GL_EXT_texture_lod_bias" },
>  #endif
>  #if defined(GL_EXT_texture_filter_anisotropic)
>        { 1, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, "GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT", "GL_EXT_texture_filter_anisotropic" },
>  #endif
>  #if defined(GL_ARB_draw_buffers)
> -      { 1, GL_MAX_DRAW_BUFFERS_ARB, "GL_MAX_DRAW_BUFFERS_ARB", "GL_ARB_draw_buffers" },
> +      { 1, GL_MAX_DRAW_BUFFERS_ARB, "GL_MAX_DRAW_BUFFERS", "GL_ARB_draw_buffers" },
>  #endif
>  #if defined(GL_ARB_blend_func_extended)
>        { 1, GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, "GL_MAX_DUAL_SOURCE_DRAW_BUFFERS", "GL_ARB_blend_func_extended" },
> 



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